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Shwarrz

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  1. I've got feeling that IA 2.0 is coming sooner than we think - That's why they're say nothing about it on "Report" nor Q&A. My bet is Force Friday, IA 2.0 based on Sequel Trilogy and campaign only in app (like Mansion of Madness). Not sure about skirmish, but if so... then we need Conversion kits and module in app for squad building with online points (no points printed).
  2. So you can Claim battlefield even if you are in control of it this round?
  3. Hi, we're preparing for the last take on existing missions Any chance you'll be developing any next missions soon?
  4. Republic needs large base, CiS does not have medium ship - so "Twilight" for Rep and "Jango's Slave" for CIS.
  5. Better question - will there be some livestream from FFG pannel?
  6. Yeah, because community in Poland is very strong, miniature gaming community and Star Wars community. Compared to country it's huge... but when you look at the numbers... I belive some US companies forgot how diferent European market is and how big USA is compared to European countries. Even if every activ player in Poland would buy "Lothal" at the premiere day it would be like 10% of what FFG wants. That was the problem since the begining, Core Game was delayed in Poland about a year or more... so part of community is collecting english version from the start.
  7. Distribution in Poland was put on hold year ago. Polish distributor -"Galakta" - is still intrested in giving it a shot, but FFG is forcing them to order high amount of stuff that is imposible to sell. They can not afford to loose money on every wave. Last box we had - HotE, last blister wave - Jabba's Realm.
  8. I've played with my fiance yesterday - My last Vulture, on 1 hull left, was defending for 5 rounds against 2 Torrents and Delta... I have faith in my dice. I gave him nickname "Brave little droid"
  9. Side Mission A - Bring a Friend Before that mission Rebels spent 5 Intel for Gharkhaan reward Card, I bought „Tusken Weapon” – that was mistake, Snow Troopers with this card are crashing opponents, their’s first attack almost made Verena wounded. Map is huge, when we counted movement points (24 from start to red terminal) – it takes 3 turns to get there, and on the way is dianoga, imperial forces and 2 doors. At the end of 6 turn they had 1 healthy hero on 3 HP, red terminal activated, and almost destroyed tech room door. I haven’t even said them that behind them are Security Droids. No way of wining this in my opinion. I think map needs serious rebuilding - tiles Hoth 05,06 are just to big and Bespin 04 looks marvelous but additional movement points costs heroes a lot. I have no Idea how they would be able to protect prisoner. Recomendations: -Extreme map rebuilding, maybe I’ll try to experiment with this myself and replay this one. -Security Droids replaced for Probe/elite Probe -Sorin „”OR” BT-1 when Rebels have lost both missions, „AND” if they won at least one. Side Note: There is no word how to activate bridge again, we’ve asumed using blue terminal does that. That's all for now.
  10. Side Mission D - The secret of the Wheel: Complete Rebel Failure – they couldn’t reach point of Clawdith plot twist. There were 3 reasons: Time, Security Protocol and Droids. Investigating clues was fun. Unsuprisingly they’ve figured out at the start which one needs which test – they split up and activated them all bu the start of round 3. And when you do math at this time – imposible to reach wall by round 6. 24 squares from clue that needs strength to wall that needs 2 strength. Quite imposible considering imperial figures blocking movement and that figures need to spend all actions for movement so I can make them wounded. Ant then another one need to do 3 technics. „Whel security” hit them hard – 1 threat for 1 Rebel attack is tought. 6 Rebels attack – I can deploy Stormtroopers. They’ve lost both story missions so no hard attack on me, then -1 for secutity, then my defense. Hardly 1-2 hit results per attack – seems like no damage for my Imperials. I start to thing that droids arek ind on Nemesis for my Rebels –They’ve lost all previous story missions, this Security Droids Group can make 2 hero wounded in 2 activations. Extremely powerful for this stage of the campaign. (No Idea what would happened after wall was removed - last hero bleed out at this point xD) -swap clues: Loot box in place of terminal, terminal in place of mission token, mission token instead of loot box. -no need for hero to be healthy to test wall, add 1 succes for spending 1 intel -Wheel Security: change ”wounded” failure condition for „withdrawn” -change Security Droids for something weaker – maybe just another Wing Guards or Alternative deployment Card with no „2 attacks ability” Side note: 2 red mission tokens and 2 red terminals – you stated they need all 3 red clues – maybe change security room wall and terminal for blue. TBC
  11. Feedback #2 Rebel failure continues… Oh man, this campaign of yours is so entertaining, but also gives hard time to my fellow Rebels. First of all, your ideas are still amusing me, I love how creative they are. As i’ve said I let my Rebels change one hero to balance testing in their team – Fenn Signis switch places with Jyn Odan so for now It’s not problem anymore. Then I asume you could consider puting in Overview file sugestion that balancing tests is highly recommended. Shira’s Fate: Idea for intermision proceeding somewhere else in the meantime of the campaign is awesome. The only mission won by Rebels for now, but it gave them a hard time. In fact I was able to kill Shira quite fast or droid, but I was willing to play so I kind of focused on killing prisoners. The prisoners freed: Echo Troopers, Rebel Saboteurs and Sabine Wren (I do not own her so I’v made custom card and called her Jas Emari). My open groups then: Riot Troopers, Heavy Troopers, ISB Infiltrator. That was hardly considered equal. Second phase: Shira, Droid, Sabine and Soboteurs. Dianoga hits hard – I like it! Both saboteurs didn’t stand a Chance. Path chosen – Download map data. Revealing map tiles was so entertaining for them. But only Shira and droid manager to get to elevators. And by that time my players was so exhaustet with this mission that all fun ended. Shira was at 5 HP, droid 3. All of them claimed that this mission should end in Phase 2. Building another huge map, running through corridors, destroying doors… tooo much. The mission took us more than 3 hours(and I’ve had tiles por each phase and command cards prepared)! Side Note: There are no deployment points in Phase 2 Recomendation: -sugestion that freeing prisioners is pivotal for win -toss out Phase 3, mission is extremely long -threat level for prisoner „-2” instead of „-1” TBC
  12. OH, GOD!!! I'd love that! But you're right - so hard to make it true....and I Don't think it's epic size - it fits to the Colossus hangar's gate. Hull made of At-AT so between 20-30 meters long Only - so hardly large base.
  13. For Separatist I've found only one fitting - Hardcell-class interstellar Transport (Techno Union design) Circa 200 meters long, support thah could serve as hangar area for Vultures or charges refil since it has huge fuel cannisters.
  14. Don't get me wrong - I want all of them, bot One by One... Collecting all factions hurts sometimes
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