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Scoundrel

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  1. thanks a ton. I think we got it right by now, though : ) edit: Arwwwrgh the link is dead. is there a functioning one please?
  2. yeah, about that; we had an imperial win on monday. And what we did was to move aggressively towards denying the rebellion killer first turn with 3 mon cals going to the build que. That failed btw as mon mother went away on a temporary alliance to utapau (iirc) first turn. BUT from then on imps just spread an searched and searched and RDed for SSDs and went all space. They found the base and before rebs could move away the combo of were the bait and veers action card (or is it vaders? im more of a rebels player) where you move a bunch of guys directly to a system to do battle, sealed the deal. it was very satisfactory even though I lost : ) also, in winning this way we realized that the imps actually have several routes to victory. torture seems legit too and spending more time on thwarting rebel moves could work too. the essential thing seems to keep production up, though.
  3. thanks, man. Super good info here.
  4. wow. a lot to process here : ) very interesting
  5. I've been wondering how exactly recruiting works since we started playing the game. You draw 2 cards. you can then recruit one of the guys portrayed on the 2 cards. BUT can you then chose to put either card in your hand or does it have to be the one you recruit from? Also, my gaming logic tells me that you need to show your opponent the recruiting icons in order to verify that you actually got the guy you chose BUT then he sees your action card and potentially knows the ability on it? are we supposed to hide the text with our fingers? that seems super clumsy game design.
  6. We play with the new mission deck but with both sides we miss a few important ones. I dont understand why we shouldn't include a few of the basic ones like dress delays or daring rescue? actually; why not just play them all? only balancing issue I can see is that you'll have a bigger deck and therefor a longer game witch might not fit the format. but then one could start with the "popularity" marker at 15 maybe. any one has anything to say about this?
  7. and one more last ting; many of us miss some of the missions from the old mission set. Wouldn't it be ok to just shuffle the missions we like from the old set into the new? I can't see why not..
  8. yes, I know. its how I read it too. but it makes for a big disadvantage for the empire imho. and they dont need that : ) why would the rebels ever be interested in rescuing captured dudes in the late game? btw now that I got you lemmiwinks, can I ask you one more thing? you always put the answers so clearly; I've been wondering how exactly recruiting works since we started playing the game. You draw 2 cards. you can then recruit one of the guys portrayed on the 2 cards. BUT can you then chose to put either card in your hand or does it have to be the one you recruit from? Also, my gaming logic tells me that you need to show your opponent the recruiting icons in order to verify that you actually got the guy you chose BUT then he sees your action card and potentially knows the ability on it? are we supposed to hide the text with our fingers? that seems super clumsy design. thanks!
  9. Could someone please define how cinematic combat works step by step?
  10. I've thought about that too. but why not just put all the missions we like in there and play it like that? missions are essentially scenes in the narrative that becomes the game. why not just put all the good stuff in there. its not like the new deck is more balanced. its just different. I see no reason to not put behind enemy lines in there for example.
  11. the rebels always win in my playgroup. we are trying to find a winning strategy for the imps but it seems impossible. we are even considering to place the marker further back at the start of the game.
  12. are we 100 percent sure, this is how it works?
  13. This is true, sadly. But its a very, very big set back for the empire. it should be like this; with a leader turned DS totals at nine leaders. Heck, id even love it for captured leaders to count towards the rebel maximum. so that if you have a guy in carbonite and a guy in prison you can only have 6 leaders max in your pool. Also, the current ruling makes it so there is actually no rebel incentive to rescue leaders. Why would you? when they are released, they will kill another leader. its weird. Imps need a lot of leaders to move ships around so they suffer greatly from the new leader limits, imho.
  14. hmm.. i dont understand this, Corey. What do you mean you keep vader in the pool to oppose a capture mission? capturing is a dark side mechanic, so how would you oppose that?
  15. Well, Well, they do have an incentive; a happy player base. Just ask EA how things can go south if you lose that. But ok. maybe they dont realize that. Either way; if that is the official stance, then I welcome this initiative and can only encourage you guys to take a look at swccgpc.com and maybe even contact the player committee of that game for tips on how to run this. they've been doing it for almost 20 years now. I am a playtester for the organisation and I know how well such a setup can work. we release new sets (just like seasons here) every 3 months aproximately. New cards are printed out and cut out and then put into sleeves with the old cards as background. that way new content can be released and easily integrated into the existing game. everything is for free and all cards are considered official. good luck. IA is a truly great game and I hope it will flourish under its new leadership.
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