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Jarema

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  1. Like
    Jarema got a reaction from Grruberr in The IACP can't truly balance Skirmish without swarms   
    And this is unneeded. I have seen different solutions in different games. For example: if you have no time left, you do not get to make your moves, attacks and so on. Your opponent continues play for the time that left him, and if he can win in this time, then he does. If not, check for the win conditions to see who win
  2. Like
    Jarema got a reaction from Grruberr in The IACP can't truly balance Skirmish without swarms   
    It was always a small negative of skirmish to me, that players share common pool of time. That can lead to stalling and other negative experiences. IMO game would be much better with chess clocks (and it is easy to use appriopriate app)
  3. Like
    Jarema reacted to NukeADuke in [IACP] Season 2 Content Finalized and Testing League #1 Starting Soon   
    I like your idea, but I think maybe they should fix all of the figures that don't work then maybe make completely new deployment cards for them.
  4. Thanks
    Jarema 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
  5. Like
    Jarema reacted to DerBaer in [RIAST Rules] The other community driven rebalancing project   
    Rebel Graffiti got banned and Sabine is no Vehicle anymore. It felt like she is powerful, but not overpowered. Time will tell, if that is enough of a nerf.
    Gideon, 3PO and Hera are really powerful, but most of the playtesters said, that they are not overpowered, especially not in the overall context of the faction. But I have to admit, there was/is a lot of discussion on that one.
    The ban of On the Lam nerfs Han Solo indirectly, who was played a lot around here (before Spectre Cell).
  6. Like
    Jarema reacted to ManateeX in [IACP] Season 1 Voting Concluded! Results Within.   
    I see that comments on world domination are suspiciously absent... 
  7. Like
    Jarema got a reaction from thestag in The IACP can't truly balance Skirmish without swarms   
    It was always a small negative of skirmish to me, that players share common pool of time. That can lead to stalling and other negative experiences. IMO game would be much better with chess clocks (and it is easy to use appriopriate app)
  8. Like
    Jarema reacted to cnemmick in The IACP can't truly balance Skirmish without swarms   
    Breaking precedent isn't a bad thing if it improves the game. FFG did it themselves by changing the core rule where VPs are collected per figure. This hurt previously-released 3-figure deployment cards since players could no longer hide one of the figures to prevent opponents from gaining VPs; swarms of 13+ figures have not been viable with 3-figure deployments since. (There has been some successful competitive play with Riot Trooper swarms, which are not 3-figure groups.) Despite basically removing 3-figure swarms from the game, this VP change improved the skirmish player experience immensely. Skirmish event attendance climbed since the release of Jabba's Realm.
    Figuring out a way to make swarms viable with this rule change should have fell to FFG. Instead, it's up to us.
    I also strongly disagree that "nobody" was asking for deployment cost changes. In the ZF Slack channel prior to 2019 Worlds, a poll was released to see what kind of changes should be made to existing deployment cards: Somewhere around 70 people participated in the poll and roughly 3/4 of them selected "adjusting deployment costs" as a viable method. Of all of IACP's Season 1 changes, the most positive responses were directed to the price reductions of deployment cards. Given that FFG's own Skirmish Upgrades for Vader, Han and Chewie use a cost-reduction mechanic, it's natural that players want to see it implemented in other deployments that are overcosted.
    I'm happy to be proven wrong. The IACP Season 1 Vote has a question where we ask what methods the IACP should use to improve the game & help keep the competitive meta fresh. Voters have the option to not select "Changing Deployment Card costs" and specify to us what they'd prefer. We want to know if a majority of players think that we're going the wrong direction with how we change things up. 
  9. Like
    Jarema got a reaction from Bitterman in The IACP can't truly balance Skirmish without swarms   
    And this is unneeded. I have seen different solutions in different games. For example: if you have no time left, you do not get to make your moves, attacks and so on. Your opponent continues play for the time that left him, and if he can win in this time, then he does. If not, check for the win conditions to see who win
  10. Like
    Jarema reacted to DTDanix in The IACP can't truly balance Skirmish without swarms   
    This actually isn't that bad of a problem.  If your opponent indicates they want to think about a decision, you just hit the clock.
  11. Like
    Jarema got a reaction from MadFuhrer in The IACP can't truly balance Skirmish without swarms   
    It was always a small negative of skirmish to me, that players share common pool of time. That can lead to stalling and other negative experiences. IMO game would be much better with chess clocks (and it is easy to use appriopriate app)
  12. Like
    Jarema reacted to brettpkelly in The IACP can't truly balance Skirmish without swarms   
    I'm all for a chess block but there are a couple other complications. Due to the prevalence of interrupt type mechanics it's hard to determine when to stop the clock for each player, especially during attacks. Might be worth figuring out how to implement something like this though
  13. Like
    Jarema got a reaction from Mandalore of the Rings in The IACP can't truly balance Skirmish without swarms   
    It was always a small negative of skirmish to me, that players share common pool of time. That can lead to stalling and other negative experiences. IMO game would be much better with chess clocks (and it is easy to use appriopriate app)
  14. Thanks
    Jarema reacted to IndyPendant in The IACP can't truly balance Skirmish without swarms   
    Okay, a couple things first off: I'm making this a forum post in the hopes of getting community feedback; it's always possible my reasoning is flawed after all; and if others agree with me (and perhaps provide additional reasoning in support of my argument), then that will provide greater incentive to the IACP to change their stance.  Second, I would again like to take a moment to sincerely thank the IACP for your efforts.  As I've posted here before, if IA Skirmish is still being played in a year or two, I firmly believe it will be largely due to your efforts.  You don't have to do this, it takes a lot of time and effort, and you'll never be able to please everyone.  So, seriously: thank you again.
    And tonight, I'm going to take on the role of a displeased player. ; )
    I've seen a few posts now by IACP members, basically making statements that apparently can be summarized as: the IACP does not intend to ever balance regular deployments, or reduce the costs of too many of the low-cost elite deployments, because that would potentially lead to "swarm" play, which they consider to be a NPE (Negative Player Experience).  (And for any that may not know: a swarm list consists of multiple, small-cost activations.  In IA, that would basically look like around 10 or more activations of low cost deployments such as regular Imperial Officers, regular Stormtroopers, regular/elite Probe Droids, etc.)  In my opinion, that stance will severely hinder any balancing efforts for IA, and quite probably make it literally impossible.
    Most lists right now (and for a long time now) include a Queen Piece (Hater Vader, FotK IG-88, Jedi Luke, Ezra, etc) that deal a ton of damage and are hard to put down.  The remaining figures largely fall into three main categories: secondary figures that can deal a disproportionate amount of damage for their cost (eRangers, Onar, Greedo, eSentry Droids, etc), support figures that can make the hard-hitting center pieces hit even harder and/or help protect them (Jabba, C-3P0, R2-D2, Hera, etc), and one or two low-cost "camping" figures that are designed to sit beside terminals or gain map points (rOfficers, rHired Guns, rSmugglers, etc).
    Those damage-dealing Queen Piece figures need to be taken down as fast and hard as possible; Hater Vader with one health remaining is almost as big a threat as Hater Vader undamaged.  Thus Command Card decks tend to be crammed with as much direct damage-boosting and extra-attack cards as possible.  The remaining pack of cards tend to consist of very good damage mitigation (On the Lam), indirect damage increases (Element of Surprise, Take Initiative), and cards that help the Queen Pieces get into/out of the ranges required (Fleet Footed, Force Rush).
    The meta becomes what I call "Build-Smash": spend a few activations building up tokens and Command Cards to spend on 1-3 massive attacks as late as possible in the round (or perhaps as early as possible next round), specifically designed to try to take out the inevitable Queen Piece figures your opponent is fielding.
    Every. Single. Game. of Skirmish. currently plays around this central tactic.  There are no viable variations.
    So long as swarm lists are discouraged, this problem cannot be resolved!
    Swarm lists are the direct counter to these Queen Pieces and Glass Cannons (among other things).  They almost always have been, in most miniatures games, and probably always will be.  When (for example), your largest figure has four hit points, your opponent's hunters will often be hard-pressed to even find a use for Assassinate or Primary Target.  When the most Hater Vader can do on his activation is take out one or maybe two 2-VP figures, then Take Initiative isn't quite so powerful a card.  (It's still very very strong, but its power is at least weakened slightly--even more so when you consider that if the swarm player has initiative, he might at most be able to activate three regular Stormtroopers anyway!)
    I've seen posts calling playing against swarms an NPE.  -Of course- they are!  Every list nowadays is tooled up to deal, and perhaps survive, a frankly -absurd- amount of damage per individual attack.  A regular Stormtrooper doesn't care if your attack deals three or thirteen damage to it; it's dead either way.  Suddenly IG-88 has a little more of a struggle to justify his 12 points.  It's no longer automatic to focus Greedo and throw him in the middle of things, or Hondo so that he can do a bazillion damage before he inevitably dies.  The way we've been playing the game, for something like two or three years now, will need to change.
    This is a good thing!
    Bring swarms back, and players will have to build their lists with swarms in mind.  The rush to the most damage per attack will be lessened, if only a little.  Strategies that were pushed back will become more favourable, and figures on the backburner could become more viable even before changes are applied.  Blast becomes a more appealing option as the figure counts go up.  It becomes at least an option to include figures such as eStormtroopers, specifically to help take out swarm units with three separate attacks.  Cleave and Blast make a comeback.
    A new form of gameplay is introduced.  Instead of a race to deal or mitigate the most damage in a single attack, there's a race to try to decrease your opponent's quantity of figures, while he tries to use them to whittle your pieces down bit by bit.  Or, better, he uses the swarm to gather map VPs as much as possible.  If swarms are viable, and your list does not include at least something to handle them, then you will lose.  Also a good thing!  Suddenly it's no longer 100% a race to the maximum damage.  Now we're faced with a difficult decision: how much build-smash, and how much balanced attack against swarms?  Should I add a few regular deployments myself, that can run off to grab map VPs as well?
    The game opens up.  Now we have options.
    Another concern I've seen expressed is that swarms slow the game down.  Too many options, or something.  Honestly, I don't think this is a valid argument.  (Sorry!)  Again, literally -no one- plays swarms nowadays, because swarms are just not viable.  So no one has experience with swarms, so playing with and against swarms is slower as players try to figure out what to do with this unfamiliar beast.  Familiarity will increase speed.  If it doesn't, call a TO over and force the swarm player to speed up, until they do.  The thing about swarms is: most of the figures have the same (or at least, very similar) stats.  Four rStormtroopers consist of twelve figures...all exactly alike.  How many games did it take players to become familiar with Spectre Cell--just six figures, but each with their own completely different set of attributes, attack and defense styles, and special abilities?  Twenty?  Fifty?
    Swarms do not take inherently longer to play than other lists, if players are familiar with playing with (and against) them.
    It's also worth noting I'm not advocating a return of the specific Ugnaught Swarm list that very briefly threatened the meta, here.  The vast majority of players hated Ugnaughts, and had some valid reasons for this.  But we can have swarms without Ugnaughts.  It's unlikely that Ugnaughts will make a comeback anyway, with the current maps that don't favour them and the proliferation of popular deployments that can handle them reasonably well or are almost impossible for the Junk Droid to hurt (Hater Vader, Jabba, Sabine, Drokatta, etc).
    And there already exist natural counters to (non-Ugnaught) swarms.  A swarm player will have a very hard time taking out Hater Vader, or avoiding a Bantha Rider trampling them by the handful.  Swarms will struggle winning on maps without recharging VPs (such as the Gangster side of Maul's Alley map).  A well-placed Grenadier or Parting Gift can utterly ruin a swarm's day.  Vinto is almost overpowered against swarms.  Jabba loves all the bonus VPs.  There are many many more examples I could cite, if needed.
    Swarms are not a NPE; it's just that, because they don't allow us to play with all the tools we have been conditioned to include in every single list, they seem to take away our toys, and we never like that.  What swarms provide are new gameplay options that help mitigate--or even directly counter--the current meta that consists exclusively of piling on the absolute maximum damage we can into one attack or a small handful of attacks.
    Edit: mostly typo corrections.
  15. Like
    Jarema got a reaction from thinkbomb in Agenda Class Decks mod   
    whoa! so much changes...
    at first glance, they seem very interesting. But to say more, we will have to play at least one campaign with them (and we plan to do it as soon as we finish current one)
     
    btw, how do this changes work for short campaigns? Have you noted any issues there?
  16. Thanks
    Jarema reacted to a1bert in It's FRIDAY!!!!! Who will we see spoiled today??   
    FAQ can be downloaded from https://www.fantasyflightgames.com/en/products/star-wars-imperial-assault/
    https://images-cdn.fantasyflightgames.com/filer_public/84/a8/84a83869-63ea-4087-95c7-50039c4b5f0a/swi_faq_v4.pdf
  17. Thanks
    Jarema reacted to thinkbomb in Agenda Class Decks mod   
    An aside upfront = the mods forum seemed more dedicated to PAINTING and mods.  So i think this is the right forum?
    Any rate ...
    https://docs.google.com/document/d/1LOn6g7fziAL1X4rXndby5SirqB68Lv2sbWEbAWzUuiQ/edit?usp=sharing
    Our group overhauled the Agenda Decks.  We're very happy with the changes we've made, and we're hoping at least a couple of you out there can get the joy out of it.
    TL;DR = influence points are almost as hard to come by as are experience points.  What frustrated us was that there we so many influence cards that just didn't provide the same return on investment as Imperial Class Cards.  So, we went through and fixed that.
     
    SPECIAL NOTE - this mod is incompatible with the rule that imposes a limit on active agenda cards.  If you use this mod, you have to ignore that rule.  More info is included in the linked document.
     
    Feedback and questions would be VERY appreciated.  We're confident with all the changes, but we don't have the resources to endlessly playtest this to the 100% sure extent.
     
    Cheers!
  18. Like
    Jarema got a reaction from Soakman in Dead of Night To expensive!!!   
    Reusing artwork in Arkham Games happens again and again. It is matter of personal opinion if you like it or not
  19. Like
    Jarema got a reaction from jbudd in Instead of 2.0, how would you feel about reimplementation?   
    I believe it is matter of opinion. I like some of the Descent rules more than their IA counterparts (e.g. resting only from fatigue, not moving through enemy figures). Some I like less ("killing" heroes, LoS rules - we home rule it from IA), but on the whole I am undecided which is better
     
    I would gladly see mechanics of "Descent 4.0". I would hope that after fantasy and SF it would be set in Lovercraftian or horror genre.
  20. Like
    Jarema reacted to totalnoob in IA on a limited budget   
    I hate playing with tokens, but I skipped Weiss. I always just used the regular AT ST any time he was used. I can’t remember both of them being used in a mission. Weiss’s mini does look cool, but on a budget I think your money is better spent elsewhere.
  21. Thanks
    Jarema got a reaction from Herr Style in IA on a limited budget   
    *** Small spoiler ahead***
     
    If you do not like to play with tokens instead of figures, AND you want to play original campaign, I would definitely buy General Weiss.
    He is useless otherwise
  22. Like
    Jarema reacted to Herr Style in IA on a limited budget   
    Saw this, and definitely on my list to get! For aesthetic reasons, I am thinking (well into the future now) of getting Chewy, Reb Troopers, Royal Guard and Saboteurs  next or do they not appear that much in the Core Campaign? Been advised not to get General Weiss.
  23. Like
    Jarema reacted to Herr Style in IA on a limited budget   
    Mission accomplished! I am now the proud owner of Imperial Assault! On a whim, I also got Han Solo, IG-88 and Hired Guns. Didn’t want to go too OTT on my first purchase.
    May have to wait until Father’s Day to get it, but I have plenty of other things going on anyway. 😁
  24. Haha
    Jarema reacted to Herr Style in IA on a limited budget   
    Thanks for all the input! I’m thinking of starting in June on Father’s Day buying the following in this order: -
    Imperial Assault Core set
    Everything else
    😁
  25. Sad
    Jarema reacted to DerBaer in Ban Take Initiative?   
    Again : It's not Take Initiative that's overpowered, but this situation:
    It is extremely overpowered , if a player knows for sure, that he has the last activation in one round AND the first activation in the next round.
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