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sionnach19

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  1. Like
    sionnach19 got a reaction from The Cocky Rooster in Using Jabba in the Core Campaign   
    Thematically, we've seen Jabba work closely with the Empire before. If you're willing to embellish the storyline a little bit, you could play it up that Jabba is involved with the Empire's plan (maybe using his underground contacts to secure construction materials, or whatever). He certainly wouldn't fit in with some of the missions -- but I think you can make a good case for many of them, and plenty of the Side Missions (as well as some of the Story Missions) occur outside of Imperial space. With a bit of self-control, and the Nemesis deck, I don't think you'd have much of a problem.
    The Nemesis deck makes it easy, but if you're looking for some variety play something different and try to include Jabba's side mission. Since it occurs inside Jabba's Palace, it's perfectly natural and could be a good opportunity to establish him as a villain. The Hutt Mercenaries class deck could make Jabba's appearance more thematic too (he wants to collect the bounty that the Empire has placed on the Rebels' heads!).
  2. Like
    sionnach19 got a reaction from TheHumanHydra in Purchasing plan to "Ease" into second edition.   
    I was initially frustrated by the cost to update, especially since my collection is pretty modest and missing most of the recent releases. But I anticipate that eBay will be invaluable, as folks divide up the conversion kits... the Imperial box has 34 different dials, so you're looking at less than $1.50 per dial at the end of the day. For some folks, it may be cheaper to buy the conversion components for specific ships online -- or to trade them with friends/sell them yourself, to help recoup the cost of additional conversion kits. For instance, Imperials are my "main" faction -- but I'll only need 14 of the dials out of the conversion kit (and 2 extras not included). I expect that I can trade or sell the 20 remaining dials/pieces of cardboard I won't need to recoup the cost of the conversion pack. I don't have many Rebel ships, which means it may wind up being more cost effective for me to try and get the specific cardboard pieces I need for them online/through trades.
    Factor in this secondary market, I think converting your collection over will be much cheaper than folks are calculating right now. I expect it'll cost me a little over $100 to update: 1 Imperial conversion, 1 Scum conversion, and a Core Set all at the standard online discount (I don't have an FLGS). I can trade or sell off the components I don't need to get the dials/bases/pilots for the few Rebel ships I have in my collection, and put the rest in my pocket. My collection is probably on the small-average size, but I'm sure that the conversion will be cheaper for people willing to take advantage of the secondary market.
  3. Like
    sionnach19 got a reaction from subtrendy2 in Using Jabba in the Core Campaign   
    Thematically, we've seen Jabba work closely with the Empire before. If you're willing to embellish the storyline a little bit, you could play it up that Jabba is involved with the Empire's plan (maybe using his underground contacts to secure construction materials, or whatever). He certainly wouldn't fit in with some of the missions -- but I think you can make a good case for many of them, and plenty of the Side Missions (as well as some of the Story Missions) occur outside of Imperial space. With a bit of self-control, and the Nemesis deck, I don't think you'd have much of a problem.
    The Nemesis deck makes it easy, but if you're looking for some variety play something different and try to include Jabba's side mission. Since it occurs inside Jabba's Palace, it's perfectly natural and could be a good opportunity to establish him as a villain. The Hutt Mercenaries class deck could make Jabba's appearance more thematic too (he wants to collect the bounty that the Empire has placed on the Rebels' heads!).
  4. Like
    sionnach19 got a reaction from thestag in Hypothetical IA 2nd edition   
    I'm of the opinion that the current game doesn't need, and will never get, a second edition. I could see them relaunching the game system for the Clone Wars or sequel era eventually, and that could be a place for them to tweak the rules to account for all the lessons they've learned. But FFG currently seem to be very reluctant to touch eras outside of the Galactic Civil War... that may change. X-Wing 2.0 has separated the First Order and Resistance from the Empire and Rebellion, and the inclusion of new mechanics for Force powers and droid pilots has some folks wondering if they might be preparing for eventual Clone Wars updates. Legion design also allows for the possibility of new, additional factions.
    I'd like to see them keep releasing expansions, of course. I had the idea of a homebrew expansion spanning Jeddha, Sullust, and Mustafar. Tiles would have an exterior lava environment on one side, interior mines on the other. Heroes would be a Sullustan engineer, a Guardian of the Whills; with a Saw Gerrera ally, Imperial engineer villain group, and some repurposed Clone Wars droids as another villain group. Something like that.
    Another idea that could be cool would be replacing the side mission deck with a dedicated side mission narrative. Each narrative would have a given number of side missions designed to be played in order and integrated into a large campaign. This would reduce the feeling of the side mission interludes distracting from the main story, or feeling like a bunch of isolated and unimportant jaunts to random planets. Treat them as a subplot that's running alongside the main story mission, allowing you to build a better narrative and get some more interaction with particular allies or villains. You can do this to a small degree with Twin Shadows and Bespin already, I guess.
    Finally, I think it would be cool to have a campaign played from the point of view of the Empire (Jabba's Realm already gave us bounty hunter-esque heroes and a mercenary based campaign). This would be pretty difficult, as you could only draw components from that box and the Core Set (which comes with a small number of Rebel figures, most of whom are named characters). I think a "Collapse of the Empire" campaign would make the most sense, here... set it on Endor during the events of Return of the Jedi. The "heroes" could be an Officer, a Scout Trooper rifleman, a Storm Trooper, and a Royal Guard. The Rebel "villain groups" could add Ewoks, some more generic Rebellion troopers, maybe some forest monsters, and stuff like that. The Core Set gives you access to Han/Chewie (perfect for the narrative as "villains"), and the Core Set heroes might even make an appearance as part of the Endor attack force (Gideon, Fenn, Mak all would fit). I envision a shorter narrative that includes the Battle of Endor, stealing something from Darth Vader's funeral pyre, and winds up in a trip to Dagobah. Because yes, Yoda would be a Rebel ally (villain?) pack for the expansion -- or rather, Yoda's ghost. Yoda as a force apparition would make his inclusion in other missions through the ally rules more sensible, and here it could lead to some sort of campaign showdown where the Imperial heroes are trying to take some artifact they got from Vader (kyber crystal? glove? his helmet?) and use it to corrupt a site of powerful Force energy on Dagobah. Yoda's ghost shows up to stop them. I mean, it's a weird story, but no weirder than the other ones we've gotten! And it covers a lot of ground, including Yoda and Endor and Ewoks.
    I'm not sure any of this rambling addressed the OP, but these are some crazy ideas I have for the future of Imperial assault.
  5. Like
    sionnach19 got a reaction from SEApocalypse in 2.0: Are you in or are you out?   
    I haven't played in over two years, and haven't bought anything in the past three waves. This update has me excited again, and I'm planning to jump back in. That said, I was also initially frustrated by the cost to update, especially since my collection is pretty modest and missing most of the recent releases.
    But I anticipate that eBay will be invaluable, as folks divide up the conversion kits... the Imperial box has 34 different dials, so you're looking at less than $1.50 per dial at the end of the day. For some folks, it may be cheaper to buy the conversion components for specific ships online -- or to trade them with friends/sell them yourself, to help recoup the cost of additional conversion kits. For instance, Imperials are my "main" faction -- but I'll only need 14 of the dials out of the conversion kit, which comes with 34. I expect that I can trade or sell the 20 remaining dials/pieces of cardboard I won't need
    Factor in that I can spread out my purchases, and it seems pretty manageable to me. Even if I jumped in with the full $200 buy-in of the Core Set and all the upgrades, I expect that I would recoup much of that cost by parting out the dials/cardboard I don't need. So I don't think the conversion cost will be quite as steep in practice as people are thinking right now.
  6. Like
    sionnach19 got a reaction from Dengar5 in What a smack in the face...   
    Reposting something I've been spreading around a bit, to show folks that the cost of conversion won't be as steep in practice as it seems right now:
    I was initially frustrated by the cost to update, especially since my collection is pretty modest and missing most of the recent releases. But I anticipate that eBay will be invaluable, as folks divide up the conversion kits... the Imperial box has 34 different dials, so you're looking at less than $1.50 per dial at the end of the day. For some folks, it may be cheaper to buy the conversion components for specific ships online. Or  trade them with friends/sell them yourself, to help recoup the cost of the conversion kits. For instance, Imperials are my "main" faction -- but I'll only need 14 of the dials out of the conversion kit (and 2 extras not included). I expect that I can trade or sell the 20 remaining dials/pieces of cardboard I won't need to recoup  some of the cost. I don't have many Rebel ships, which means it may wind up being more cost effective for me to try and get the specific cardboard pieces I need for them online/through trades rather than dropping the full $50.
    Factor in this secondary market, I think converting your collection over will be much cheaper than folks are calculating right now. I expect it'll cost me a little over $100 to update: 1 Imperial conversion, 1 Scum conversion, and a Core Set all at the standard online discount (I don't have an FLGS). I can trade or sell off the components I don't need to get the dials/bases/pilots for the few Rebel ships I have in my collection, and put the rest in my pocket. My collection is probably on the small-to-average size, but I'm sure that the conversion will be cheaper for people willing to take advantage of the secondary market. Just don't pay the full $50 for a bunch of conversion packs, and then let a heap of unused and unwanted cardboard sit around. Find ways to trade or sell it, and in turn help someone else out who may only need a few extra dials.
  7. Like
    sionnach19 got a reaction from impspy in X-Wing 2nd edition announced   
    I was initially frustrated by the cost to update, especially since my collection is pretty modest and missing most of the recent releases. But I anticipate that eBay will be invaluable, as folks divide up the conversion kits... the Imperial box has 34 different dials, so you're looking at less than $1.50 per dial at the end of the day. For some folks, it may be cheaper to buy the conversion components for specific ships online -- or to trade them with friends/sell them yourself, to help recoup the cost of additional conversion kits. For instance, Imperials are my "main" faction -- but I'll only need 14 of the dials out of the conversion kit (and 2 extras not included). I expect that I can trade or sell the 20 remaining dials/pieces of cardboard I won't need to recoup the cost of the conversion pack. I don't have many Rebel ships, which means it may wind up being more cost effective for me to try and get the specific cardboard pieces I need for them online/through trades.
     
    I anticipate that it will cost me under $150 to upgrade my entire collection, perhaps even less. Some ships (TIE Fighters, A-Winds, B-Wings) will probably be in the highest demand. But the components for other ships will likely be very easy to get (everyone will be swimming in Decimator dials, it seems). I don't have as many ships as other folks on these boards, but I think the secondary market for parts of these conversion packs will really thrive and that will give people a way to recoup their investment (or upgrade their fleet without buying the $50 boxes). I'm sure some of the upgrade cards will be in high demand as well, and that might be another opportunity for folks who wind up buying a ton of conversion packs.
     
  8. Like
    sionnach19 got a reaction from Maui. in 2.0: Are you in or are you out?   
    I haven't played in over two years, and haven't bought anything in the past three waves. This update has me excited again, and I'm planning to jump back in. That said, I was also initially frustrated by the cost to update, especially since my collection is pretty modest and missing most of the recent releases.
    But I anticipate that eBay will be invaluable, as folks divide up the conversion kits... the Imperial box has 34 different dials, so you're looking at less than $1.50 per dial at the end of the day. For some folks, it may be cheaper to buy the conversion components for specific ships online -- or to trade them with friends/sell them yourself, to help recoup the cost of additional conversion kits. For instance, Imperials are my "main" faction -- but I'll only need 14 of the dials out of the conversion kit, which comes with 34. I expect that I can trade or sell the 20 remaining dials/pieces of cardboard I won't need
    Factor in that I can spread out my purchases, and it seems pretty manageable to me. Even if I jumped in with the full $200 buy-in of the Core Set and all the upgrades, I expect that I would recoup much of that cost by parting out the dials/cardboard I don't need. So I don't think the conversion cost will be quite as steep in practice as people are thinking right now.
  9. Like
    sionnach19 got a reaction from ManateeX in List of Revealed Tyrants of Lothal Components   
    I'm really hoping for a Boba Fett fix here too, but right now my math says:
    8 Death Troopers + 3 Loth Cats + 2 Rebel heroes + 7 Rebel allies + 4 villains = 24 deployment cards
    I have suggested that the skirmish cards for the Death Troopers might make them multifigure groups, in which case there might only be 7 Death Trooper deployment cards (4 campaign, 3 skirmish -- 2 regular, 1 elite). That could leave us one leftover card, which could be the Fett fix; but the odds don't seem good. 
    I am glad we'll see 4 Death Troopers, at least! That was my expectation, but I'm happy to see it semi-confirmed.
     
  10. Like
    sionnach19 got a reaction from subtrendy2 in New Character Ideas   
    I've been kicking around the idea of a Sullustan engineer hero. His main shtick would be deploying a turret that can interrupt once per round to fire (like Jyn's quickdraw), but overall battlefield/terrain manipulation would be his theme. Deploying difficult (or even hazardous) terrain, setting up cover or shields that help block damage, a jetpack that makes him mobile, etc. Touches on abilities that a few other heroes have (Jarrod, Drokatta, Jyn) but I think it could be cool to have a defensive support hero who focuses on changing the environment.
  11. Like
    sionnach19 got a reaction from cabang in Imperial Campaign - what is a winning strategy?   
    Are you preparing the scenarios? Do you spend time between scenarios looking at the objectives, mission triggers, and map? One big advantage that the Imperial player has over the Rebel players is full knowledge of the scenario, but if you're not taking advantage of that by making a plan before the game begins, you're going to come out behind.
    For instance... plan your deployments. Focus on units that fit the map/objectives. You can chart out how much threat you'll get throughout a mission, so use that information to make sure that you always have something to deploy (I try not to choose any deployments that are more than double the threat level, unless a mission trigger will help me use them). Missions tend to go well for me when I reach a "critical mass", where too many units are on the board at once and the heroes can't kill them all and pursue the objective. Try to time your deployments with mission triggers that grant you more units. The worst thing you can do is deploy in trickles, so that the Rebels can always deal with a moderate amount of stuff on the board. If you're able to put pressure on them, do it. If not, wait to deploy right before/after they hit a mission trigger which grants you free stuff. Before you put anything down, think: "Will this slow down the Rebels or help me wound them? Or will the Rebels casually kill this deployment before I can use it in the way I need to?" Another useful tip is to occasionally deploy behind the Rebels. Against Rebel players that tunnel vision on killing units, this can serve as a powerful distraction since they'll go backwards to kill stuff instead of pushing on ahead. Or, if they ignore the unit, ensure that you can pressure some of their more vulnerable backline heroes.
    You can also study the map... find natural bottlenecks, or see how many spaces the Rebels will need to move to secure their objectives. Missions that split the Rebels up are good for the Imperial player, imo — if a mission requires the Rebels to separate, focus all your fire on one of the weaker groups and ignore the stronger one.
    Part of studying the mission is to recognize your own win conditions. Sometimes, wounding all four Rebels will be easier. Othertimes, running out the clock is your best option. I find this depends largely on the time limit and the difficulty for the Rebels in accomplishing the mission. Your gameplan will change depending on your own victory condition — if your goal is to wound all the heroes, you want to focus fire on one hero (preferably after they've activated) at a time. This limits their ability to heal or respond to you. You'll need units that generate good damage, and remember: lots of small attacks to deal with white dice, fewer powerful attacks to deal with black dice. If you plan to run out the clock, you want to prioritize hard to kill units (units with a great health/threat ratio), units that hand out negative conditions like bleed or stun, and units that can effectively block movement (Nexu are king here).
    Of course, no plan survives contact with the enemy — you'll still do a lot of thinking on your feet. But if you can plan ahead and develop some general priorities, you'll be well prepared to give the Rebels ****. Best thing you can do is analyze your losses — why did you lose, what went wrong, and what can you do to have a better chance next time?
  12. Like
    sionnach19 got a reaction from MadFuhrer in Imperial Campaign - what is a winning strategy?   
    Are you preparing the scenarios? Do you spend time between scenarios looking at the objectives, mission triggers, and map? One big advantage that the Imperial player has over the Rebel players is full knowledge of the scenario, but if you're not taking advantage of that by making a plan before the game begins, you're going to come out behind.
    For instance... plan your deployments. Focus on units that fit the map/objectives. You can chart out how much threat you'll get throughout a mission, so use that information to make sure that you always have something to deploy (I try not to choose any deployments that are more than double the threat level, unless a mission trigger will help me use them). Missions tend to go well for me when I reach a "critical mass", where too many units are on the board at once and the heroes can't kill them all and pursue the objective. Try to time your deployments with mission triggers that grant you more units. The worst thing you can do is deploy in trickles, so that the Rebels can always deal with a moderate amount of stuff on the board. If you're able to put pressure on them, do it. If not, wait to deploy right before/after they hit a mission trigger which grants you free stuff. Before you put anything down, think: "Will this slow down the Rebels or help me wound them? Or will the Rebels casually kill this deployment before I can use it in the way I need to?" Another useful tip is to occasionally deploy behind the Rebels. Against Rebel players that tunnel vision on killing units, this can serve as a powerful distraction since they'll go backwards to kill stuff instead of pushing on ahead. Or, if they ignore the unit, ensure that you can pressure some of their more vulnerable backline heroes.
    You can also study the map... find natural bottlenecks, or see how many spaces the Rebels will need to move to secure their objectives. Missions that split the Rebels up are good for the Imperial player, imo — if a mission requires the Rebels to separate, focus all your fire on one of the weaker groups and ignore the stronger one.
    Part of studying the mission is to recognize your own win conditions. Sometimes, wounding all four Rebels will be easier. Othertimes, running out the clock is your best option. I find this depends largely on the time limit and the difficulty for the Rebels in accomplishing the mission. Your gameplan will change depending on your own victory condition — if your goal is to wound all the heroes, you want to focus fire on one hero (preferably after they've activated) at a time. This limits their ability to heal or respond to you. You'll need units that generate good damage, and remember: lots of small attacks to deal with white dice, fewer powerful attacks to deal with black dice. If you plan to run out the clock, you want to prioritize hard to kill units (units with a great health/threat ratio), units that hand out negative conditions like bleed or stun, and units that can effectively block movement (Nexu are king here).
    Of course, no plan survives contact with the enemy — you'll still do a lot of thinking on your feet. But if you can plan ahead and develop some general priorities, you'll be well prepared to give the Rebels ****. Best thing you can do is analyze your losses — why did you lose, what went wrong, and what can you do to have a better chance next time?
  13. Like
    sionnach19 got a reaction from ManateeX in Imperial Campaign - what is a winning strategy?   
    Are you preparing the scenarios? Do you spend time between scenarios looking at the objectives, mission triggers, and map? One big advantage that the Imperial player has over the Rebel players is full knowledge of the scenario, but if you're not taking advantage of that by making a plan before the game begins, you're going to come out behind.
    For instance... plan your deployments. Focus on units that fit the map/objectives. You can chart out how much threat you'll get throughout a mission, so use that information to make sure that you always have something to deploy (I try not to choose any deployments that are more than double the threat level, unless a mission trigger will help me use them). Missions tend to go well for me when I reach a "critical mass", where too many units are on the board at once and the heroes can't kill them all and pursue the objective. Try to time your deployments with mission triggers that grant you more units. The worst thing you can do is deploy in trickles, so that the Rebels can always deal with a moderate amount of stuff on the board. If you're able to put pressure on them, do it. If not, wait to deploy right before/after they hit a mission trigger which grants you free stuff. Before you put anything down, think: "Will this slow down the Rebels or help me wound them? Or will the Rebels casually kill this deployment before I can use it in the way I need to?" Another useful tip is to occasionally deploy behind the Rebels. Against Rebel players that tunnel vision on killing units, this can serve as a powerful distraction since they'll go backwards to kill stuff instead of pushing on ahead. Or, if they ignore the unit, ensure that you can pressure some of their more vulnerable backline heroes.
    You can also study the map... find natural bottlenecks, or see how many spaces the Rebels will need to move to secure their objectives. Missions that split the Rebels up are good for the Imperial player, imo — if a mission requires the Rebels to separate, focus all your fire on one of the weaker groups and ignore the stronger one.
    Part of studying the mission is to recognize your own win conditions. Sometimes, wounding all four Rebels will be easier. Othertimes, running out the clock is your best option. I find this depends largely on the time limit and the difficulty for the Rebels in accomplishing the mission. Your gameplan will change depending on your own victory condition — if your goal is to wound all the heroes, you want to focus fire on one hero (preferably after they've activated) at a time. This limits their ability to heal or respond to you. You'll need units that generate good damage, and remember: lots of small attacks to deal with white dice, fewer powerful attacks to deal with black dice. If you plan to run out the clock, you want to prioritize hard to kill units (units with a great health/threat ratio), units that hand out negative conditions like bleed or stun, and units that can effectively block movement (Nexu are king here).
    Of course, no plan survives contact with the enemy — you'll still do a lot of thinking on your feet. But if you can plan ahead and develop some general priorities, you'll be well prepared to give the Rebels ****. Best thing you can do is analyze your losses — why did you lose, what went wrong, and what can you do to have a better chance next time?
  14. Like
    sionnach19 got a reaction from Mikael Hasselstein in has there been any hint at future expansions?   
    I don't think an expansion would be able to really handle a whole new era -- I think it would require a whole new game, maybe using the basic rules of Rebellion. If anything, I think the Clone Wars would be a better starting place than the sequel trilogy... probably involving more military combat, but the same general idea of the Republic searching for the Separatist base.
     
    The only "hint" I could see of a possible future expansion is the total exclusion of characters/art from Rebels in the RotE expansion. FFG has a ton of art for Rebels characters from their other games, and it seems strange to me none of it made it into the expansion. Especially for the Empire leaders -- why include Motti and "Krennic's Finest", instead of someone like Grand Admiral Thrawn? That leads me to think that they're saving their assets for a potential second expansion that focuses mainly on Rebels. Not to say it's a sure thing, but if they wanted to do another expansion Rebels would have them covered.
     
    We could see Thrawn, Kallus, Pryce, and the Grand Inquisitor for the villain leaders, and there are tons of options for the heroes (Hera, Ahsoka, Ezra, and Sato are my bet). I'm not sure what new units they could (or should) add, so I think I'd rather see them introduce a new game board instead. There's lots of potential in a new gameboard... introduce some new planets, alternative travel pathways, different resource values, etc. I'd be really interested in a smaller game board that lowered the average game length to under two hours -- it could obviously be balanced with a new probe deck, a new victory tracker (the Empire has less time to find the Rebel base), and a new initial deployment (no starting Death Star!).
     
     
  15. Like
    sionnach19 got a reaction from IanSolo_FFG in What about new extensions ?   
    I think a lava board could be really promising -- use it for missions on Sullust or Mustafar. It'd be distinct from the usual forest/desert/interior tiles that we've had so far. I envision a Sullust-based campaign with some elements from Rogue One (Saw Gerrera, Death Troopers) and a Sullustan hero.
  16. Like
    sionnach19 got a reaction from ManateeX in What about new extensions ?   
    I think a lava board could be really promising -- use it for missions on Sullust or Mustafar. It'd be distinct from the usual forest/desert/interior tiles that we've had so far. I envision a Sullust-based campaign with some elements from Rogue One (Saw Gerrera, Death Troopers) and a Sullustan hero.
  17. Like
    sionnach19 got a reaction from GILLIES291 in has there been any hint at future expansions?   
    I don't think an expansion would be able to really handle a whole new era -- I think it would require a whole new game, maybe using the basic rules of Rebellion. If anything, I think the Clone Wars would be a better starting place than the sequel trilogy... probably involving more military combat, but the same general idea of the Republic searching for the Separatist base.
     
    The only "hint" I could see of a possible future expansion is the total exclusion of characters/art from Rebels in the RotE expansion. FFG has a ton of art for Rebels characters from their other games, and it seems strange to me none of it made it into the expansion. Especially for the Empire leaders -- why include Motti and "Krennic's Finest", instead of someone like Grand Admiral Thrawn? That leads me to think that they're saving their assets for a potential second expansion that focuses mainly on Rebels. Not to say it's a sure thing, but if they wanted to do another expansion Rebels would have them covered.
     
    We could see Thrawn, Kallus, Pryce, and the Grand Inquisitor for the villain leaders, and there are tons of options for the heroes (Hera, Ahsoka, Ezra, and Sato are my bet). I'm not sure what new units they could (or should) add, so I think I'd rather see them introduce a new game board instead. There's lots of potential in a new gameboard... introduce some new planets, alternative travel pathways, different resource values, etc. I'd be really interested in a smaller game board that lowered the average game length to under two hours -- it could obviously be balanced with a new probe deck, a new victory tracker (the Empire has less time to find the Rebel base), and a new initial deployment (no starting Death Star!).
     
     
  18. Like
    sionnach19 reacted to PhantomFO in Why do people hate TLJ? (Spoilers)   
    That also wouldn't have made sense.
    The whole theme of the movie is failure being used as a teacher. Rey fails to bring Luke back to the Resistance, or to turn Ben from the Dark Side. Finn fails to recruit the right slicer, and later fails to deactivate the tracker. Poe fails in his attempted mutiny. Yoda outright tells Luke that it's as important to pass on their failures as it is their successes. You keep trying and failing until you finally succeed.
    Lord knows I've failed to win plenty of X-Wing tourneys before I finally won one.
  19. Like
    sionnach19 got a reaction from coastcityo in has there been any hint at future expansions?   
    I don't think an expansion would be able to really handle a whole new era -- I think it would require a whole new game, maybe using the basic rules of Rebellion. If anything, I think the Clone Wars would be a better starting place than the sequel trilogy... probably involving more military combat, but the same general idea of the Republic searching for the Separatist base.
     
    The only "hint" I could see of a possible future expansion is the total exclusion of characters/art from Rebels in the RotE expansion. FFG has a ton of art for Rebels characters from their other games, and it seems strange to me none of it made it into the expansion. Especially for the Empire leaders -- why include Motti and "Krennic's Finest", instead of someone like Grand Admiral Thrawn? That leads me to think that they're saving their assets for a potential second expansion that focuses mainly on Rebels. Not to say it's a sure thing, but if they wanted to do another expansion Rebels would have them covered.
     
    We could see Thrawn, Kallus, Pryce, and the Grand Inquisitor for the villain leaders, and there are tons of options for the heroes (Hera, Ahsoka, Ezra, and Sato are my bet). I'm not sure what new units they could (or should) add, so I think I'd rather see them introduce a new game board instead. There's lots of potential in a new gameboard... introduce some new planets, alternative travel pathways, different resource values, etc. I'd be really interested in a smaller game board that lowered the average game length to under two hours -- it could obviously be balanced with a new probe deck, a new victory tracker (the Empire has less time to find the Rebel base), and a new initial deployment (no starting Death Star!).
     
     
  20. Like
    sionnach19 got a reaction from phxcmd in has there been any hint at future expansions?   
    I don't think an expansion would be able to really handle a whole new era -- I think it would require a whole new game, maybe using the basic rules of Rebellion. If anything, I think the Clone Wars would be a better starting place than the sequel trilogy... probably involving more military combat, but the same general idea of the Republic searching for the Separatist base.
     
    The only "hint" I could see of a possible future expansion is the total exclusion of characters/art from Rebels in the RotE expansion. FFG has a ton of art for Rebels characters from their other games, and it seems strange to me none of it made it into the expansion. Especially for the Empire leaders -- why include Motti and "Krennic's Finest", instead of someone like Grand Admiral Thrawn? That leads me to think that they're saving their assets for a potential second expansion that focuses mainly on Rebels. Not to say it's a sure thing, but if they wanted to do another expansion Rebels would have them covered.
     
    We could see Thrawn, Kallus, Pryce, and the Grand Inquisitor for the villain leaders, and there are tons of options for the heroes (Hera, Ahsoka, Ezra, and Sato are my bet). I'm not sure what new units they could (or should) add, so I think I'd rather see them introduce a new game board instead. There's lots of potential in a new gameboard... introduce some new planets, alternative travel pathways, different resource values, etc. I'd be really interested in a smaller game board that lowered the average game length to under two hours -- it could obviously be balanced with a new probe deck, a new victory tracker (the Empire has less time to find the Rebel base), and a new initial deployment (no starting Death Star!).
     
     
  21. Like
    sionnach19 got a reaction from Pappkristof in Rebels themed expansion concept idea   
    With their decision to avoid anything from Rebels in the RotE expansion, I've been wondering if FFG has an expansion idea based on Rebels in the pipe. Some thoughts I've been kicking around...
    Instead of adding new plastic units, I'd be much more interested in an expansion which included board overlays, if not a whole new game board. Something to change up the map would totally alter the dynamic of the game and keep things fresh. It would also provide an opportunity to add some new planets to the game which have appeared in recent media (Rebels, Rogue One, the comics, the sequel trilogy, etc).  New mission/objective cards would be fine, but I'd like to see another "alternate start" mode too. The Empire doesn't start with a Death Star, and can only build one through Project cards... the Rebel reputation starts a little lower but the Empire has better probe information (draws three cards per turn, instead of two? Begins the game with some additional Probe cards?). Basically, I'd like to see an option that leads to slightly shorter games ( < 2 hours), uses the same core mechanics, but speeds up both the Rebels' ability to earn reputation and the Empire's ability to find the base. New Empire leaders could be: Thrawn, Pryce, the Grand Inquisitor, and Kallus (I picture the Rebels getting some card that's the inverse of "Lure of the Dark Side" and turns a weaker Empire leader traitor). There are lots of options for new Rebel leaders... Hera, Commander Sato, Ahsoka, and Kanan (or another member of the Ghost crew, like Sabine or Ezra). I think the best way to represent the full crew of the Ghost would be with a ring attachment for Hera and Kanan. I like the idea of Sato and Ahsoka having an action card that allows them to sacrifice themselves to give the Rebels an advantage.
  22. Like
    sionnach19 got a reaction from SwagonBallZ in Current Meta (speed?)   
    ^ Agreed. For all the talk about speed, I don't feel like people always "get" it.
    Speeding to claim first gets you a few benefits. You get the claim ability, which is fine. You get to go first on the next round, which can be important when characters are on the verge of death. And, for Heroes, you can trigger cards like Planetary Uprising (which is very, very good). These are all advantages, but they're typically modest or wind up being circumstancial. Some games are decided by who rolls out first on a given round, and in those scenarios claiming is crucial! Slow decks pass up on these advantages, but it's not an insurmountable weakness.
    Speeding to prevent opponent interaction is very, very good. It circumvents dice control, damage mitigation, and is powerful with low health characters (you can either kill your opponent's low health character before they can activate, or you can get one last gasp with your low health character). It also allows you to play into all the usual advantages to claiming.
    So, what do slow decks gain over fast ones? They can have better card economy, since they aren't spending deck slots on speed fixers. Force Speed and Fast Hands are powerful, but some decks would rather trade out those upgrade slots for straight damage cards (like FN). By opting for a slow deck, you also allow yourself to take some powerful cards that aren't optimized for speed decks. Consider Backup Muscle: it slows you down by an activation each turn, but it gives you consistent unblockable damage for a very reasonable cost. Slow decks can also be more consistent: focus faces, discarding for rerolls, or playing into "fixer" cards (like Use the Force or We Have Them Now) help you get more out of your dice. Additionally, playing slow means a faster opponent will have worked through most of their dice/cards — you'll get a better sense of what they're able to do (or not do). 
    In the current meta, the advantages to slow decks don't outweigh the advantages of fast ones. Being able to minimize your opponent's interference in your turn is quite strong. Additionally, the popular speed decks (Poe/Maz, Palpatine, Vader/Raider) have access to plenty of consistency (Maz's focus, Palpatine's passive damage, events like Force Strike/Bait and Switch). I don't think that means that slow decks are inherently bad, but we could use some more powerful supports and other cards which incentivize *not* claiming. For instance, what if Director Krennic's extra Death Trooper dice depended on him *not* controlling the battlefield? Suddenly, you have a powerful ability which benefits slow decks instead of fast ones.
     
  23. Like
    sionnach19 got a reaction from Hida77 in Fixing Poe/Maz   
    I'm less concerned about the innate power level of Poe/Maz, since it clearly is beatable. I'm more concerned about the health of the overall competitive meta, especially when it comes to deck diversity. The other "top tier" decks right now seem to be a response to Poe/Maz (in som way) — Palp and Anakin/Kylo both have specific advantages in the matchup against Poe which they leverage. 3+ character decks have been largely forced out of the meta by the threat of Poe's Thermal Detonators/U-Wings. Other Hero decks are sorely underrepresented in competitive placements in SoR, beyond a few scattered monoblue lists (I feel that some folks who clamor for Poe/Maz to be nerfed often miss that without Poe/Maz, there would barely be any Hero decks in the meta at all).
    I'm not sure quite how to untangle this knot, and we'll likely be stuck for a few months waiting for the next release. The overall meta for SoR seems to have settled quicker than Awakenings, and the deck variety also seems to be much lower. Heroes desperately need more options for powerful cards, and certain playstyles could use some love (3+ character decks, support oriented decks, slow decks, mill, etc.).
    Basically, I don't think Poe/Maz needs a nerf because it's too good or unbeatable. But I am worried that it's distorting the competitive scene and limiting deck variety, and I wonder if there are changes to be made which can make space for other decks to shine. Is there a way for it to be a good deck, but not one which unduly punishes 3+ character decks or monopolizes all competitive Hero deck options?
  24. Like
    sionnach19 reacted to RJM in Banning specific character combinations   
    Neither of which are the only measurements you have to take into account when trying for a broadly balanced game.  It narrows the field of other competitively playable choices by a lot more than I think most people would prefer.  And it's decidedly not very fun or interactive to play against.  I don't think it's burning the game to the ground or anything, but it's also not really bringing much positive to it either.
  25. Like
    sionnach19 got a reaction from RJM in Fixing Poe/Maz   
    I'm less concerned about the innate power level of Poe/Maz, since it clearly is beatable. I'm more concerned about the health of the overall competitive meta, especially when it comes to deck diversity. The other "top tier" decks right now seem to be a response to Poe/Maz (in som way) — Palp and Anakin/Kylo both have specific advantages in the matchup against Poe which they leverage. 3+ character decks have been largely forced out of the meta by the threat of Poe's Thermal Detonators/U-Wings. Other Hero decks are sorely underrepresented in competitive placements in SoR, beyond a few scattered monoblue lists (I feel that some folks who clamor for Poe/Maz to be nerfed often miss that without Poe/Maz, there would barely be any Hero decks in the meta at all).
    I'm not sure quite how to untangle this knot, and we'll likely be stuck for a few months waiting for the next release. The overall meta for SoR seems to have settled quicker than Awakenings, and the deck variety also seems to be much lower. Heroes desperately need more options for powerful cards, and certain playstyles could use some love (3+ character decks, support oriented decks, slow decks, mill, etc.).
    Basically, I don't think Poe/Maz needs a nerf because it's too good or unbeatable. But I am worried that it's distorting the competitive scene and limiting deck variety, and I wonder if there are changes to be made which can make space for other decks to shine. Is there a way for it to be a good deck, but not one which unduly punishes 3+ character decks or monopolizes all competitive Hero deck options?
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