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XCcamel

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  1. Like
    XCcamel reacted to Funky_4LOM in New Character Ideas   
    I have been thinking lately that an Imperial defector would make for a cool Hero. Maybe make them a former Intelligence agent or something. 
    They could have an ability that would allow them to view opponent’s open group hand and discard a card for a turn or two. 
    I think something like that could work well. 
  2. Like
    XCcamel got a reaction from thinkbomb in New Character Ideas   
    The other two heroes could also be a Besalisk tanky character and is able to use his extra set of arms to carry extra weapons beyond the normal limit of 2, and maybe an ability to add an automatic defense when health drops to 5 or below. 
    The other could be a Dathomir nightsister using dark magic, poisons and potions to buff allies and debuff enemies. Would probably use "potion" tokens and new skill cards would give them new uses, such as healing 3 damage, stunning an enemy after a successful attack, or adding a yellow die to an attack or test.
  3. Like
    XCcamel got a reaction from Spidey NZ in New Character Ideas   
    I would like to see a big box for Endor, especially as Legion steals all headlines for new products. This big box would be supported by a wide array of blister packs, like the core set had. The campaign could revolve around acquiring the plans for the second Death Star, and a recon mission on the forest moon to scout out the shield generator. Enemies would include: scout troopers- group of 2, snipers, so attack is 2 blue die with built in accuracy bonus.
    Speederbike- vehicle, 2x1, speed 4, has an ability similiar to the tie striker in Xwing, forcing the unit to move 2 spaces at the start of the activation, mobile, 
    Acklay- massive, melee attacks, reach, high defense,
    Blister packs would include ewoks as a rebel ally, Yoda, either as his prequel warrior version or pacifist support version from Empire Strikes Back, a bothan spy group, Zuckuss and 4LOM, a named Death trooper commander, and Inferno Squad as a unique group. 
    One of the heroes can be a sullustan, the other I'm not sure of yet. An upgrade or refit to the AT-ST to make it cheaper and change up how it's used would be interesting, like a jungle refit- it loses a defense die, and awkward, adds an innate block and slows its speed for a discount of a few threat.
  4. Like
    XCcamel got a reaction from thinkbomb in New Character Ideas   
    I would like to see a big box for Endor, especially as Legion steals all headlines for new products. This big box would be supported by a wide array of blister packs, like the core set had. The campaign could revolve around acquiring the plans for the second Death Star, and a recon mission on the forest moon to scout out the shield generator. Enemies would include: scout troopers- group of 2, snipers, so attack is 2 blue die with built in accuracy bonus.
    Speederbike- vehicle, 2x1, speed 4, has an ability similiar to the tie striker in Xwing, forcing the unit to move 2 spaces at the start of the activation, mobile, 
    Acklay- massive, melee attacks, reach, high defense,
    Blister packs would include ewoks as a rebel ally, Yoda, either as his prequel warrior version or pacifist support version from Empire Strikes Back, a bothan spy group, Zuckuss and 4LOM, a named Death trooper commander, and Inferno Squad as a unique group. 
    One of the heroes can be a sullustan, the other I'm not sure of yet. An upgrade or refit to the AT-ST to make it cheaper and change up how it's used would be interesting, like a jungle refit- it loses a defense die, and awkward, adds an innate block and slows its speed for a discount of a few threat.
  5. Like
    XCcamel reacted to Rikalonius in realities of new factions ... (op ed)   
    Bingo.  This right here.  Why couldn't they just release a free app that went through 1.0 and fixed the problems.  Still, X-wing perfectly encapsulated my long-standing argument that all player vs player board games eventually become imbalanced, and end up with a very small subset of pieces that are actually viable, to the point of killing the game.  FFG sure made a good business decision.  They understand that so many gamers will part with their money with no problem to fix the company's mistakes.  Can you imagine if you car had a recall part and you were asked to pay for the repair?  People would be apoplectic.  But you slap 2.0 on it, and it's all, "take muh money" 
  6. Like
    XCcamel got a reaction from Rikalonius in realities of new factions ... (op ed)   
    There is a big difference between offering a $60 box that expands all aspects of the game and let's you grow your collection, and offering $150 worth of 2.0 stuff while saying "thanks for spending all that money, now everything you own is useless and you need to buy it again."
  7. Like
    XCcamel got a reaction from thestag in realities of new factions ... (op ed)   
    There is a big difference between offering a $60 box that expands all aspects of the game and let's you grow your collection, and offering $150 worth of 2.0 stuff while saying "thanks for spending all that money, now everything you own is useless and you need to buy it again."
  8. Like
    XCcamel got a reaction from Bitterman in realities of new factions ... (op ed)   
    There is a big difference between offering a $60 box that expands all aspects of the game and let's you grow your collection, and offering $150 worth of 2.0 stuff while saying "thanks for spending all that money, now everything you own is useless and you need to buy it again."
  9. Like
    XCcamel reacted to thinkbomb in realities of new factions ... (op ed)   
    So ... here's the lengthy discussion portion of adding new factions, and why that would ultimately require a 2.0 in order to work.
    tl;dr there's actually design philosophy challenges that necessitate a change.
     
    If you followed X-Wing, you'll know they went through their 2.0 renovation recently.  One of their biggest talking points in this was the issue of faction identity.  What that boils down to is having a distinct feel between playing as Rebels, Resistance, First Order, Empire, and Scum ... as well as having multiple archtypes within each faction.
    To illustrate that point: The Rebels and Resistance were initially bundled together in the same faction in 1.0  .  In 2.0 one of the core defining archtypes that the Rebels embraced was a 'group hug' mentality: flying in squadrons and assisting your teammates through special abilities.  The Resistance developed a sort of 'show off flyboy' archtype which rewarded skilled flying (high risk high reward Dependant on lining up your shots).
    They also had signature abilites and upgrades for each faction that kinda helped defined them.  For scum it was a card "dead man's switch" where your ship would explode damaging all nearby enemies upon defeat (which personified dirty tricks / recklessness).
    So heading back into IA (and this is strictly skirmish speaking) ... it's going to get a lot harder to better differentiate the separate factions with the existing rules.  A big part of this is that the different groups as is don't have as solid of archtypes within their abilities.  And then you'd have to push it out to the other factions.  Defining what it is that makes a massive group of various clankers different than various imperial troopers, for example.
    It also gets muddied quite a bit for the Rebels and Republic.  Rebels have star players and some support troops ... but republic is going to be kinda the same thing, but with key jedi support and loads of clone troopers (Which is oddly going to make them bleed into the empire).
     
    So yeah ... with a 2.0 they could introduce a few more tools to work with.  While there's a couple natural ones they could borrow from X-Wing 2.0 (calculate, force tokens), they could also add a couple new ones (off hand: targeted, which would be a debuff-inverse of hidden).
    Additionally something I've kinda noticed that has a lot of room for play would be upgrade slots (basically just a cleaner iteration on upgrade cards).  For example, paying an extra point to have your jet troopers ignore figures during line of sight checks, similar to the app.  This would also allow for re-usuable force powers and whatnot.  These upgrades could significantly improve diversification in that regard.
    - fringe benefit is that upgrade cards could easily carry over into campaign
    There's also the benefit of adding more codified tools to remove word-salad cards.
    (personally, dreamland wishing, I'd prefer a rework of strain with deployments so that most common units could have 1 endurance.  Being able to strain-forward 1 space, or have a buffer against bleeding, or have that strain be consumable with abilities = loads of room to play with)
    Any rate, those tools would allow for an easier time differentiating between factions and making each more satisfying to play separately as.
     
    There's also the campaign play issues (which, admittedly, that's what our group is 100% about).
    Time line restrictions would make significant portions of your plastic figures unplayable from one campaign to the next.  I mean ... it'd be pretty jarring to be playing a battle for Geonosys republic campaign, when suddenly Kylo and FO troopers storm in.  (granted, our group would probably pull that crap anyway for kicks and giggles, but still).  Honestly you're kinda looking at a starter-sized big-box for each era (just to provide enough figs for the repub/cis and FO/resisty).  While some campaigns could benefit from being in fringe eras (rise of resistance, fall of republic), most players would demand more era-only campaigns than most.  Which, really would require a lot of R&D and plastics.
     
    So, yeah ...
    I'd love to see a 2.0 ... the rework on all this stuff could benefit and clean it up significantly.  But it does come with a lot of issues.
    IA just hasn't caught on pure fire enough to merit a rework like this (blister packs aren't hotcakes sellers, for example).
  10. Like
    XCcamel reacted to thinkbomb in New Character Ideas   
    your adjustments on the Rathtar fit it perfect.  ^^
    I think a small box for Canto Blght and Krait would be really solid.  Lots of fun there
    And yeah, freakin' porgs.  XD
  11. Haha
    XCcamel reacted to Bitterman in New Character Ideas   
  12. Haha
    XCcamel got a reaction from Bitterman in New Character Ideas   
    I agree that some of the sequel trilogy is salvageable for IA, mostly creatures and some new species of alien as generic characters, and maybe some of the new planets. 
    Rathtar should definitely be one that makes it to the game, but I think as a 2x2 large. We saw it move down the cramped hallways of the ship swiftly, so that means they can go inside. Assuredly melee attacks, no reach, but a special attack similiar to mandolirian whip, grab a figure from up to 3 away and push them adjacent. Consume is perfect for it, and non-sentient.
    The crystal dogs from Crait are very explainable, seeing how there's a rebel base there, but I would argue for them to be a companion rather than figure, maybe purchasable for the rebels like the R-5?
    They could also use the horse creatures from Canto Blight to make a generic mercenary version of a dewback rider.  
    I highly doubt porgs have anyplace in this game (unless as a supply card: cooked porg, deplete to recover 3 damage, take one strain from its friends guilt tripping you).
  13. Like
    XCcamel got a reaction from thinkbomb in New Character Ideas   
    My thinking behind the droideka was a type of mercenary E-web, and the forms were to give it two vastly different sets of abilities, a fast ball form with a white die, which cannot attack, and maybe doesn't block line of sight, and the slow attack form with the black defense die and heavy attack. This also keeps it from being over powered, while attacking, the rebels can simply outrun it, forcing it into ball form to catch up and then hit it while the shields are down. I do agree, ball form should be granted efficient travel, and the attack form, assault.
  14. Like
    XCcamel reacted to King_Balrog in New Character Ideas   
    Click the units name below to see it's stats
    Droideka  -Elite units so you can only have 2
    (while the shields are up only melee or adjacent ranged units can harm the droideka)
    (Droideka is squishy due to its low health, weak to melee, and movement can be risky if you don't prepare beforehand.)

  15. Like
    XCcamel got a reaction from angelman2 in New Character Ideas   
    My thinking behind the droideka was a type of mercenary E-web, and the forms were to give it two vastly different sets of abilities, a fast ball form with a white die, which cannot attack, and maybe doesn't block line of sight, and the slow attack form with the black defense die and heavy attack. This also keeps it from being over powered, while attacking, the rebels can simply outrun it, forcing it into ball form to catch up and then hit it while the shields are down. I do agree, ball form should be granted efficient travel, and the attack form, assault.
  16. Like
    XCcamel reacted to thinkbomb in New Character Ideas   
    It isn't THAT much of a stretch to see some dilapidated battle droids here and there ... though I doubt the big name cartels would use such dated tech extensively.  (more likely it'd be used by small fries).  It definitely would be a welcome change of pace to have Supers, B1s, and Droidekas, though.
    B1: love the reinforce double-surge concept.  totally fits.  Any notion for the elites' extra attribute?
    Droideka: for the ball form, it'd probably be cleaner worded as a double-action instead of a separate form.  It should also gain efficient travel in that state, imo.
     
    So here's a rough spitball for the super ...
    - Cost 6, group size 2, HP 5, Black def, range attack red/blue, speed 3, surge: accuracy+2, surge: +1dmg  //  rocket launcher special attack ability (something like LoS, range of 4-5, green die dmg to target and adjacent spaces), maybe 1 per round
     
    The commander droids would make for an interesting LEADER droid unit (in case you wanted to go all in).  not sure what that would entail though
  17. Like
    XCcamel got a reaction from thinkbomb in New Character Ideas   
    Bear with me on this it might be a stretch, but following the end of the clone wars, I can see groups like the Hutt cartel, Black Sun, and other nefarious organizations picking up surviving separatist droids and reprogramming them for their own purposes. These droids would include: 
    B1 battle droid- cost 5, group size 3, traits are droid/trooper, 3 health, speed 4, defense white, attack green yellow, has expendable ability, for two surges may reinforce a defeated figure from this group, once per round. 
    Droideka destroyer droid- health 5, speed 1, attack blue yellow red, +1 block, cost 6, group size 1.  At the beginning of the activation, may change forms. Attack form- black defense die, surge to gain 1 block power token, surge for +1 damage and bleed, trade all surge block tokens for block tokens.  Ball form- white defense die, noncombatant- cannot attack, +3 speed, trade all block power tokens for surge blocks.
     
  18. Like
    XCcamel reacted to thinkbomb in New Character Ideas   
    AT-DT = I'm seeing the synergy now.   that's awesome.  ^___^  yeah, the awkward tag would be super appropriate.  You may want to consider flagging it as "massive" even if it's a 2x2 just to keep it out of the star destoyer bridge.
    the undesciplined attribute is awesome.  really liking that idea.
    and that's a good theme for the drop ship agenda.  lots to play with there.
  19. Like
    XCcamel got a reaction from thinkbomb in New Character Ideas   
    I appreciate the feedback, Thinkbomb. 
    My idea behind the AT-DT was a sniping vehicle, being able to lay down fire from across whole tiles. I would add either the awkward ability from the AT-ST, or a more powerful version so it can't shoot enemies within two spaces of itself. The "Danger Close" ability would be a special attack, and restricted to only exterior spaces.
    The mudtroopers could have an ability called "undisciplined", when a leader is within 2 spaces, gain +2 accuracy and 1 surge. This could actually breathe some life into Inspiring Leadership command deck, by having units who are innately buffed by leaders already.
    I love the agenda card idea for the drop ship. Maybe the rest of that agenda set could be themed around mobile warfare, granting efficient travel to units, and a card which gives a special action that gives movement points and attack?
  20. Like
    XCcamel reacted to thinkbomb in New Character Ideas   
    First off - Play some campaign missions and just give Royal Guard Champion to the Empire at the start (adjust his price down to 12).  That black/white combo die is absolutely brutal.  Fun, but totally brutal, you'll need to cost it accordingly.  (also don't forget to copy over MHD's mechanical aspect)
    2nd - I like the general theming of his tankiness.  There's a lot to play with (especially how you're having it blend to defensive support).  However, I would suggest rethinking how the offensive side of things work.  Basically just so the player doesn't feel as johnny-one-note while playing.
    3rd - with such a low health pool, the imperial player is going to be able to whittle down this character pretty quick via incidental unblockable damage.  (cleave, bleed, explosives, etc).  Especially for late game, you'll need to figure a way to account for this.  Otherwise this hero will be first to go in the finale.
     
    =======
    And off topic, I think it'd be worth exploring to try releasing blister-pack hero expansions.  Logistics, I'd have to double-check, but I think the larger package (like bantha rider's) is big enough to hold the hero card.  After that it's just the figurine, their map (obvs core tiles or tiles associated with one of the packs), their hero class cards, a couple command cards (I'd say fewer than others, maybe even just their own unique), deploy card, skirmish cards, mission card.
  21. Like
    XCcamel reacted to thinkbomb in New Character Ideas   
    This type of story line would work well for the further-branching mission structure like HotE. ^^  Just some counter-thoughts ...
    Mudtroopers - stats look fine.  You'll need to back in some personality via their abilities, though.  2 maybe suggestions: buff them when they are close to a leader (reflecting lack of proper training)  //  Spray and Pray: a surge that lets them essentially cleave to a target near the original target
    AT-DT - My two cents would be to push it a little bit smaller (making it a larger 2x2 figure) and reflect it as such in the stats.  These figures tend to run a little smaller in scale when they're bigger anyways, so it'll make it stand out more from the AT-ST, AT-DP, and Weiss.  The abilites are cool, though.    (I would say danger close needs to be an attack action, tho).
    everything else looks fun.
    Empire class abilities would be fun to have one based on the Mimban forces and one for the Crimson Dawn.
    Not sure what to suggest for agenda decks ... one Agenda card ability, tho: Shuttled in Reinforcements, 2 influence one-off: at the start of a round place neutral mission token on the board on any exterior space (probably add other restrictions).  During the optional deployment phase of the next round, this space becomes an active deployment point and is then removed.  [basically mimicking when that shuttle dropped off the troopers on the train]
  22. Like
    XCcamel got a reaction from subtrendy2 in New Character Ideas   
    On further reflection of the Solo movie, it could be turned into a big box expansion, one of the shorter, more diverse campaigns, as pioneered by HotE. 
    New units would include, for the Empire:  
    Range trooper-group size 3, health 4, cost 7 (for regular), speed 3, mobile, has magnaboots trait which prevents them from being pushed, innately gives up an evade, can surge for accuracy, or for plus 1 damage and pierce 1.
    Mudtroopers- group size 3, health 3, cost 5, speed 4, white defense, attack green yellow, innate +1 accuracy. They will be a cheaper and more disposable stormtrooper, showing the difference between the stormtrooper corp and the infantry.
    AT-DT- Massive, 12 health, speed 4, black defense, red/x2 blue attack, cost 9, special attack- Danger Close: place a rubble token within 2 spaces of a friendly unit, all units on or adjacent to that space take 2 damage. 
    Mercenary: 
    Mimbanese guerillas- group size 2, health 5, speed 4, attack blue/green, defense black, special action- become hidden and move 3 spaces, has efficient travel, can surge to weaken, and pierce 1 +1 accuracy.
    Crimson Dawn henchman- group size 2, health 3, speed 4, defense black, attack blue/red, innate +1 block.  Ability- while defending, may push an adjacent figure 1 space and apply up to 2 blocks. The pushed figure takes damage equal to the blocks applied. 
    The story could involve a heist to collect supplies for the alliance and offer several narrative paths on how to complete that goal.
  23. Like
    XCcamel got a reaction from thinkbomb in New Character Ideas   
    On further reflection of the Solo movie, it could be turned into a big box expansion, one of the shorter, more diverse campaigns, as pioneered by HotE. 
    New units would include, for the Empire:  
    Range trooper-group size 3, health 4, cost 7 (for regular), speed 3, mobile, has magnaboots trait which prevents them from being pushed, innately gives up an evade, can surge for accuracy, or for plus 1 damage and pierce 1.
    Mudtroopers- group size 3, health 3, cost 5, speed 4, white defense, attack green yellow, innate +1 accuracy. They will be a cheaper and more disposable stormtrooper, showing the difference between the stormtrooper corp and the infantry.
    AT-DT- Massive, 12 health, speed 4, black defense, red/x2 blue attack, cost 9, special attack- Danger Close: place a rubble token within 2 spaces of a friendly unit, all units on or adjacent to that space take 2 damage. 
    Mercenary: 
    Mimbanese guerillas- group size 2, health 5, speed 4, attack blue/green, defense black, special action- become hidden and move 3 spaces, has efficient travel, can surge to weaken, and pierce 1 +1 accuracy.
    Crimson Dawn henchman- group size 2, health 3, speed 4, defense black, attack blue/red, innate +1 block.  Ability- while defending, may push an adjacent figure 1 space and apply up to 2 blocks. The pushed figure takes damage equal to the blocks applied. 
    The story could involve a heist to collect supplies for the alliance and offer several narrative paths on how to complete that goal.
  24. Like
    XCcamel got a reaction from angelman2 in New Character Ideas   
    On further reflection of the Solo movie, it could be turned into a big box expansion, one of the shorter, more diverse campaigns, as pioneered by HotE. 
    New units would include, for the Empire:  
    Range trooper-group size 3, health 4, cost 7 (for regular), speed 3, mobile, has magnaboots trait which prevents them from being pushed, innately gives up an evade, can surge for accuracy, or for plus 1 damage and pierce 1.
    Mudtroopers- group size 3, health 3, cost 5, speed 4, white defense, attack green yellow, innate +1 accuracy. They will be a cheaper and more disposable stormtrooper, showing the difference between the stormtrooper corp and the infantry.
    AT-DT- Massive, 12 health, speed 4, black defense, red/x2 blue attack, cost 9, special attack- Danger Close: place a rubble token within 2 spaces of a friendly unit, all units on or adjacent to that space take 2 damage. 
    Mercenary: 
    Mimbanese guerillas- group size 2, health 5, speed 4, attack blue/green, defense black, special action- become hidden and move 3 spaces, has efficient travel, can surge to weaken, and pierce 1 +1 accuracy.
    Crimson Dawn henchman- group size 2, health 3, speed 4, defense black, attack blue/red, innate +1 block.  Ability- while defending, may push an adjacent figure 1 space and apply up to 2 blocks. The pushed figure takes damage equal to the blocks applied. 
    The story could involve a heist to collect supplies for the alliance and offer several narrative paths on how to complete that goal.
  25. Like
    XCcamel reacted to thinkbomb in New Character Ideas   
    so, oddly I couldn't find any good pictures of the Crimson Dawn henchmen (sadly I haven't purchased SOLO yet on disc so I couldn't pull the pic myself).  Apologies there.  But, I did get the range troopers for ya.

    I added a threat to the deploy cost given the extra health, but that aside went exactly as you said.  😃
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