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ricope

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  1. Like
    ricope reacted to DerBaer in [RIAST] Designer Journal   
    RIAST is made by and for the German community. I just wanted to share our thoughts. 
    That wasn't my intention. I'm not trying to say "RIAST is better." We are using RIAST here in Germany. The IACP isn't even widely known here, because many people in the German community are not on this forum, or at least not as often as I am. 
    I just wanted to share our thoughts (and maybe get some ideas). 
    The biggest difference between IACP and RIAST is the reference points. 
    IACP uses (as far as I remember) the Hunter meta as a reference. RIAST uses the regular Stormtroopers as the low baseline and the elite Stormtroopers as a reference. 
    RIAST had to nerf some cards (eWeequays, eJets, RCP, ...) to make this possible, and this is something the IACP doesn't want to do. 
    The IACP has to buff a lot more units to make them playable. Their eStormtroopers are already at 7 points, their regular Stormtroopers are unplayable. 
    The reference points and baselines define your approach. At that point, there is no possible compromise. The approaches are too different. To join forces, either IACP or RIAST would have to accept the other project's approach and get rid of its own approach. 
    I'm sure, the IACP has good reasons for their approach. But in my opinion it just doesn't work. It contradicts Occam's razor. RIAST nerfed a handful of overpowered units and made lots of figures playable that way. IACP doesn't want to nerf this handful of units and therefore has to buff lots of figures. Occam's razor says that when presented with competing hypotheses (IACP and RIAST) that make the same predictions (community driven IA), one should select the solution with the fewest assumptions (changes to units). Maybe, I like Occam to much, to like the IACP approach. But that's just my opinion. 
    But instead of me (us) trying again to get involved in the IACP (something I already tried and know does not work for me), I would like to sincerely invite everyone at the IACP to join the RIAST team instead. 
  2. Like
    ricope reacted to DerBaer in [RIAST] Designer Journal   
    Done.
  3. Like
    ricope reacted to DerBaer in [RIAST] Designer Journal   
    Inspecting the 4 points per figure Deployment cards
    Amongst the multi-figure Deployment cards, these are the true heavy weights, the real elites, the kings of the hill. Many of them were overpowered, when they were released, some of them even were nerfed by FFG (e.g. the Regular Royal Guards), and some of them are still overpowered. E.g. when everyone was talking about the powercreep of the Hunter meta, they basically meant the Elite Weequays, the Elite Rangers and the Elite Jet Troopers - and all of them can be found in this category.
     
    There is no real reference unit in this group, it's more or less the Elite Stormtroopers x 1,333 (3 points per figure x 1,333 = 4 points per figure).
     
    The Regular Wookie Warriors have the best ratio of health to figure cost (Health 11 and a figure cost of 4). And their attack is quite good too. But with Speed 4 and no Reach, it's quite easy to stay out of their range. They prefer hanging around where you just can't stay out of their range like on mission objectives and they have the toughness to stay there for a while. So, they are quite good, but not overpowered at all.
    The Elite Echo Base Troopers are quite tough with Health 8 and Combat Suit, but not as tough as the Wookies. With Front Line they have kind of a melee attack, but it doesn't count as melee and they aren't brawlers, so they don't have access to those nice Command cards. Therefore, even thou their "melee" attacks looks good on first glance, it's not as good as the Wookies'. With Efficient Travel, they are a little bit more mobile than the Wookies. And they have a regular ranged attack, that is the same as the attack of a 3 point Elite Stormtrooper (but without the reroll), which is not that good for a 4 point figure. Still, their big advantage is, that is much harder to stay out of their range, than out of the range of a Wookie. Therefore, in my opinion they are quite well balanced.
    The Elite Alliance Rangers are the only 3 figure group having a figure cost of 4. This alone makes them stand out, as they are the most flexible and powerful single Deployment group in the game. Even though their range screams sniper, they have Health 7 (standard for a mid range unit) and can Hide themselves, a combination, that makes them really hard to kill. And their attack is incredibly strong, because they are Hunters. In my opinion they are overpowered and something should be done about that.
     
    The Elite HK Assassin Droids are really good, but they are not worth the 11 points for a unit of 2 (figure cost 5). They have Health 6, pretty much the standard value of a sniper with a figure cost of 4, and no bonus to enhance that. Their attack has quite a long range, but no Surge for Accuracy. If they didn't have these nice rerolls, their range would be very unreliable. Their best Surge is +1 DMG, which is not much for a 4 point figure (and remember, originally they cost 5.5 points each). The ability to reroll an opponent's Dodge and their Priority Target is where they really shine. But the Elite Rangers as well as the Elite Weequays both deal way more damage than they do. Therefore, a deployment cost of 8 (for 2) and a figure cost of 4 seemed quite fair.
    The Regular HK Assassin Droids have more or less the same basic stats, they just lack Priority Target and 1 point of health. Health 5 is OK for a sniper unit of two figures, that costs 7 points, therefore their deployment cost was reduced by one (to 7 points). So both the regular and the elite HKs have a figure cost of 4 now.
    The Elite Trandoshan Hunters are a tough nut to crack, just talking game balance. First, the are too expensive. So we reduced their Deployment cost to 9 and their Figure cost to 4. They have Health 8, which is pretty much standard for a melee figure with a figure cost of 4. They have the same dice combination like an Elite Stormtrooper, but they have no reroll, a Surge for Pierce 2 instead of a Surge for +2 DMG and most importantly no Surge for Accuracy, so their effective range is a lot shorter. Their attack gets better the closer they are to their opponent. Within 3 spaces they apply 1 Strain, even if they don't hit or don't cause any damage. Adjacent they even add an additional 2 damage. This is really strong. And they have a Surge for Focus, that makes them very dangerous in the late game, if they survive that long. Our playtesters reported, that they are too good for 8 points (especially with Under Duress), but not good enough for 9 points. Something has to be done here. 
    The Elite Gamorrean Guards are one of the best melee units out there. They have a great attack including a Reroll and Reach. And their defense is really good with a situational additional block on top of their Health 8. They are close to being overpowered, but not really over the edge. Therefore, they weren't rebalanced.
    The Elite Weequay Pirates have Health 6, so pretty much the standard value of a sniper. But their Defense gets quite a boost by Prowl (granting them a Hide). Green-Green with an inherent Accuracy +2 and a Surge for +2 DMG and a Surge for Pierce 1 is quite strong already. Usually, they have a Hide for +1 Surge on their attack, and because of their strong Surges, they are a good target for Focus. And they are Hunters, which gives them access to some of the strongest Command Cards in the game. On top of that, the Raider Reroll is very strong, because it allows them to reroll an opponent's Dodge. Their only weakness are missions, that don't give them the chance to hide in turn one. For 7 points, they are one of the most overpowered Units in this game and something had to be done about that. We started by raising their Deployment cost by 1 (to 8), but I'm not sure, if this really is enough of a nerf. Just following the numbers, they should be even more expensive, but the playtesters unanimously reported that 8 points are OK.
     
    The Elite Death Trooper is pretty good in a trooper list. His defense is pretty much standard for a 4 point Allrounder (Health 7 / black die). Even though he has the potential for a pretty bad attack roll every now and then and no reroll to mitigate that, his attack is absolutely OK and his range is extremely reliable. Field Tactics compensates the disadvantage of a typical 1 figure group, but is limited by the fact, that the Empire doesn't have that many good Deployment cards for 6 points. Squad Captain is a powerful ability, especially when giving a Heavy Stormtrooper an extra Surge. Actually that ability nearly makes him overpowered.
    The Elite Heavy Stormtroopersʼ Speed 3 is their biggest problem. Actually the idea is good. They have high defense and should have high firepower, so there has to be some kind of disadvantage. But Speed 3 just made them unplayable, because they couldn't use the typical "move 2 out of cover, shoot, move 2 back into cover"-tactic. So we gave them Speed 4, and that made them very efficient. But I still don't like their design concept. The Elite Heavy Stormtrooper's attack is very similar to that of an Elite Weequay or of an Elite Ranger, but without their Rerolls, without Hide, without the Hunter Trait and without any real access to Focus. Especially their Surge for Blast 2 could be great, but with Blue-Red and all the above, they don't have that Surge reliably. In other words, even IF an Elite Heavy Stormtrooper's target has an adjacent figure (for the blast to work), then he still deals a little less damage than an Elite Stormtrooper, if you factor the Squad Training reroll in. Additionally, having a red die instead of the green one, no Surge for Accuracy, no reroll, but an inherent +2 Accuracy, the Elite Heavy Stormtrooper has a shorter average range than a normal Elite Stormtrooper. Therefore, their attack is underwhelming, whilst they have an unreasonably high defense, especially for a sniper type of trooper. In my opinion, this contrast of high defense and weak attack is a design flaw for a Heavy Stormtrooper, who (in theory) is a normal Stormtrooper armed with a T-21 heavy blaster. The T-21 heavy blaster is described to deliver massive damage at long ranges but at a low rate of fire and without optics. So we should be looking at Speed 4, Health 5 to 7, no defensive abilities, but lots of firepower, but we actually are looking at a lower Speed, more defense and the firepower of an average figure that costs 1 point less. We already changed their Speed to 4 to make them playable at all, but they will lose Composite Plating in the next version of the RIAST rules and gain some kind of bonus to their firepower, like a reroll, another attack die, or an inherent Pierce 1, +1 Damage or +1 Surge or something like that.
    The Regular Royal Guards were absolutely overpowered before they were nerfed by FFG. I have to admit, Protector was a game winner back then, and something had to be done about that. But after the nerf, they were really underpowered, and something has to be done about that, too.
    The Elite ISB Infiltrators attack really hard for a 7 points team, just because of Coordinated Raid. But in practice it is quite hard to pull that trick of, therefore they don't see much play. On top of that, they are cheap Spies, and an Empire player can never have enough of those. So in theory they seem overpowered, in practice they donʼt see much play. Anyways, I'd prefer to not change them, because that will go awfully wrong.
    The Elite Jet Troopers are REALLY strong. Their defense is pretty much standard for a 4 point Allrounder (Health 7 / black die), but with Agile it's comparable to the defense of a good melee unit. Their standard attack is that of an Elite Stormtrooper but without the reroll, so it's pretty bad for a 4 point figure. What makes them stand out is Mobile and Fly-By. They gain an additional blue die when they are at close range, and then they deal more damage than most 4 point figures. Therefore, if you want to use them efficiently, you have to play them more like melee figures. Their defense is OK for a melee figure, they gain that blue die on range 2 or less, so it feels like having Reach. Mobile and that movement bonus granted by Fly-By makes them pretty fast for a melee figure, too. They just don't have that nice Brawler trait, but therefore they are able to use their standard attack for figures, that are out of Reach of their "melee" attack. Therefore, the enemy cannot stay out of range, which is a typical weakness of other melee figures. And because of their jet packs they had the Vehicle trait, which let them use Overrun and other great Command cards. To compare them to another very strong unit of the same Deployment cost of 7: They are more mobile than the Elite Riot Troopers, hit harder, have "Reach" on their "melee attack", have an additional ranged attack and have the same health, but Agile is more effective than Shield in most situations. And in my opinion, the Elite Riot Troopers are already on the border to being overpowered. Therefore, the Elite Jet Troopers had to be nerfed. At first we removed their Vehicle trait, because Boba Fett has a jet pack, but is no Vehicle and some Vehicle Command Cards just donʼt make sense for someone just wearing a jet pack. Therefore, we removed the Vehicle trait. But then, they still were overpowered, so we raised their deployment cost by 1 (to 8). In our testing phase, they still proved to be pretty strong even at 8 Points.
  4. Like
    ricope reacted to DerBaer in [RIAST] Designer Journal   
    First Step: The biggest and/or most obvious problems
    To identify the biggest and/or most obvious problems, that had to be addressed, I just read EVERY comment on the official FFG forums (and some on other forums), to find out, what the community thought were the biggest problems at any given time. Some problems were already solved (passing rule, 4x4, victory points for figures instead of units etc.), but some problems were still there and still had to be solved. Some of these problems disappeared over time because of changes in the meta. But these problems had to be addressed, because the process of rebalancing could bring them back up. Everything in this post describes actual changes.
     
    "Take Initiative is too powerful"
    This one was the toughest nut to crack. The topic came up like on day one and came up again and again and again ... and I absolutely disagree.
    In my opinion Take Initiative actually balances another broken game mechanism, that is too powerful in the first place: Having the first activation in round 2 is really powerful. Round 1 usually (depending on the mission) is used to set up your figures, to power them up with focus and stuff like that, and to try to control some mission objectives. But usually there is not much violence going on in round 1. Drawing first blood is quite powerful, as games sometimes snowball from there, and quite often the player having the first activation on round 2 is able to draw first blood. As I said, this is quite powerful, but a good player will have means to cope with it.
    But it becomes ridiculously overpowered, when the same player, that had the last activation in round 1 also has the first activation in round 2 and knows that for sure. Then he is able to run his best figure(s) up to the enemy without cover or whatever, without having to worry about any form of harm at the end of round 1 and then those figures strike first in round 2 and then move back to safety.
    The only thing you have to do to achieve that, is having more activations than the opponent to have the last activation round 1 and have fewer Deployment points (or Devious Schemes) to not have initiative round 1. I still remember the arms race about having more activations than anyone else.
    But you have to be 100% sure, that you actually have initiative in round 2 to make this work. This is where Take Initiative came in. If a player isn't 100% sure, that the opponent doesn't have Take Initiative, he can't pull that trick off.
    But then we had the situation, where the player with Take Initiative knew for sure, that he'd have initiative in round 2 and this was even worse. As that player didn't have initiative in round 1, he didn't need to have more activations than the opponent to have the last activation in round 1.
    To rebalance that mechanism, Negation was introduced. But then, a player with Initiative and Negation did know for sure, that he'd go first in round 2.
    Then some Spy cards were introduced to rebalance that.
    I actually like the current mechanism, as the chance to have the last activation in round 1 and to know for sure that you have the first activation in round 2 became much smaller. But I have to admit it is still there.
    Especially in the german community, this topic came up a lot. And first and foremost, RIAST is not a one-man-show, so I tried to find a solution, even though I disagree with the topic. Because just banning Take Initiative wouldn't work, we tried different options, and the one that most players seemed to be OK with, was that the player, that has the last activation in one round, doesn't have the first activation the next round. I sincerely feared, that this wouldn't work, because we were missing something important. But we did a lot of testing especially on this topic, and actually it worked better than I thought. But to make it fair, Take Initiative as well as I Make My Own Luck were banned then.
     
    Blaze of Glory and Son of Skywalker
    Blaze of Glory and Son of Skywalker are undisputedly two of the strongest Command Cards in this game. First and foremost, Blaze of Glory and Son of Skywalker give you an additional activation, which is really strong by itself, because you always want to have more activations than the opponent (see "Initiative" above). Additionally, Luke Skywalker and IG-88 are amongst the most powerful figures in the game. Therefore, granting one of these figures an additional activation is very powerful. Assuming, that the other changes of RIAST didn't happen, Blaze of Glory and Son of Skywalker give you the opportunity to activate Luke or IG last in round 1, then immediately activate him again, and then activate him first in round 2. In that case, one of the most powerful figures in the game was able to activate three times in a row without the opponent being able to react in any way. This is a game winner and therefore way overpowered.
    Additionally, the changes to the basic initiative mechanism were made to prevent a figure to activate two times in a row, without the opponent being able to react. As Blaze of Glory and Son of Skywalker can be used after an activation resolves, they originally could be used after the opponent resolved his last activation of round, so the opponent cannot react. If the player with Luke or IG already has the last activation of the round, he can at least activate that figure twice in row without the opponent being able to react. This contradicts our changes to the basic initiative mechanism.
    Whilst Debts Repaid and Furious Charge also ready a Deployment card, the opponent can react to or planned by both of them, because of their preconditions. New Orders is a different story, because you don't get an additional activation but trade the activation of a Leader against the activation of another figure. Rally the Troops is somewhat in between, as it always is played during one of your own activations and therefore always gives the opponent the chance to react. Furthermore, you have to waste an action of Kayn, who is very powerful by himself, to reactivate the other Deployment Card. This isn't always worth it.
    As we absolutely didn't want to change the text on any Command Card, we had to introduce a general rule to solve that problem (see "Ready a Deployment Card").
    To give the opponent the chance to react to either Blaze of Glory or Son of Skywalker, we introduced the rule, that cards like Blaze of Glory and Son of Skywalker may only be used after a friendly figure's activation resolves.
    To stop Blaze of Glory and Son of Skywalker from messing with the last activation in a round and therefore with initiative, we introduced the rule, that Blaze of Glory, Rally the Troops and Son of Skywalker may not be used during or after the last activation of a round.
     
    Attacking Objects with a Surge for Focus or Interrogate
    Figures with a Surge for Focus were a problem, when most tournament legal maps had doors or other objects that could be attacked, e.g. elite Snow Troopers on Nelvaanian Warzone. The tactic was to power up a unit of these figures in round 1 and then to have a nuclear first strike on round 2, that in many cases decided the game. Another problem was, that it just sounded stupid to have Agent Blaise "Interrogate" a door. To solve that problem, FFGʼs designers reduced the amount of maps used in tournaments that included doors or other objects that could be attacked. As we reintroduced older maps into tournament legality, another solution to that problem was needed. Therefore, we errataed "Attacking Objects" in the Rules Reference Guide to disallow these interactions.
     
    SC2-M Repulsor Tank should be a Heavy Weapon
    I believe FFG's designers just forgot to give the Tank the Heavy Weapon Trait. So we corrected that.
     
    The Rebel Care Package in Mercenary Army Lists
    The term "Rebel Care Package" (RCP) is used for Rebel figures granting Focus or similar bonuses, e.g. Gideon Argus, C-3PO, and Hera Syndulla, especially when used in Mercenary Army Lists. Creating a Mercenary Hunters List most often started with Temporary Alliance, Gideon, C-3PO. When Wave 9 was released, an Elite Jawa as well as Hera Syndulla and R2-D2 or Chopper were added to that list. These were 16 points, 12 of them Rebels, fixed in almost any given Mercenary List. These lists were boring to create, didn't really make sense fluff-wise, and were extremely strong crunch-wise. The tactic was to power up a unit on round 1 (Elite Weequays or something comparably strong) and then to have a nuclear first strike on round 2, that in many cases decided the game. Focus not only buffs the damage output, but the range, too, so the Weequays could stay out of range of the enemy. Therefore, a counterstrike was not possible in many cases. And with Jabba, Gideon and C-3PO, Mercs had more access to Focus than any other faction.
    I found several suggestions to should solve that problem, most of them were: "Make the figures of the RCP more expensive.", "Ban Temporary Alliance." or "Buffs should affect figures of the same faction only (like Jabba does).".
    Making the figures of the RCP more expensive would not just affect Mercenary Army Lists but Rebel Army Lists, too. And whilst Mercenaries have access to other strong forms of support, e.g. Jabba and Hunter Command Cards, the Rebels don't. Therefore, Rebels would suffer under that change more than Mercenaries would. And making a figure more expensive, that is not overpowered, is not a good idea. And we did aim for making as few figures more expensive as possible, and rather make other figures cheaper. Therefore, we didn't use that approach.
    Banning Temporary Alliance would have been an easy fix, but this would ban lists, that we didn't want to ban, e.g. Lando with Wing Guards. And this wouldn't have stopped the Elite Jawa from bringing e.g. C-3PO to Merc lists.
    Therefore, we decided, that Buffs should affect only figures of the same faction. We could have written Errata for every figure affected, but we feared to miss something (e.g. a rebalanced Ko-Tun being the next staple in Mercenaries). And I thought it was more simple and elegant to have one general change of the rules instead of several changes to cards. So we tested that rules change, and were quite happy with the results (see "All deployment cards and command cards").
     
    Ugnaught Tinkerer
    The Junk Droid doesn't look too powerful on the first glance, but it delivers the death by a thousand cuts. And if your opponent kills the Junk Droid, he wastes an attack without gaining any VP. In some Missions like Nal Hutta Swamps - Raining Freight the Junk Droid is able to score insane amounts of VP without to ever risk a figure that costs VP. But the biggest problem is, that according to the official FAQ each Ugnaught is able to first activate the existing Junk Droid, then Spot Weld a new Junk Droid (that hasn't been activated yet), and then to activate that new Junk Droid. An Ugnaught swarm is really overpowered when each Ugnaught is able to activate the Junk Droid twice. Therefore we changed the "Spot Weld" ability to "Put the Junk Droid companion into play in an adjacent space. If a Junk Droid has activated at the start of this Ugnaught Tinkerer's activation, exhaust the Junk Droid's Companion card immediately after putting the Junk Droid into play." The Junk Droid is still powerful then, but not overpowered anymore.
     
    Jet Packs are (no) Vehicles
    Boba Fett has a jet pack, but is no Vehicle, but Sabine Wren and the Jet Troopers are. This just doesn't make any sense.
    We could have either given Boba Fett the Vehicle Trait or removed it from Sabine and the Jet Troopers.
    Some Vehicle Command Cards (e.g. Overrun) are very powerful on a small and mobile figure crunch-wise, and just donʼt make sense fluff-wise for someone just wearing a jet pack (instead of having a real vehicle). Furthermore, Sabine and the Jet Troopers are already overpowered. Therefore, we removed the Vehicle Trait from Sabine and the Jet Troopers.
     
    Jabba's Nefarious Gains is too powerful
    Nefarious Gains is overpowered and was developed by FFG to weaken the Ugnaught Swarm and the Trooper Swarm alike. But we found other means to stop the Ugnaught Swarm, and we think that Stormtroopers cannot be viable while the opponent could have Nefarious Gains. We tried to just make Jabba more expensive, but our playtesters reported that Nafarious Gains brings 5 to 14 points per game (depending on the opponent's army list). How expensive should Jabba be to balance that? Therefore, we decided to have Jabba lose Nefarious Gains, but also to become 1 point cheaper in return.
     
    On The Lam kills all the fun
    Yeah, what should I say, that's correct. After rolling dice and especially after using Command cards and other boni, On the Lam just negates the attack, all cards and boni used, and gives the target a move action. This is extremely frustrating for the attacker, a big part of the Hunter-/Smuggler-Meta being overpowered and Han Solo being too powerful. This card had to be banned.
     
    Devious Scheme
    If all figures in all factions would be perfectly balanced, I'd always create a list around Devious Scheme. Anchorhead and some other missions can be won just by using this card. And Devious Scheme interferes with our new initiative mechanism. It just had to be banned.
     
    "Hunter Command Cards are too powerful"
    I disagree with that statement. I have to admit, that the Hunter Meta was extremely powerful. The Rebel Care Package, Devious Schemes, Nefarious gains, undercosted Hunter/Smugglers (eWeequays, Vinto ...), On The Lam, lots of missions that give you one turn to power up (Focus, Hide) AND the Hunter Cards ... that was too powerful.
    But the Hunter Cards by themselves are not too powerful. E.g. Assassinate is a good card, but you can a lot more damage with Grenadier, Son of Skywalker and cards like that. Still we bore the Hunter cards in mind when we recosted the Hunters.
    Therefore, after nerfing the Rebel Care Package, Devious Schemes, Nefarious gains and On The Lam, as well as recosting the Hunters, we decided to leave the Hunter cards untouched. 
     
    Advanced Com Systems for General Sorin and Kayn Somos
    General Sorin and Kayn Somos absolutely need Advanced Com Systems for free to be viable at all. The Imperial Officer does not. Therefore, if Advanced Com Systems is attached to General Sorin or Kayn Somos, the Deployment Cost is 0.
     
    Saska Teft
    This has never been an issue before, because Saska was too expensive to be used. But when her cost was reduced, figures like Boba, Bossk or Jabba fought alongside Han Solo, and that didnʼt feel right. Therefore, Saska's Deployment card was changed to be able to ally non-unique Mercenary Deployment cards only.
     
    Spectre Cell
    This card actually started this project. Before Spectre Cell was nerfed by FFG, it was more powerful than 4x4 back in the days. Something had to be done about that, and we actually didn't believe, that FFG would do that nerf anymore. Still, our playtesters don't think that FFG's nerf is hard enough, therefore we nerfed the card even harder.
     
    Plot Armor (New Rule)
    Some figures' offensive and defensive power are just not on the same level, making it very hard, to rebalance these figures correctly. Originally, we started to raise the health of these figures, but we realized, that we're changing to many cards there and then tried to find an easier and or more elegant way to achieve some similar effect. So figures, whose health is too low compared to their offensive power and figure cost, gain Plot Armor. After deployment, a figure with Plot Armor may gain a number of Block Power Tokens. For example, a figure with "Plot Armor 2" may gain 2 Block Power Tokens after deployment. The figures, that gain Plot Armor, can be found in the Rebalanced Deployment Costs Lists.
  5. Like
    ricope reacted to DerBaer in [RIAST Rules] The other community driven rebalancing project   
    That happens quite often, but is actually less of a problem than it seems on first glance.
    You just don't have the situation, where one player goes last one turn and goes first the next turn (and knows that for sure, because he has Negation). These situations, where Han goes last (moves out of cover and shoots), goes end of turn (shoots), and goes first next turn (shoots and moves back to safety) are gone.
    ... There are many reasons to have more activations than everyone else. Now there is one reason to have less activations. I just hope that this balances out.
  6. Like
    ricope reacted to DerBaer in [RIAST Rules] The other community driven rebalancing project   
    Hi there!
    Some of us in the german community didn't really like the approach of the IACP, but agreed, that some rebalancing had to be done. Therefore we created the RIAST Rules.
    Designer's Commentary: Imperial Assault Skirmish is the miniatures games with the best core rules out there. Sadly, the Skirmish game is (more or less) discontinued and game balance is in a bad state right now. This Rebalanced Imperial Assault Skirmish Tournament Rules (RIAST Rules) document was compiled with the intention to have some more years of Rebalanced Imperial Assault Skirmish and to share this with the community.
    Many Deployment cards are either underpowered or overpowered and therefore there is only a small number of Deployment cards played competitively. The plan was to make as many figures playable as possible.
    In most cases the Deployment cost is just either too high or too low. In these cases the Deployment cost was changed.
    If a Deployment card is too expensive, it will not get played, which would be sad, but not a real problem for the game as a whole. But if a Deployment card is too cheap, it will be the only card that's played (e.g. 4x4 or Spectre Cell), and that would be a catastrophe. To avoid this, Deployment costs have been reduced carefully.
    Only Deployment cards that couldn't be rebalanced by changing their costs got new rules. The plan was to make as few changes to cards as possible.
    Deployment cards should not get banned (with the exception of Upgrade cards).
    FFGʼs game designers said in an interview, that there are reference deployments, used to balance the costs of the other deployments correctly. Elite Stormtroopers are one of those reference deployments, Elite Probe Droids are too. Therefore, these should not be changed.
    There are certain baselines in this game that should not be ignored. E.g.: There is a maximum number of figures per army of twenty. The game designers achieved that by making the cheapest figure cost 2, e.g. regular Stormtroopers. Therefore, reducing the cost of any figure to less than 2 points per figure is not an option.
    Command cards are a whole different story. For many reasons, it is impractical to change a Command card's text. Furthermore, game-winning Command cards cannot be rebalanced by just raising their costs, as they will be played anyways. For overpowered Command cards it is possible to raise the Deployment cost of the figure(s) to achieve balance (e.g. Son of Skywalker or the Hunter cards). Other truly overpowered Command cards have to be banned. There are so many viable Command cards, that buffing underpowered Command cards isn't necessary.
     
     
    I would like to thank all the playtesters for their great work and Feedback!
     
    The complete ruleset is attached to this thread.
    RIAST-Rules_2019-08-01.pdf
  7. Like
    ricope got a reaction from a1bert in Shrapnel rounds   
    heroes' class cards cannot be traded
  8. Like
    ricope got a reaction from ManateeX in [IACP] Season 1 Voting Concluded! Results Within.   
    Rebel Troopers? then perhaps give them Nexu's Cunning? For every evade you get an extra block
    or maybe "if you're adjacent to a friendly trooper, apply +1 evade"?
    those are just some ideas, but I just don't feel like point reduction and giving more firepower to the weaker figures solves the core problem, we might be able to get something if we went the opposite direction and give defensive buffs instead, that I think is an idea I can see working out
  9. Like
    ricope reacted to Rikalonius in [IACP] Season 1 Voting Concluded! Results Within.   
    The damage ceiling didn't HAVE to rise.  FFG chose to not properly test and assess their new figures against their old figures, or their baseline.  So they were lazy and just pumping out plastic.  Exactly the same thing Wizards of the Coast did at the end of the Star Wars Miniatures run, which absolutely limited the number of viable characters that could be played.    I absolutely disagree that a figure shouldn't gets its points worth.  What's the point of their points cost then?  I suspect the whole point of lowering their costs was to give them their points worth.  It doesn't address the one-shot problem, it merely tells players it will cost you less than it did before.  It doesn't improve game strategy.  Anyway, I'm tilting at windmills at this point.  The whole thing is giving me deja vu of the BlooMilk days where a team of players tried to keep Star Wars Miniatures alive.
  10. Like
    ricope got a reaction from thestag in [IACP] Season 1 Voting Concluded! Results Within.   
    This I strongly disagree. Damage ceiling, or maximal damage possible should be minimized at all costs. Things like this is why it is possible to remove Han Solo or Leia or Sorin in one shot. In other words, such moves (having nearly 20% or more of your army being wiped out in 1 shot) should not even happen regardless of how many cards you burn or how good the attacker is, because
    1. it literally gives the defender no time to respond (ex. Recovery, run away)
    2. there's really not much the defender can do about it (it's just a "HA, I GOT THE CARDS, IN YOUR FACE!" move)
    3. I'd argue such scenario ruins player experience: sure it's fun when I'm the attacker but it's really crappy when I'm the defender: I was expecting perhaps he'd be 20% or 30% injured, not 100% (depending on figures of course, I don't expect eStorm (3) to survive an attack from Vader (13), but I do expect my rTrando (3) to live for perhaps another 1-2 actions after being shot by eRanger (4) or my Han Solo (12) to live for perhaps another 2-3 actions after he got shot by IG-88 (12))
     
    hmm good point, I haven't really considered the counters to the non-nerfed ones and the risk of having single-figure-domination meta just because we forgot to nerf something. I'm partially convinced that buffing weaker ones is the way to go, however with some caveats:
    1. This still doesn't fix the issue where most units can get easily removed in 1 shot. To combat this the only other way I see is to buff them with extra HPs. For example, I think people would still happily play figures such as eStorm or eRebel Trooper or rHeavy if they can get their point's worth. I think I'd be happy to play figures like rTrandos or eTrandos or rStorm or Dengar if they stays long enough to do something 
    2. related to point 1: when will HP stop? if this continues we'd need units having (hypothetical example) something like 50 HP so that you can get their points worth
     
    in other words, if we cannot stop the damage ceiling from continuously rising, we'd need to buff units with extra HPs or defensive abilities such that they're useful or can actually pose threats without the fear of being removed. How much "extra" HP should be "extra"?
  11. Like
    ricope got a reaction from ManateeX in [IACP] Season 1 Voting Concluded! Results Within.   
    This I strongly disagree. Damage ceiling, or maximal damage possible should be minimized at all costs. Things like this is why it is possible to remove Han Solo or Leia or Sorin in one shot. In other words, such moves (having nearly 20% or more of your army being wiped out in 1 shot) should not even happen regardless of how many cards you burn or how good the attacker is, because
    1. it literally gives the defender no time to respond (ex. Recovery, run away)
    2. there's really not much the defender can do about it (it's just a "HA, I GOT THE CARDS, IN YOUR FACE!" move)
    3. I'd argue such scenario ruins player experience: sure it's fun when I'm the attacker but it's really crappy when I'm the defender: I was expecting perhaps he'd be 20% or 30% injured, not 100% (depending on figures of course, I don't expect eStorm (3) to survive an attack from Vader (13), but I do expect my rTrando (3) to live for perhaps another 1-2 actions after being shot by eRanger (4) or my Han Solo (12) to live for perhaps another 2-3 actions after he got shot by IG-88 (12))
     
    hmm good point, I haven't really considered the counters to the non-nerfed ones and the risk of having single-figure-domination meta just because we forgot to nerf something. I'm partially convinced that buffing weaker ones is the way to go, however with some caveats:
    1. This still doesn't fix the issue where most units can get easily removed in 1 shot. To combat this the only other way I see is to buff them with extra HPs. For example, I think people would still happily play figures such as eStorm or eRebel Trooper or rHeavy if they can get their point's worth. I think I'd be happy to play figures like rTrandos or eTrandos or rStorm or Dengar if they stays long enough to do something 
    2. related to point 1: when will HP stop? if this continues we'd need units having (hypothetical example) something like 50 HP so that you can get their points worth
     
    in other words, if we cannot stop the damage ceiling from continuously rising, we'd need to buff units with extra HPs or defensive abilities such that they're useful or can actually pose threats without the fear of being removed. How much "extra" HP should be "extra"?
  12. Like
    ricope reacted to thestag in [IACP] Season 1 Voting Concluded! Results Within.   
    I don't see why eTroopers can't be the benchmark again. While I like what IACP is doing overall, I'd rather see all units nerfed than to see any unit buffed. While so far we've seen mass point reduction and a couple of command card errata, I would like to see more units rolling 2 die and fewer/weaker surge abilities.
  13. Like
    ricope got a reaction from thestag in [IACP] Season 1 Voting Concluded! Results Within.   
    not entirely, let's say you increase the cost of Kanan, sure he'd less playable than before but at the mean time it would make other figures more playable simply because Kanan now isn't as played often as before. I stand by my point in which that I felt a better option is to decrease the power curve (nerf the queen pieces) than increase it (buff the underwhelming figures). However the key flaw in my argument is the time limit in tournaments: I've noticed a skirmish game usually runs to round 4 or 5 and takes 1.5h - 2h in a casual setting (at home or FLGS), because we play until someone reaches 40 VP or one of our armies is completely destroyed. That kind of time allocation won't be happening in FFG-sanctioned tournament events where the winner is frequently determined by round ~3. I've wrote it more here so just my 2c
     
    I sure might be running Stormtroopers or Trandoshans or Hired Guns or Bantha if I know that none of the high-damage attackers will be in play
  14. Thanks
    ricope got a reaction from Spidey NZ in New Character Idea   
    it might be easier to view if you could post those cards, you can make your own cards with the IA tools
     
    https://community.fantasyflightgames.com/topic/282009-imperial-assault-tools-list-builder-card-editor-more-now-works-on-windows-7/
     
    some initial observations
     
    endurance 5 is above what a hero typically starts with (most heroes are 4/4:  4 speed 4 endurance and becomes 3/3 once wounded). I would reduce the Endurance down to 4
    loot boxes: I would add the restriction of NON-VALUABLE to all of them. I was so happy in my last campaign that the Rebel never drew Hondo's treasure from the supply deck, having this Jawa hero on board means the Rebels can cycle all the valuable stuff with ease
    the 1xp full pocket (allows drawing from discard) is beyond OP since it allows infinite cycling of grenades, imagine the following scenario:
    1. the heroes (any hero) drew Frag Grenade
    2. the heroes use Frag Grenade (blast 3), Frag Grenade is discarded
    3. Jawa draws back the grenade
    4. repeat step 2-3
    The same can be said for Shock Grenade
    I would just remove the "strain to draw from discard" ability entirely
     
    2xp explosive lob have the same problem (infinite blast 4) but I think it's fine leaving it as it is, as long as the infinite cycling is removed. I'm also not sure what you mean by +1 damage: +1 damage to the target space or +1 damage to everything (effectively an additional blast 1). The former is fine but the latter is not
    3xp tech savvy: I think the 1st case already covers the 2nd case? Mak already have something similar to it
    4xp scrap metal seems underwhelming as a 4xp ability, I'd buff it to 2 spaces instead of 1 space
    4xp overcharged explosion on the other hand have the same problem as above. Does the 2nd use have the same cost? combined with explosive lob and full pocket you could potentially have an infinite cycling, 5-space range, blast 5, x2 effectively doing blast 10
  15. Like
    ricope got a reaction from a1bert in Mak's Ambush   
    When he's healthy, Ambush can be triggered with his 2nd ability, the one that says hostile figures 4 or more spaces away cannot see him
    When he's wounded then yes Ambush gets much harder to trigger but it's still possible. For example see Rules Reference Guide (RRG) page 26, the appendix, it shows you examples when figure A can see figure B but not vice versa
  16. Like
    ricope got a reaction from thereisnotry in No plans for new physical product for Imperial Assault   
    So the thing is, I actually gave Legion a try (before you jump: I've been playing IA for nearly ~4 years and if one is to understand the great mystery...one must study all its aspects). I hated the gridless system, it felt very hand-wavy because we don't really care if the figures are off by a bit. The squad leader is the only figure that matters and it doesn't matter if stormtrooper #3 in the squad is 1cm to the left or 1cm to the right. The LOS rule also reminds me why I don't really like X-Wing that much: can you draw a straight line? who knows? in IA we might need a laser for perhaps no more than 5% of the time because it's a really far shot and the LOS isn't clear: in Legion and X-Wing you'll need a laser perhaps 80%+ of the time. The range ruler also rubs me the wrong way: in IA if Stormtrooper #2 gains 3 movement points then he's moving 3, in Legion I don't really know how far is "3" until grab that measurement ruler and place it on the table
    X-Wing and Legions are still no doubt great games based on the # of players, but I think they cater to very different types of people
  17. Like
    ricope got a reaction from King_Balrog in My idea for an At-St   
    it might be helpful if you could post the card for it, we already have an unofficial tool for it: 
     
  18. Like
    ricope got a reaction from thestag in No plans for new physical product for Imperial Assault   
    So the thing is, I actually gave Legion a try (before you jump: I've been playing IA for nearly ~4 years and if one is to understand the great mystery...one must study all its aspects). I hated the gridless system, it felt very hand-wavy because we don't really care if the figures are off by a bit. The squad leader is the only figure that matters and it doesn't matter if stormtrooper #3 in the squad is 1cm to the left or 1cm to the right. The LOS rule also reminds me why I don't really like X-Wing that much: can you draw a straight line? who knows? in IA we might need a laser for perhaps no more than 5% of the time because it's a really far shot and the LOS isn't clear: in Legion and X-Wing you'll need a laser perhaps 80%+ of the time. The range ruler also rubs me the wrong way: in IA if Stormtrooper #2 gains 3 movement points then he's moving 3, in Legion I don't really know how far is "3" until grab that measurement ruler and place it on the table
    X-Wing and Legions are still no doubt great games based on the # of players, but I think they cater to very different types of people
  19. Like
    ricope got a reaction from thestag in Carrying characters over to a new campaign...   
    21 might be different, I think in the thread the OP mentioned he's going to have a pool of 8 heroes
    Just something I like to do: whenever someone proposes a new house rule I will see how can I exploit it to the best of my abilities from both Rebel and Imperial's perspective
    I still can't see it working out. First there's the fairness, if Rebels can cycle out/swap out heroes with full xp then I'd argue as Imperial I should also be allowed to swap out Imperial class each mission: at 0xp I'll take Military Might, at 1xp I'll take Subversive Tactic with Savage Weapon, at 2xp I'll take Power of Dark side with Embrace Anger, at 3xp I'll switch back to MM with Sustained Fire or Armored Onslaught with Mortar...etc
    Second there's the possibility of the Rebel group being deliberately forced: who makes the decision on which Rebel gets swapped in after the old one dies? If Rebel then as Rebel I'll deliberately suicide the weaker heroes so that I can get Fenn + Gideon + Shyla + Diala or similar. If Imperial then as Imperial I'll kill off heroes until the Rebel team is Biv + Saska + Loku + MHD or similar
  20. Like
    ricope got a reaction from thestag in Carrying characters over to a new campaign...   
    perma-death was an idea that I've seen previously, I couldn't see it ever working out regardless of xp. If I'm playing as Imperial I will concentrate all firepower on killing off the heroes: sure I might lose the first several mission, or even the first half of the campaign but there's a fairly solid chance that the Rebels won't even have a 4-Rebel team left in the late-campaign. The old discussion's on the BGG forum
  21. Like
    ricope got a reaction from ManateeX in No plans for new physical product for Imperial Assault   
    So the thing is, I actually gave Legion a try (before you jump: I've been playing IA for nearly ~4 years and if one is to understand the great mystery...one must study all its aspects). I hated the gridless system, it felt very hand-wavy because we don't really care if the figures are off by a bit. The squad leader is the only figure that matters and it doesn't matter if stormtrooper #3 in the squad is 1cm to the left or 1cm to the right. The LOS rule also reminds me why I don't really like X-Wing that much: can you draw a straight line? who knows? in IA we might need a laser for perhaps no more than 5% of the time because it's a really far shot and the LOS isn't clear: in Legion and X-Wing you'll need a laser perhaps 80%+ of the time. The range ruler also rubs me the wrong way: in IA if Stormtrooper #2 gains 3 movement points then he's moving 3, in Legion I don't really know how far is "3" until grab that measurement ruler and place it on the table
    X-Wing and Legions are still no doubt great games based on the # of players, but I think they cater to very different types of people
  22. Like
    ricope got a reaction from a1bert in Carrying characters over to a new campaign...   
    21 might be different, I think in the thread the OP mentioned he's going to have a pool of 8 heroes
    Just something I like to do: whenever someone proposes a new house rule I will see how can I exploit it to the best of my abilities from both Rebel and Imperial's perspective
    I still can't see it working out. First there's the fairness, if Rebels can cycle out/swap out heroes with full xp then I'd argue as Imperial I should also be allowed to swap out Imperial class each mission: at 0xp I'll take Military Might, at 1xp I'll take Subversive Tactic with Savage Weapon, at 2xp I'll take Power of Dark side with Embrace Anger, at 3xp I'll switch back to MM with Sustained Fire or Armored Onslaught with Mortar...etc
    Second there's the possibility of the Rebel group being deliberately forced: who makes the decision on which Rebel gets swapped in after the old one dies? If Rebel then as Rebel I'll deliberately suicide the weaker heroes so that I can get Fenn + Gideon + Shyla + Diala or similar. If Imperial then as Imperial I'll kill off heroes until the Rebel team is Biv + Saska + Loku + MHD or similar
  23. Like
    ricope got a reaction from Jaric256 in My idea for an At-St   
    it might be helpful if you could post the card for it, we already have an unofficial tool for it: 
     
  24. Thanks
    ricope got a reaction from Kani Kantai in Carrying characters over to a new campaign...   
    21 might be different, I think in the thread the OP mentioned he's going to have a pool of 8 heroes
    Just something I like to do: whenever someone proposes a new house rule I will see how can I exploit it to the best of my abilities from both Rebel and Imperial's perspective
    I still can't see it working out. First there's the fairness, if Rebels can cycle out/swap out heroes with full xp then I'd argue as Imperial I should also be allowed to swap out Imperial class each mission: at 0xp I'll take Military Might, at 1xp I'll take Subversive Tactic with Savage Weapon, at 2xp I'll take Power of Dark side with Embrace Anger, at 3xp I'll switch back to MM with Sustained Fire or Armored Onslaught with Mortar...etc
    Second there's the possibility of the Rebel group being deliberately forced: who makes the decision on which Rebel gets swapped in after the old one dies? If Rebel then as Rebel I'll deliberately suicide the weaker heroes so that I can get Fenn + Gideon + Shyla + Diala or similar. If Imperial then as Imperial I'll kill off heroes until the Rebel team is Biv + Saska + Loku + MHD or similar
  25. Like
    ricope got a reaction from Bitterman in My idea for an At-St   
    it might be helpful if you could post the card for it, we already have an unofficial tool for it: 
     
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