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The Archangel

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  1. Ah, so it does. That's what happens when I don't have the app in front of me to double check. I would agree it's not a bad idea for Atarin. I personally would want to find some way to make him unique though. Maybe a dark silverish armor, but black and crimson accents? Maybe even a dark red cape? Just spitballing a bit. I personally still need to get through painting all the other figures. I'll be anxious to see what others do though.
  2. I reloaded the first campaign my group played right after we got slaughtered in the finale out of curiosity. The app loaded to the last auto save point in the last mission. So it doesn't start the mission over from the beginning meaning you have to know who was where, damage and fear dealt, etc. The auto save point was so late that it did not make up for our mistakes and failed testing earlier in the mission either. Imho, you should restart the campaign to get a different result if you end up losing the campaign. It's disappointing I know cause losing really stings after the time commitment. However, I learned a lot about deck building and proper hero/role selection. I started a second campaign (solo this time) and I've won every chapter and I'm on chapter 11 now. Also, knowing the missions and how they work, getting different trinkets and titles, winning more to get more XP and Lore makes a huge difference. If you haven't done a second campaign yet, I'd at least do that before you make a decision. I liked the game the first time through, but I'm really enjoying it after getting some experience and having much better success the second go around.
  3. It was pointed out on BGG I believe that when you're selecting the difficulty on your campaigns in the app, the "normal" difficulty art looks very similar and could be interpreted as Gulgotar and the "hard" difficulty art could be Atarin. Maybe you could use those as inspiration? Granted Atarin looks like the LotR version of Darth Vader in that art with black armor and a red/flaming weapon. So not really original, but certainly villainous.
  4. I'm pretty much with @aniron on this one. The idea of a "timeline" is kinda hard to justify even with the core box heroes. I like to think of JiME as an arcade styled game where you choose your favorite LotR characters and heroes and throw them into various campaigns and adventures together. So I'd rather not have a "timeline" determine which heroes FFG release down the road. I'd like to have the the option to play a lot of the LotR heroes and the timeline/thematic players can do their thing with whatever heroes are available. Someone want to run Elrond, Thorin and Eomer? They can do just that. Someone want to stay thematic and run an all Dunedain lineup with Beravor, Aragorn and maybe Halbarad? They can do that. Just saying the option would be way more fun than not having a large, unique lineup of heroes at all.
  5. Legolas has a card called "Keen Eyes". When prepared, it allows him to attack enemies one additional space away effectively making his range 2 instead of 1. Super handy ability that I've used to great effect to save some fellow players.
  6. The majority of people are playing alone or with 2 people because the game is brand new. Everyone is anxious to play immediately and a solo or 2 person group is the easiest way to play often and get through a few campaigns. I've also read other threads with people saying they've already got dates set up with their gaming groups to play with more people. We don't call it a PC/App game with some "physical support" because it IS a board game with some "PC/App support". The app does not control every aspect of the game. In fact, it really highlights the idea of a fellowship of players vs. an evil Sauron-esque AI. All the physical content like boons, gear, items, titles, damage/fear, abilities, etc. are all for the player heroes while all the digital content is for the AI enemies, terrain, and story. I think it's a really cool dynamic tbh. I feel the app does an excellent job at striking a healthy balance between the digital and physical. It streamlines and supports the game by keeping the flow moving too. The game doesn't crawl and the atmosphere isn't killed by having to pull out and manage a ton of extra materials or sift through a book for more instructions. And that's where the app ultimately shines: management of the game. I'm not saying EVERY board game needs an app; but for RPG styled games like this one, they prove to be a major help instead of a hindrance. Just look at the apps both fan-made and manufacturer-made for games like Gloomhaven, Descent and Imperial Assault to name a few. The benefit is there and desired. Saying that if a game even has 5% of its interaction controlled by an app makes it a PC/app/video game is honestly ridiculous. Even saying this game is no longer a board game is a huge stretch. If you want a PC/app/video game with "physical support", I'd look at games like Disney Infinity, Nintendo Amiibo, or Skylanders as examples. None of the app supported board games I can think of come close to those. If FFG wanted to make LotR:JiME an app game, they would've put the WHOLE game on the app like the digital version of the LotR LCG that just came out. Obviously everyone doesn't feel the same way. That's just the nature of humanity. I'm sorry many players will be missing out on this fantastic game because they can't get past an app supporting a part of the game that some physical material would be doing anyways. To each their own, but I've thoroughly enjoyed the first 3 missions of the campaign with my brother and I'm looking forward to our next play session. I'm also super pumped to paint my minis and see what content comes down the pipeline in the future.
  7. This makes a huge difference on quite a few cards and not just You Cannot Pass. Thank for following up on this @Shooock!
  8. When the Jedi learn to use spell check, then I might start considering their proverbs. Sorry, couldn't help myself. 😄
  9. The same could be said for pessimism. Life is way more enjoyable on the side of optimism, my friend. Both should be tempered with good sense of realism though.
  10. My favorite list consists of Han, Chewie and Lando. That beautifully thematic combo of deployments just puts a smile on my face. Definitely helps that I always seem to have a fun, competitive game with them too! For my command card, my mind cackles with glee when I have a focused Chewie with Tools for the Job and a free Slam waiting to bring even the strongest deployments to their knees.
  11. I'm going to throw in my two cents to offer a different perspective. I'm primarily a skirmish player. If you're only looking to play competitive skirmish, then fine. Listen to Bitterman. He seems to sum up the feelings of the majority of competitive skirmish players. (You really need to stop being bitter, man. 😉) I'll reiterate the comments that skirmish is a fantastically fun game mode. I personally love playing skirmish casually. I like when players purposefully try different lists and combos and then take the time to enjoy a match or two in a relaxed environment. That's where the fun lies for me. Building thematic lists that are still viable is particularly my favorite part of skirmish like a Jedi or Sith list, a Han/Chewie list, a Mandalorian list, a Trandoshan list, an Emperor/Vader list, a Jabba/Boba Fett list, an IG/all droid list, an all bounty hunter list, etc. Skirmish is also a fantastic way to play your favorite Star Wars characters. Cameos in the campaign are cool, but I actually get to select and play iconic characters in skirmish and they're all pretty fun in their own right. I basically want to paint the picture that skirmish is a TON of fun and is not strictly a competitive mode or broken. Now, I'm going to play devil's advocate for the campaign cause everyone is praising it for good reason. However, it's not perfect (no, skirmish isn't either) and I want to give you a complete picture like you've been getting with skirmish. First and primary challenge is getting the same group of people together multiple weeks in a row for sometimes a few months. That's a big commitment when you have life going on around you. There are some unbalanced missions and some that seem downright unbeatable. That can happen to both the Empire and the Rebels. Snowballing is an issue where one side can get very powerful if they win multiple missions in a row. There's more than a few threads on these forums concerning house rules and ways to combat this effect. Some Rebel heroes and Imperial agenda decks are definitely more powerful than others too, so proper selection is a huge part of game setup. Lastly, you might run into the issue of gamer experience. Some players are more experienced in tabletop games and others aren't meaning the table can get lopsided. If your Imperial player, who is essentially the game master, isn't very good or they are exceptionally good and doesn't make the effort to keep the game balanced, no one is going to have an enjoyable experience. Even with all of that though, the campaign is the bread and butter of this game and it's super entertaining. You'll definitely get plenty of mileage and many a good time out of it. Overall, Imperial Assault is a exceptionally fun game! It's three games in one and I think it's totally worth the value of picking up.
  12. As already stated, the slower production schedule is fine as long as physical content keeps coming. Honestly, it's probably a good thing they slowed down to really ensure quality and balance of the game. They have also burned through quite a bit of content in three years. I'm not saying they've run out of material to work with, but we don't want IA turning into another X-Wing 1.0. Don't need obscure characters that were mentioned on one page of long forgotten comic books just to keep up production.
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