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  1. For activations you could also do something like the bolt action system and draw chits from a bag to see who gets the activation. Lots of activations are still advantageous but the player with the most won't be guaranteed the difference unopposed at the end of the turn. It would feel a bit redundant when we also already have randomised token stacks as well to determine which unit is activated and something would have to be done about representing priority (player always gets the first activation).
  2. You maybe have a millimeter to play with. You can bury bigger magnets in the figure's butts to compensate for a fairly thin low footprint magnet on the speeder body.
  3. I made shallow holes in the hull with a standard wood drill bit, deep enough for shallow magnets without actually going all the way through the plastic. No need to disassemble.
  4. Out of interest the dice bags are currently marked as "awaiting reprint" in the upcoming queue although that could still mean months down the line.
  5. Yeah if only they had based it on the actual movie poses like this one: ... oh... err... wait... (sorry about the late response... forum issues IIRC)
  6. It won't take long for someone to publish an AP equivalent list assuming they are part of the standard range. And not much longer for conversion charts.
  7. I didn't see it either but maybe it was on the live feed. But they look like Army Painter bottles rather than Vallejo. The top of the bottle under the cap is more curved in the current Vallejo range.
  8. But in both Armada and IA the dice all produce non-linear results (multi hit/surge/crits/values on some faces). In Legion the dice are to greater degree simply representing straight dice results (2+, 3+, 4+, 5+, 6+, 7+ and (7 or) 8 => crit) when the common surges are applied. On the whole the dice in Legion feels much more gimmicky to me as they could probably have been replaced with normal dice in the vast majority of cases. I generally dislike the movement tool for trooper movement but in fairness I play a bit of Saga as well, where moves have to be in straight lines so having a midpoint dog's leg is at least a bit of an improvement.
  9. I would have expected with Bistan needing recover that you wouldn't get much of a chance to aim after the first round of fire. But OTOH Bistan's extra 3 white + 1 black dice would be better that two white rerolls. How did you play them? Camp on the objectives or just maintain a gunline? Thinking of doing a very similar list for my first store competition but with the rebel clown car instead of the AT-RTs.
  10. My anecdotal experience is that while the local competitive scene (and regular players) have taken it in their stride the amount of casual X-Wing seems to have reduced with the digitisation so there may be an issue there at the entry level. But version transition is always an issue. Nevertheless I do think it's a move that has a merit. Maybe the hybrid dual card idea (standard point side/competition blank side) that people are suggesting is the best way to go.
  11. Red dice are 6/8 IIRC. To a degree I think the dynamics around compulsory move overall reduces firepower as you are constantly heading into the threat radius of your enemy. So when you end one activation by firing you really need to consider forgoing the next attack to fly out of trouble. That's why I think a free tailgun attack after moves would be the best improvement. It would effectively increase damage output in all cases and make the speeder a lot slippier to nail down. The Cover 2 pilots help a lot but it still doesn't make it act like the movie version.
  12. I'd love to try it sometime with dropping Arsenal and get a free tailgun shot after a move (or move action). Point costs aside (to be determined) it would dramatically change the way it is played making overflying the enemy and ducking into cover an attractive option at the end of the last activation/first activation two-step, rather than being tempted to maximise nose time and getting boxed in by grenade troopers and the like.
  13. I am only speculating about thin stock levels but tight stock management would be the sensible strategy because of their reliance on retailers to pull and shift stock in response to demand and the danger of them (FFG or retailers) being stuck with large quantities of stock in the pipeline if the demand dies. We do know that at various times large portions of the stock have been unavailable to retailers and, when this is worldwide, prices on the secondary market jump. This is exactly as you would expect when FFG's own stock levels are depleted. And none of these long term missing items have ever suddenly reappeared on the market without being visible in the upcoming queue, not even the boxed expansions (IIRC RToH was in the queue about two years back). The upcoming queue may not always be fully up to date (at least once it looked there was a three month gap in updates) but in the long run it is a reliable indicator. And it goes without saying that given the costs and complexities of organising a distributed reprint; updating the queue (as they do weekly with every other product line) is a trivial way of reassuring the community that IA is still being actively supported. Can you seriously think of any reason why they wouldn't flag reprints? A few weeks ago a lot of stock did arrive at online retailers and much of it seems to gone directly into discounted sales and there is now a fair amount of stock on the market. But this is not inconsistent with FFG pushing to clear stock and some of the items (such as Leia) are still marked as unavailable to order by retailers.
  14. But they were continuing to reprint existing IA products and core sets at the time. However reprinting stopped entirely at least six months ago. It's a product they don't sell directly and external retailers need customer interest to keep ordering. So it's reasonable to assume that they kept a fairly thin inventory (which we know didn't keep much of the range available in stock even when they were reprinting). Plus (to beat a dead horse) this is a thread that is based entirely on a statement by FFG that they are not developing products now, which carries a heavy implication of no immediate plans, and if they did recommence development in the near future it would probably take 18 months or two years before it hit the shelves during much of the core products would have been unavailable outside the reseller market.
  15. Well Star Wars miniature games certainly haven't been abandoned by FFG or Disney. Exactly the opposite given the huge release rate of Legion expansions. And therein lies part of the problem. Despite the validity of the argument that IA nd Legion are "different games" from a potential customer's point of view they both occupy the space of Star Wars miniature games and inevitably cannibalise of one-another's sales. As for your three reasons: FFG is in full development production flow give the output in other (Star Wars) product lines. Mostly likely IMO but I think you time frame is actually over-optimistic. IA needs active support to stay alive in retail for two reasons FFG don't sell it directly so product availability depends on stock being pushed from printing to retailers so it can be assumed that they do not keep a large stockpile. They cannot clear warehoused stock if retailers don't want to restock it (the game is perceived to be dying and sitting in bargain bins) and on the other hand if FFG's stock runs out there is no more supply as they have ceased printing. IA, although it can be played standalone really depends for much of its appeal on an ecosystem of expansions so when the core set runs out of stock or the expansions begin to dry up the game as a whole loses a lot of value for customer purchases, which in turn leads to lack of retailer interest in restocking (see 1)). The most important thing to understand is not the "no development" statement made recently but the fact that reprinting of IA ceased some time ago and this is a game that actually does need active life support. Also consider that IA (large boxes especially) are quite varied and complicated products to manufacture and assemble. When production stops for a while the combination of specific production processes, knowledge and skills will dwindle - and these are external businesses whose personal and processes FFG cannot directly control. On top of this it may well be that some of the components that IA product has been built on over the last five years (soft plastic figures, clam shell blister packs) are now seen as past technologies and are being replaced and suppliers dropped; FFG may be trying to reduce these elements at least where they can. All in all resuming production of an old product line like IA after several years is likely to be very expensive. The longer the more so. FFG do not have a dedicated IA team as such. They move developers from one product to another as far as we can tell. Teams may stay together for some time, even the entire duration of a product life, but they are still "FFG employees" not "IA developers". There may occasionally be product ideas pitched speculatively at high levels but when they say there is "nothing in development" I think we can only take it to mean that there or no developers involved in IA at the moment. The IA team has been disbanded and reassigned.
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