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IanSolo_FFG

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  1. I imagine nothing would stop you from trying out. You could use for instance Jedi Luke with a few command cards (to compensate for XP) and spend the credits on equipment like combat coat, portable medkit, ect It could work ...
  2. Return to Hoth campaign starts right during the first part of the Empire Strikes Back movie and to me I thought it was very well thought! As we played the mission we could imagine that Luke was flying his snowspeeder at the same time to bring down the AT-ATs while Han and Leia were trying to escape Echo base! That was incredible immersion for us! And now each time I watch the Battle of Hoth, I think of the hero crews that are fighting somewhere off screen!! Personaly I would have loved to have more of these missions that ties in with the movies .. anotehr example is the Threat mission about the heroes assisting Chewie in tracking smoe bounty hunters that might have information about frozen Han. This is great as when you watch Return of the Jedi, if you ever played that mission, you can imagine that the heroes contributed somehow to "help free" Solo!
  3. I once bought a chess game. Mind you not a single expansion was never released and I still play it from time to time. So yeah IA is still alive at home!!! It actualy going to hit the table no later than this Friday as my friends are coming over to keep our custom campaign moving on!!!
  4. Have a couple of bounty hunters on the map. The heroes can interact with them. They could pay a certain amount of credits to gain them as an ally for the next mission without increasing the threat. You could even do something like how Obi-Wan hired Han Solo in ANH. The heroes pay X credits before the mission with the promise of paying an extra amount of Y credits after the mission. Then the heroes could decide not to pay the promised Y credits after the mission, but then the imperial player could spawn the bounty hunter for free (or at a threat discount) during an upcoming mission. For the upgrade stage, have 2 or 3 sellers selling different stuff that the heroes can visit. Maybe it's Saska Teft (should be avaliable ... who plays with her anyway 😉), the Alliance "official" trader who will sell random stuff at the price printed on the card. Maybe it's an ex-imperial officer who will sell exclusively imperial tech (you could even but some higher tier weapons in it to have your heroes drooling) but at a higher price than the one printed on the card. Then the heroes can try to lower the price by bargaining with the officer (insight test) or by intimidating him (strength test). Maybe the Imperial officer is standing next to a malfunctioning astromech droid and the heroes can offer to have a look at it in order to help fixing (tech test) resulting in the heroes gaining the officer's trust and hence lowering the cost of the weapons for sell. The discount could be based on how many successes. Maybe at some point, the heroes hear noises coming from outside the cantina. It appears 2 full squads of stormtroopers led by Kayn Somos are pursuing a Jedi ... could be Ahsoka Tano ... and there is a Grand Inquisitor too! Will the heroes join the fight (in which case if Ahsoka survives, the heroes could earn her as an ally for free or at a lower cost for an upcoming mission) or will they leave the jedi to her own faith? If they decide to fight, during the skirmish, any damage suffered AFTER a hero has been wounded could carry over for the next mission. So joining the fight could have consequences. Or maybe there are a number of npc to talk to that will determine which side missions the heroes can attempt next (instead of randomly drawing side mission cards)
  5. Or what about a Grey jedi hero with two builds, one leading to the Dark side and another one that would lead to the Light side. Or you could mix up xp cards to earn powers from both sides. Maybe xp cards from the same side would synergize slightly better to encourage sticking with one side.
  6. Do you mean by that 1) you pay 2 strains in the same sequence and then proceeds to give an attack to another hero (or ally) and then to an ally (other hero) compared to 2) paying one strain to allow an ally to attack and then (for instance) seeing that the target survived, you pay an extra strain to allow another hero to attack? After False Order, when you spend 1 strain to let an ally or hero to attack, once the attack is done, are you still in the "after False Order" state? I'm not sure about that but my intuition would says no. Therefore, I feel 1) would be the correct approach. For example, you spend 1 strain to give another hero an attack and right away spend another strain to let an ally perform an attack. Then you proceed with both attacks one at a time. Is that what you meant?
  7. I house rule that an imperial figure will move until it has reach a space that guarantees it will "hit" from accuracy point of view. For example, a stormtrooper with its Blue-Green die has a minimum of 3 accuracy (2 from the blue die and 1 from the green die). Therefore, when the Stormtrooper is within 3 spaces of a target (assuming LOS obviously) and still has movement points, I do not move it closer and proceed with the attack. I also take into account built in accuracy, but not the one gained on a surge has it can be cancelled out by an evade or the dice roll might not produce any surge to trigger it.
  8. I have never played the mission (and I don't have it in front of me at the moment) but nerfing elite Stormtroopers (3 attacks) for an elite Death trooper (a single attack) seems like a big downgrade. Are there any leaders you might be able to activate with tactical comms to get back one possible extra attack? Also, removing the auto +4 accuracy sounds like you will need your DT to almost be adjacent to hit since red die doesn't have accuracy and yellow die is limited. Of course, you know your rebel players more than we do and this may be perfectly fine for them. Riot for RG is a swap I would be more comfortable with. You still get 2 possible attacks by activation. The stats downgrades should definitely help early-campaign rebels. Most importantly it's about having fun. If the changes bring the fun-factor level high enough for everyone to enjoy the mission then everyone win!
  9. No I did not create a thread just for that. It is scattered across several threads. Mostly what I did back then is use FFG's actual missions then I try to link them with narratives. My campaign (still in progress) started with the Battle of Hoth followed by White Noise for which the narrative was changed to be a follow up mission of Battle of Hoth (White Noise was about the heroes protecting the Ion cannon control room while the transports were evacuating). Then I had a custom X-wing/IA mission that depicted the heroes transport being intercepted by a star destroyer. Heroes had to mess with the SD's laser cannons (on an IA map set up on an X-wing mat) while their x-wing escorts were trying to free their transport by destroying the tractor beam device. Next they stopped on Bespin to free Lando who gathered information on a secret imperial weapon (branching to Core/Weiss) while searching the crime lord that placed a bounty on Han and see if he could get from Cloud City nav computers the next destination of Fett's slave I ship (Branching to a chase-Boba-Fett-to-rescue-Han type of campaign. Final mission would have been a custom mission based on the Gall spaceport level from the Shadows of the Empire video game from the mid 90s). The cantina mini-mission discussed above was to open up a third branching leading the heroes into the Heart of the Empire. We are now at a point where my rebel heroes will have to decide what they'll do next (Go after Weiss, Fett or on Coruscant). Then, sometimes I was customizing the existing mission. For example, during the Bespin's mission, when the heroes freed Lando, the Wing Guards, defected the Empire's side to fight along with Lando, for the good old time.
  10. Yeah I tend to repeat myself on this board about my customization of the game... geez I hope it's not a sign that I'm getting old
  11. Exactly how I approach the campaign mode with my group of rebel players (friends). I had a bit more experience when we started and I was constantly helping them on their best options (some sort of Agent Kallus I would say ). It was not about who win and who loose. If we all had fun then everyone win in my opinion. Again, we're on the same page! I avoid snowtroopers on desert maps and ugnaughts on a star destroyer bridge! Also, speaking of thematic, during one mission on Tatooine, one of my friend had noted that it was somehow a bit weird that Tusken raiders were aligned with the Empire. I took note and during a mission on an icy planet, I deployed (free of threat) a Wampa at some point but with a house rule mechanic that had the Wampa activates first at the start of each round and it would randomly go after figures, no matter their allegiance. You have cool ideas! Our group has followed the Twin Shadows mini-campaign and once we were done with it, we jumped into the Return to Hoth campaign. However, I decided to customize the campaign by taking missions from various campaign and try to link them thematically. The concept of earning allies/vilains via side missions is therefore not something that I use. Sometimes, I start a mission by letting them select whoever they want while I secretly adjust by including a vilain that will (thematically) show up. Other times, I impose them a character (I had a mission where Luke showed up even though he was not planed in the original mission. I personally thought it was thematic for him to appear during the mission). As a compensation, I gave myself a "battle damaged" AT-ST. It was the first time my players played Luke and faced an AT-ST. It was enjoyable! Another example was when I created a cantina map that was to serve for the between mission upgrade stage (Tried to make it more similar to RPG. They could decide to visit various sellers in the cantina with each seller having their own stock, there was also a few bounty hunter for hire for their next mission as long as they would pay the credits). At some point, I told them that blaster shots were heard at the other side of the cantina. A Jedi (Davith who was not one of my rebel players heroes) showed up chased by Kayn Somos and stromtrooper squads as well as the Grand Inquisitor. They had to decide if they'd wanted to help him or just go their way leaving the Jedi to his own faith. The "reward" of saving Davith was ... (some light Heart of the Empire spoiler) I do like to customize the missions/campaign and like to read about others to! Keep us posted on your custom campaign! By "Upgraded characters persist through campaigns.", if you mean by that they ONLY retain their reward card from their side mission to avoid re-doing the same mission over to get Diala's lightsaber for isntance, I think it can work, but otherwise I would advice against leaving a hero full equipped (weapons with mods as well as xp cards) starts a new campaign. He'd be way too powerful for the opposition without counting that he would (presumably?) still upgrade after each mission. I have tried a fixed character once (Darth Vader!) and he was brutal! I must say that I forced Vader in with a few rounds left in the mission (again because I thought it made sense to see Vader shows up in the mission *thematic*). It didn't prevent the rebels from winning the mission, and I did not intend to bring Vader to win the mission, but more to implant in their head a feeling of fear ... something like Vader is the ultimate bad guy and they should fear him if they ever encounter him in a boss fight. But yeah, Driven by Hatred was very powerful with the extra end of round attack! As long as you and your friends are comfortable with house rules, there is no limit really! Heck you could even play the game like we used to play with our action figures as kids if you'd all agreed on such a house rule
  12. New campaign stories (books with maybe new tiles for different maps but not necessarily with new plastic figures) could also be something I would have interest in. It sure is interesting at the moment to re-visit JR's through the app with new maps even if the big picture plot is similar to the physical campaign. For instance I'm sure it would be fun to see a second TS campaign turning around Boba Fett as the main villain, or revisiting the Heart of The Empire with a new story involving the RGC (I was actually surprised that he was left out of the HotE campaign). One drawback of this approach is that skirmish players would feel left out of this.
  13. I forwarded a request to FFG customer service about the possibility to acquire the updated cards (Officer, RG and rebel saboteurs) and I got a negative answer : Game Title: Imperial Assault Component type: Cards Details: Can you/Do you provide replacement cards for Imperial Officers, Royal guards and Rebel Saboteurs? I bought the game before these cards received fixes. Thanks! Status for this item: Closed Status details: Thank you for contacting us; unfortunately we do not service for changes made to our printings, editions or errata of our products. Thank you! So it appears unless you are a skirmish player that attended the events where the fixed cards were provided, FFG does not have other plans to allow other players (mostly campaign players I suppose) to get a copy of those cards.
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