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  1. We can at least hope for them to add new digital campaigns for purchase the same way Mansions of Madness does. As has been mentioned elsewhere, there are plenty of existing forest tiles that could be used for an Endor campaign.
  2. Meaning they didn't announce any or they specifically said there were no plans for more physical product when asked directly what was planned for IA?
  3. It seems likely that the "death" of Imperial Assault will be simply an end to official skirmish support and/or no new products while keeping at least the Campaign boxes in print. With the app support, IA campaign occupies a popular board game niche (considering how many miniature-using, grid-based board games with campaigns seem to thrive on Kickstarter) and while it may not be the newest hotness as far as such games go, it is "the Star Wars one." Unless FFG or some other company has a similar game coming down the pipe, one would hope at the very least they'd want to hold that niche.
  4. ...I'm not sure I'd want Darth Vader to be immune to attacks as long as a rStorm was standing near him. You could make literal invincible walls by putting a couple of leaders in each path with a single rStorm behind them. Edit: perhaps instead: Expendable: While a friendly, adjacent Leader is defending, you may suffer X hits to apply -X hits to the attack results. This still feels much more like a Guardian rather than a Trooper ability though. At least that's what Plo Koon tells me
  5. I am aware but I'm still not sure there's a substantial difference on content for less popular lines, especially if you consider that GW's two major games are not intended for a player to buy all the content released for that game. Now granted this is second hand as I haven't bought into 40k or Sigmar but my understanding (from reading up on it every year or two when I start to consider buying in) is that getting all you need to make a competitive army with some options for changeups in a single faction is either comparable to or more than buying nearly everything in any one of the Star Wars lines. That isn't intended as a value judgment, just that those seem like two proper points of comparison. If there isn't any new content for your army's faction available then your personal meta at least can be as stale as a game like Imperial Assault not getting any content. So then do the less popular army factions in 40K get content updates more or less often than FFG games like Imperial Assault and Armada? My sense is that it probably is more frequent but not to a big degree. And of course the Warhammer games are big enough with decades of content that even without anything new, you can still probably add options to your army (if they haven't been eaten by the 'nids to differentiate game lines).
  6. The points increase for overpowered things rather than reducing the cost of underpowered ones also seems to be FFG'S design philosophy for X-Wing 2.0 which seems like the best analog for this season style points adjustment approach. As this is basically an experiment of ways to balance the meta, I lean to trying something that would be the most straightforward change but providing a significant amount of data without being too onerous. So what about something as straightforward as banning Vader, and the Hunter trait for a season? That eliminates the most dominant pieces from the last couple of years of meta while not actually changing that many pieces and leaving the majority of post-Jabba content in place. See what new lists become dominant and you should have a good idea of what falls into the tiers below those pieces and an idea of where changes might be most effective.
  7. Assuming that's even a concern for the designers, it's easy enough to work around that in anything set before Rogue One. Obviously we have to ignore the timeline discrepancies created by being able to bring characters into campaign missions that take place before or after those characters existed in the form represented by their deployment (all the dead/missing folks plus characters like Jedi Luke) but that's hardly new. As for designing missions that include the characters, set it before Rogue One and use what we know from other materials. Maybe on Jedha working with Baze and Chirrut to help refugees or secure some Force artifacts or some such or with Saw against the Empire. There are already plenty of "not exactly Rebel business" missions for characters like Han so just use something like that for Jyn. If you really want to go for some poignancy, maybe do some early campaign missions as flashbacks to the heroes working with the Rogue One characters before moving to the main story of the heroes doing a similar mission to get the info about the second Death Star or some other such crucial but probably suicidal mission.
  8. So bear in mind that I conducted playtesting research for the video game industry not tabletop but as I assume the standards of NDAs are consistent across industries...the consequences can be severe. Being caught breaking an NDA will almost certainly get you blacklisted from future play tests and fired if you're actually employed as a playtester. Additionally, most NDAs are legal contracts so further civil lawsuits are certainly possible. Companies want to control the narrative around their products as much as possible and view any kind of leak as potentially costly down the line. Plus, you know, also kind of an a-hole move to leak something you were asked not to just to make yourself look knowledgeable, especially since testing is no guarantee something will be released and any given tester not being asked to test is no guarantee somebody else isn't testing it.
  9. I'm not sure I'd say GW is far and away better than FFG at teasing and announcing products if you look at things company wide. FFG does one to two articles about their upcoming or existing products every week day. FFG just has way more game lines. I think it's fairer to look at individual factions in, say, 40K compared to FFG's Star Wars games. Sure the Space Marines may get new stuff and announcements frequently but then so do X-Wing and Legion. Then ask players of, say, the Adepta Soritas how much attention and care they think GW gives them. With all that said, I'm far less bothered by IA getting reduced or even no more product releases than, say, Armada thanks to the Campaign and app.
  10. It seems like just making OTL trigger before the defender rolls dice is a perfectly fine change. "Might be able to nullify my attack with On the Lam" has become part of the calculation in attacking a figure with the Smuggler trait and over committing command cards and the like becomes a riskier proposition. If the defender has to make a similar calculation in deciding whether to use On the Lam, that seems like a balanced situation. It is a good way for Smuggler to serve as a counter to more offensive traits. Thematically, it does seem like Force Users (or at least those Force Users with white defense dice) should have a similar command card or something that can at least nullify a ranged attack as well as OtL can nullify a melee one. As for multiple Hunter command cards, that does seem a bit arbitrary even if it might promote a bit more diverse list building by making lower health less of point feeding trough. Personally, I'd rather see more command cards like OTL that can situationally stop one shot kills (i.e. avoiding attacks for agile characters like smugglers and force users or boosting blocks/weakening pierce for vehicles and guardians). Bounty hunters and snipers should be good at killing figures, especially when the situation or strategy (or whatever the random draws of command cards are meant to represent) lines up for them. Having an awesome hand of command cards and only being able to use one at a time sounds way less engaging then having an awesome hand and not being sure if you want to use them all on one attack because that Han might have On the Lam or the much cheaper guardian next to him might have some hypothetical "take the hit for an adjacent friendly figure" command card.
  11. With a pre-OT campaign, it doesn't seem particularly unreasonable. A couple of missions (or just side missions) on Jedha could easily account for Baze and Chirrut as, per their book, they were actively working on some covert resistance against the occupation and trying to help the innocent people. They even had a few run-ins with Saw's band. Cassian is easy to explain and could even be one of the main Rebel characters in such a campaign. Jyn could easily be involved in side missions or campaign missions about stealing from the Empire and what not. After all, Rebel command somehow knew who she really was and she got busted somehow. That's probably Loku's fault. That fish seems like a talker. That said, it does seem like doing a background story within a background story so I'm more interested in just getting the characters to play around with than having a campaign based around them. Maybe a few side missions.
  12. You mean like Obi Wan Kenobi openly acting in all his Jedi glory in a campaign explicitly set after the Battle of Yavin? Or the at least four characters that should not be around during any OT stories per the events of Rebels, including two who were rather explicitly dead?
  13. But that one shot removes 1/3 of the offense of the group if not more, gives victory points, and their primary purpose requires being in frontline combat. And that's before you get to figures like Sabine and Drokata that might wipe the squad with blast. Thrawn and Blaise provide all their benefits and no VP until they're entirely defeated and they don't have to be in the frontline to do many of the things you would bring them for. BT has more health than a whole squad of rTroopers combined and will almost certainly do more damage even before he leverages his traits. If there was something that turned raw numbers into enough damage to matter (like the common Troopers of that other Empire...), then the cheaper squishy troopers might become competitive again. The fixes suggested above might help with that. Maybe something that let multiple trooper deployments with the same name and cost function as a single deployment for activation and the suggested Pierce and damage token effects. Six or nine rTroopers working up to pierce 3+ and bonus damage (or surges) would be enough to make even the toughest targets sweat. It worked for Order 66.
  14. I know it's just the name of a power with the desired effect and a potentially good fix but the wording makes me chuckle. "There's no need to fret, you can count on Fett!" Edit: granted, he does wear a cape...
  15. Excellent point. I feel like ideally most of the recognizable characters should individually be good enough at something to be competitive in the right list. It gives the game a reason to have the Star Wars ip. That doesn't mean any given combination has to be top tier, certainly.
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