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Showing posts from October, 2017

Weesa Goin' Home!: What Happens to IA After Heart of the Empire?

So we just got the fantastic Heart of the Empire expansion for Imperial Assault, and I don't want to sound greedy, but we might be hearing about what's next really soon.  In fact, take a look at these excerpts from a list of past wave news, collected by FFG forum user Masterchiefspiff: 03/18/2015- Twin Shadows Announced 04/21/2015- Wookie/Hired Guns/Stormtroopers Announced 07/08/2015- Bantha/Smuggler Announced 08/01/2015- Return to Hoth Announced 08/20/2015- Twin Shadows Released 10/08/2015- Wookie/Hired Guns/Stormtroopers Released 12/23/2015- Return to Hoth Released 02/18/2016- Bantha/Smuggler Released 02/19-03/03/2016:  Nothing in the pipeline (13 days) 03/04/2016- The Bespin Gambit Announced 05/11/2016- Knight/Hunter/Inquisitor Announced 06/02/2016- The Bespin Gambit Released 07/14/2016- Knight/Hunter/Inquisitor Released 07-15-08/04/2016:  Nothing in the pipeline  (20 days) 08/05/2016- Jabba's Realm Announced 12/29/2016- Jabba's

The Heroes' Journeys: Narrative Changes in Imperial Assault

A few months ago, I wrote a post about various and sundry ways that the Imperial player in an Imperial Assault campaign could influence events that might generally be out of their control.  Despite the fact that the general consensus seemed to be that these things were done by players to increase the "fun factor" of a session, I'll admit that many of these adjustments were a little questionable, and some would even call them cheating.  Stacking the side mission deck, hand picking Agenda cards, and being involved in Rebel decision making can rub some people the wrong way, even if it is done with the best of intentions. However, there are some ways that the Imperial player can seek to make a campaign a more thematic and cinematic experience, regardless of whether or not they directly manipulate the campaign.  While Imperial Assault isn't quite a D&D clone, it does allow for some roleplaying, and some player have found that they could really expand on that. Li

Uncharted Systems: Expanding Tile Types in IA

Heart of the Empire was recently released (and I'm impatiently waiting for my order to arrive), so Imperial Assault players are now getting access to a wide variety of new goodies- new missions, units, command cards, the works! One of the exciting new additions of this campaign, though, is the setting- Coruscant!  Previous campaigns have featured some really exciting locales, such as Hoth, Bespin, and Tatooine, but Coruscant is a far more urban environment that we've seen before.  The core game came with four basic terrain types.  The two exterior types were desert and forest, while the interior types were what is commonly referred to as Mercenary Interior (the brownish tiles) and Imperial Interior (the blueish/grey tiles).  With few exceptions, all terrain types that have since been introduced have fallen in as a bit of subcategory to these four types- both thematically, and compatibility-wise.  For example, a list might look something like this, including the Hea

Before the Dark Times: What 'Time Periods' Can Tell Us About Imperial Assault

Fans of Fantasy Flight Games' Star Wars: Imperial Assault are probably pretty familiar with the idea of 'time periods'.  Introduced early in the series as a way to try to help players tell a more canon-friendly story, time periods were a mechanic that helped filter out allies, villains, side missions, and other elements of the game that may not be available at a specific time, such as preventing Han as an ally when he would've been encased in carbonite. Lately, time periods seem to have either been scrapped or are in at least a bit of a hiatus.  This was probably most apparent when summer 2016's wave introduced Greedo, The Grand Inquisitor, and Obi Wan Kenobi- characters that all would not fit into any of the game's post-Yavin campaigns (though Lando's lack of restrictions may have tipped us off just a little bit earlier).  So let me be totally clear- I am well aware that Time Periods have not been used with the last several releases .  And honestly, I

"Because No One Else Will!": Making a Good Assassins Creed Board Game

Hey, I'm allowed to like stuff other than Star Wars.  For this week, because the hype for Assassins Creed Origins is literally reaching levels we never thought possible, I figured I'd talk about one of my other passions. I contributed to a thread a month or so ago on the Ubisoft forums about some Assassins Creed board games that have been released, and also speculated on a better designer game that could be made.  I'd strongly check out the thread, but to sum it up, I'd say two things: 1. There aren't a ton of good Assassins Creed board games out right now.  Arguably, none at all. 2. I'd love to have an epic board game spanning the globe and an entire era in the series. Admittedly, my idea is a little derivative of Star Wars Rebellion and Pandemic , but it's also a pretty young brainchild.  It has room to grow. To help kind of brainstorm what else I think could make for a good Assassins Creed game, I figured I'd outline some of the thin

War on All Fronts: What Battlefront Can Learn from FFG

With Battlefront II dropping next month and the Beta being out this week, there's been a lot of excitement in the Star Wars gaming community. Star Wars fans of all ages and backgrounds are eagerly anticipating this release- even tabletop gaming fans! Personally, I think the game looks pretty cool, but I do have some concerns with it still.  These worries eventually led me to consider how Battlefront could learn from some of my other favorite Star Wars game, like Imperial Assault, Rebellion, X-Wing, and Destiny. For the purposes of this article, I'm considering all Battlefront games- even the old handheld ones.   Here are some of my thoughts. Getting Ship Controls Down Right I'm far from being competitive at Fantasy Flight's X-Wing miniatures game, but I've really enjoyed what I've played so far.  One of my favorite parts of the game is how each ship has its own movement dial.  For those unfamiliar, at the start of each turn of play, competitors secret