player1750031

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  1. It's a fancy name for a .pdf file that contains a list of all products legal for a particular Organized Play format.
  2. 4 regular Royal Guard groups? Naughty
  3. Last time I heard they were using a card deck instead of attack/defence dice, but anyway, it's nice to know that the design team is still doing their internal testing on an entirely different game to the one they are actually designing...
  4. Dunno about being OP or not, but you managed to cram an impressive amount of typos into a very confined space. Also, you don't exhaust Command Cards. You play them. You're probably thinking about Deployment Cards.
  5. It used to be INSANE with the old Imperial Officer. Good times.
  6. Honestly, at this stage of the game's life and at this stage of the skirmish game's evolution, I'd say it's not worth it if you won't be playing campaign at all.
  7. There is no such thing as 'Skirmish Upgrade' in campaign play. The campaign fix for older Mercenary and Imperial uniques is the villain class deck in Jabba's Realm. The campaign fix for older Rebel uniques... well, there is none, because the mechanic of taking a threat hit in order to bring an ally is broken in the first place and there's no easy way to fix that, other than re-writing that part of the rules.
  8. I'd like Agent Kallus, but the old cool evil sideburns Imperial version, not the current idiotic 'I did that 'Enemy Mine' thing for a 20min episode and I'm now totally one-eighty goody two shoes' version, the chances of which I realize are fairly slim at this point.
  9. Not having space for tokens is weaksauce. Not having space for tokens AND not having space for two decks AND having an overabundance of dice slots isn't just weaksauce, it speaks of a very poorly thought-out product. This should either have the current configuration, but a larger card compartment, or the little 9-dice space next to the card compartment should have been axed in favour of a removable token tray. In this current incarnation, I can't figure out what the purpose of the product is. Is it meant to store and transport your deck to events in an organized fashion? Then why all the surplus dice slots and no token space? Is it meant to store your stuff for trade display? Then why is there no way to display cards, which are much easier to read at a glance than dice? Is it meant to store and organize your collection? Then where do you put Neutrals, since these seem to be colour-coded according to card colours? Besides, how many of these would you need? A dozen? Two dozen? At 15$ a pop?
  10. This is the no-brainer safest marketing choice. There's a lot of people that are very outspoken about not liking the prequel movies. There's a lot of people that are very outspoken about not liking the sequel movies. Everybody likes the original movies. It's the most logical thing to do if FFG wants to sell a lot of Legion.
  11. For Skirmish, Imperials maybe being playable again. For Campaign, a storyline that's totally independent from the movies.
  12. With injection molded miniatures specifically, tooling and making just the mold to cast them bears an up-front cost that can go into hundreds of thousands of dollars. The profit for a set of miniature is in the negative not until you sell a unit, but until you sell several hundred, if not thousands of units.
  13. You don't categorize a game as 'skirmish' by model count, because like you just noticed, there's no way to have a consensus on where to draw the line. Is it 5 models? 10? 15? 20? The actual definition of a skirmish game is a game in which you resolve the actions of each individual miniature. Infinity or Malifaux are that kind of game. Legion is not, because you only check line of sight and movement from the leader are seldom worried about the placement of individual rank-and-file troopers and pool all their dice for attacks. 40k is kind of a weird hybrid thing. It started off as a 'proper' skirmish game, but over the decades and different editions it go bloated in regards to figure count, but retained primarily skirmish gameplay mechanics - you had several 10-20 man units, but you still had to move and attack with each one individually. That's the major contributing factor as to why 40k is so slow, clunky and unintuitive - it has the model count of a platoon or company sized game, but skirmish game mechanics. They cleaned it up a bit in the new edition, but the crux of the problem still remains unaltered. The larger problem being that 40k is the most succesful tabletop wargame in history, which makes it a prime target for imitation. Games like Bolt Action, Maelstrom, Warmachine etc. keep copying 40k's fundamental activation and scale mechanics, without realizing how flawed the concept is at its core. This further muddies the waters on what is and isn't a 'skirmish' game and what you call a game that isn't 'skirmish', and even what you call a game that's 'kinda skirmish but not really'.
  14. Yes, that's exactly my point. I'm sorry it went over your head. By the logic of the lawsuit, it should've cost you pennies to do that. The fact that it did not shows that the logic is flawed, to put it mildly.
  15. The Red Glowstick Rave Emperor Palpatine 8 Darth Vader 18 The Grand Inquisitor 9 Maul 7 Driven by Hatred -5 Temporary Alliance 1 Channel the Force 1 either Motivation or Rule by Fear, depending on how many new juicy Force User cards are in the next wave 1 Most probably will be terribad, but I'll play it a couple times anyway.