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Everything posted by powda

  1. My suggestion would be to let her play it again. This lets her get a better feel for what's going on now that she's had her first taste. That being said... If you guys just played Aftermath for the first time, I would definitely choose different options for your timed events, (like "Lockdown") just to show her the game's flexibility and to make the game not quite such a cake-walk for her.
  2. Even if you don't have a local FLGS (who would be ordering the kit from a distributor), you could probably get your hands on OP kit contents via ebay.
  3. Skirmish players need to clam down. I think there is too much "X-Wing Entitlement" going around. It isn't feasible for FFG to market this game as two separate games. As it is, it's probably a bigger pain than they would like thanks to having to differentiate deployment cards between campaign and skirmish. (heroes, as well as the new concept with the droids) Despite your lack of interest, the game does have a solid Campaign setting and FFG as a business need to meet the demands of both aspects of the game, not cater to either. This can - and most likely will - be addressed in the form of OP kit prizes and further expansion packs.
  4. I think all the Skirmish players specifically need to relax. This is a *very* easily addressed issue thanks to Organized Play. Much the same way that I now have *way* too many elite storm trooper and AT-ST cards, it is easy and probably already "in the pipe" for FFG to release alt-art, additional cards via OP kits. I would think that things like extra Trandos, extra RGs, extra heavy troopers are all things that will be addressed.
  5. "You're doing it wrong" Just because you have Vader doesn't mean you need to use Vader... and especially not for every single map. How to use Vader: Defensivley, no officers * Do not use him on maps where Imps need to be mobile. * Force choke every opportunity you get. It doesn't require accuracy so you can do it from super far away and it gives heroes strain which is a major pain for timed missions. * Sit him next to an objective - or hide him around the corner to an objective - and wait for Rebels to come to you. Other than Gaarkhan, it's not hard to wound a hero in one turn with a choke / brutality and a little help from a friend or two. Once a hero is wounded, their speed drops and they're either no longer useful (running away from Vader) or they're easy pickins. Offensively, with officers * Recklessly throw Vader into the mix, expect to lose him. He has great defense and will usually make the heroes scatter unless they focus him down. Either way, you're stopping the heroes from setting up and dictating the pace. As an Imperial player, this is key. * Force choking for strain is never a bad thing. Unblockable damage and taking away hero tricks by sapping strain is big.
  6. Had to chime in... DROIDS: I think the droids are awesome. I love their flavour and I think they're designed well from both a 'storyline, canon' (C3P0 cowers and doesn't attack, R2D2 does very little damage, hacks terminals, etc.) and from a functionality standpoint for the game. They definitely feel *very* different when compared to other figures we've seen so far. Two activations with a ton of functionality - especially with the right builds - in Skirmish for *5* points is terrific. Especially considering that they are looking to be tough to get rid of. VADER / SINGLE PURPOSE: Unless I'm missing something, brutality doesn't work. Brutality is an 'attack' special action and Vader doesn't have Assault. No workie. HOWEVER... What might be even more scary in the right moment is the fact that Vader can force choke across the whole map (with line of sight, of course) for any combination of up to three unblocked damage (twice) or two unblocked damage and burning a command card (twice). That could be very strong at the right time.
  7. After reading through this thread, I kinda got to thinking about something... The main problem seems to be that for the higher cost allies, the added difficulty of threat to Imperials is not worth the added ally. According to the rules, a player is supposed to be 'in control' of the ally, correct? I think that's simply to keep the rules tight and is most likely redundant. HOWEVER, I think that may also be the secret to making the allies worth it. Here's my idea: Whenever the player controlling the ally takes an activation, they may choose to immediately activate the ally so long as that ally is ready (not exhausted). If all heroes have been activated for the round but the ally has not been activated, the player controlling the ally has the opportunity to exhaust or activate the ally on it's own. While it's a relatively small rules change, it can provide for a big benefit to rebels running allies as once per round you are able to get two activations in between the imperial player acting. ... or is that how it is currently intended to work and I've just read it wrong up to now?
  8. Popular opinion being that Imperial has the easier go of things in campaign, I'm curious if Twin Shadows is going to resolve things... Either with new heroes or keywords.
  9. Love this idea, need to get my hands on some SWM maps!
  10. OP's issue seems to be far less about rewarding heroes who withdraw and more about heroes rushing objectives. There are definitely ways to counter rebel rushes and most often a flat-out rush is an easy win for Imperials. Although interestingly enough... Doesn't the mission say Imperials win if all rebel players are wounded? I don't think you have to actually force them to withdraw, so completely killing off two of them does you no favours when you can simply end the mission by doing the same amount of damage - give or take - and simply wounding the whole party ending things instantly.
  11. Love the list and the flavour. Nice to see that there are viable solid options coming out of the woodwork for Rebels. Now mercs need their day in the sun.
  12. I would challenge a Vader and Champion build to take out a team turn 1 with regular officers, you still get usually at most two brutalities. The key I've found to taking on Vader is spreading your units out to avoid brutality (only doable with ranged) and hitting him with as much pierce as possible. We'll be testing this out this week If someone comes to me with a Vader/Champ/O/O/O build it's fairly easy to maneuver around them and just take all of the objectives. 5 figures can only be in so many places at once. Yeah, I like that the Vader / RGC Brutality Bros uber tanky list is a thing. I've got a tank-killer list that I didn't get a chance to run this last tournament but need to get some solid testing into. When I do, I'll post it.
  13. Re: the three rule books, Once you're past the tutorial mission in the L2P guide, your ONLY use for that badboy should be the handy summaries on the back cover. Everything else is covered in the RRG. A read-through of the RRG probably isn't as dry a read as you'd think and if you're playing Imps, it'll definitely do you more good than harm.
  14. Officially skirmish is 1 v 1 but you can easily do teams. We've done 2 v 2 here before. I'm sure there are others who have toyed with the idea, but I've been thinking up a multiplayer FFA variant for skirmish. Have some rough ideas banged out, and need some playtesting but it can absolutely be done. My guess is that the designers have already thought of this and might be holding things back for a few expansions to let the 2-player variant iron out it's kinks - if any present themselves - and to provide further replay value down the road.
  15. And like I said, that's a bad design decision. That is in no way a bad design decision. Mechanically speaking , whether you call Diala "Luke" and Jyn "Han" or not, they are sound creations. Now, you can question if having the players act as so-called no-name heroes rather than characters from the movie is a bad decision thematically. I personally don't see it that way, but that's a matter of taste. ... Even that isn't a bad decision... As per the novels which are plenty successful and the cartoon reboot Star Wars Rebels, (which is plenty popular in itself) you don't need Luke, Han, Leia and Chewie to keep the universe alive. Influx of new faces and new stories doesn't hurt anything.
  16. My guess is that FFG has a plan in place to cover them for the time being while they have their feelers out in the wild seeing how people adapt to the current environment. As of right now, all you need to play a Skirmish map outside of the core box is the map schematics itself the rules that come along with it and technically the A / B cards that get added to the deck to be shuffled and drawn for which map(s) get played at the tournament. The rules and schematic can *very* easily be printed or copied and you could make it by with just one copy.
  17. There isn't as much upswing for campaign as there is for Skirmish, certainly. The mini's are good quality, they come with two maps (one for campaign, one for skirmish) as well as applicable cards, like rewards or agenda cards depending on the expansion. Coming up with points like, "So in other words, don't buy ally packs because they're pointless." and "And like I said, that's a bad design decision." ... probably won't get you very far. Feel free to discuss the game however you see fit within the guideline of the boards... But if you're looking for the game to possibly change to something you might like more, then you may want to change up your approach.
  18. Yes he can/may do so: "If an ability allows a figure to perform an attack outside of its activation, this attack does not count toward the limit of one attack per activation." The officer can "order" Vader to perform a normal attack as on of the officer's action (which would be outside Vaders activation) But he must "order" Vader BEFORE Vaders own Activation since an exhausted unit/group cannot be re-activated in the same round (under normal circumstances) Reference? Totally willing to believe you as you've been solid on the rules... Just wanna know where in the RRG to find that. It wasn't being done properly last time we played.
  19. Your constructive input is immediately put to use Hey, I've mellowed considerably.... this was me being politically correct. In years past, I would have got into a pissing contest with some stubborn 15 year old which ended in me calling everyone retards, then rage quitting this site lol. I thought my response was as nice as I get lol We've all been there They got my good side when they took that shot.
  20. My guess is they realized the HORRIBLE mistake they made not including the Boba Fett expansion in with the Twin Shadows box and - having seen the error of their ways thanks to our highly constructive and civil thread post about it - decided to fix their error by including Boba Fett in with the box. Yeah, I'm pretty sure that's it.
  21. Problem is that the AT-AT didn't work in star wars minis... it was a total bust... cool model, but even with the larger maps and a base with squares which other models could move on, it still didn't work... and that model was undersized scale-wise. The only way is in some epic format with huge maps but then the game would need reworking, the accuracy mechanic would need to change or new "epic" dice would need to be released. Then theres the problem of movement points on existing models being insufficient. Then what do you do? Release transport vehicles? This is alot of work for one single vehicle, that whhile iconic, had very very little screen time in the movies. Leave them out! Or there's that? Does anyone know the rough scale of an AT-AT relative to the maps we already play on? Could there be an AT-AT map full of indoor tiles where the Rebels' mission is to locate several key spots to place charges to blow the AT-AT up from inside?
  22. This might actually work. Similar to the Galactus idea for Heroclix where he had his own special rules and mechanics and didn't function on his own. I like the Accuracy but maybe only three built-in. They're big lasers that can travel far, but because they're big lasers they're also slow and shooting a small moving target is not their strong suit. I think the Blast 3 should be free thought, as the lasers are enormous. Four dice and pierce 3 is probably redundant, maybe stun or bleed? Also, maybe "at the end of each round choose up to two targets within line of sight and perform up to two attacks." This gives the AT-AT the ability to shoot twice and target two seperate targets or to fire two shots at one target. Without the option to focus fire, the AT-AT will ALWAYS lose to Chewie, Vader, RGC, or anything else that can soak the first shot while running in full speed. Small problem, though... It has a HORRIBLE crippling weakness. and makes it *very* easy pickings for half a game's VP. Not being able to attack adjacent AND being immobile makes it a sitting duck. You could give it an ability like: Incredibly Massive - This figure has the "Massive" ability. After a move or reposition, if any figures were forced to move, roll the red combat die and each of those figures may choose to roll a single White defense die. Apply <dmg> to each of those figures for each <dmg> rolled to each character that did not roll a "X". Any character damaged this way is stunned. This allows for some defense to limit the amount of attacks on it as well as not making it quite the sitting duck. It allows it to emulate the fact that AT-AT's are incredibly slow - though not immobile - and allows for a way to show the impact of those enormous stomping feet to ground troops. It would also have to be non-sentient. It can control, but not interact. Having said that, you would need to probably increase the deployment cost of that "AT-AT" to something like 24 or 26. I'd make sure the cost was inhibitive of creating an AT-ST/ Vader duo. Pretty sure that'd be unstoppable. It'd take some time to brainstorm and really hammer out balance, but it could be a really fun idea for something like a tournament prize promo. Beat the AT-AT, WIN the AT-AT or something along those lines.
  23. Gothsonika, have you looked into the possibility of sourcing out materials / shipping means for your trays of awesome? Being that IA is a game worth investing in, I wouldn't be suprrised if you had a market for your wares. If it wasn't a royal pain for you, it might be worth it for you for some 'side money'.
  24. I think this may be a cause for concern... Might be worth investigating further?
  25. Daaaaaaaaamn. Those are pretty. I shudder to think of the cost in materials and time.
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