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OhBee

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Posts posted by OhBee


  1. Wondering if anybody is playing SW in the north bay. Right now, my girlfriend and I play at Gamescape North, but we're looking to expand our play group. We would love to hear if there's any life in the game here.


  2. Honestly, I wouldn't suggest flipping Luke that early on. It could be that your opponent had decided on an entirely different direction, and now they know exactky where to go. Plus, there's his unfortunate lack of milling capabilities, like you said.

    With that being said, card games are filled with random situations that might cause this scenario to become a viable one. I would suggest play test it in perhaps every third game and see what you find.


  3. Can a player activate Darth Vader for two attacks (say from Cluster Missle), even if Darth Vader's ability caused enough damage to destroy the ship after the first attack? Or, to put it another way, can a player voluntarily suffer damage after it's already suffered enough damage to be destroyed?


  4. Sleuths are tricky, but they're never commtied to the force. That means they're vulnerable to Shock Wave, which can wipe away a lot of the tricky attackers.Coupling this with Vader's reaction can wipe one out each turn. Not ideal, but possible. It also leaves your entire spread of units free to attack/defend elsewhere. Tactics icons are also your best friend.


  5. What I've found with this card is that players, more often than not, want to use this cards on the game winning cards that cost 3+, but those aren't always the cards you get. I've had the holocron sit on my table for round after round while I waited for a useful 3+ card to come up because I didn't want to waste the available resources. It's a powerful card, yes, but it forces play errors and causes a rush of big units that even a poor LS deck could counter with some well placed tactics icons. And, you can only have 2 in a 50 card deck. Seems okay to me.


  6. Hats off to you, for both an interesting idea and a well-worded delivery.  I think this is a fantastic idea, and I hope that my advice can help see this to fruition.  I think the idea is gold.  Campaign books have always added an exciting flare for a game and can offer an experience to players they can't achieve through conventional play.  If anybody can deliver an a book that draws its players into a story, it's Fantasy Flight.

     

    However, there a couple of issues you're going to have to address.  The first is that some players may be unwilling to start at one end a book and play straight through to the end.  It means that, probably, they're going to be playing with the same person and that might detract from some of the enjoyment of any game; being able to play with multiple people and expand your gaming "wisdom."  The second is depending on how specific each mission could be, barring ships from a player's list could carry a negative tone.  I may be erring on the side of sensitivity when pertaining to this topic, but you might try listing must-include ships as opposed to cannot-include.  Rather than saying "Players can't include A-Wings until Mission 8," you could say "Players must include at least 1 Y-Wing for Mission 3."  I can certainly see the merit in your example, but the latter carries a different, more positive, connotation, in my opinion.

     

    The primary goal is to fill this book with missions that are fun and exciting both as parts of a whole and individuals.  I really think this is a fantastic idea and hope that this sees forward progress.  Also, I'm more than willing to assist in any way I can.


  7. There's no mention of what happens when a player leaves the board edge.  There have been a number of instances where either mine or my opponent's ship base/movement template extends beyond the boundary of the board.  We've come up with a house rule (every time any part of the ship or template moves beyond the established 3x3, that ship suffers one damage) but I'm curious what the official ruling on this is.

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