FFG, please create a rule faq errata for a 6 rebel player game. I have a large game group I play with and this would certainly aleveate the minor arguements had over wether or not something works in balance. OR have the first big box expansion have a campaign book designed for 6 rebel players. Or release an expansion campaign book, for like 20 bucks, thats independant of the big box expansion(s) for large groups. You guys are good at figuring out this stuff out.
Please create a rule set for 7 players (6 rebel and the Imp.player)
I wouldn't mind this at all. Some people have larger groups. 6-7 players is not a bad thing.
However, posting this in the forum, in the hopes the powers that be see it, is not the best idea. It is not likely they will we it, after all. Better to send them an e-mail directly. You can find a link about submiting questions at the top of the page, I think.
Oh god yes please, and while they're on a 6 player Mansions expansion would make my life easyer
**** ... if I only had 6 friends ...
Great idea. Hoping the powers that be see and agree!
something like a 30-40 page book wrapped in plastic with a sheet (or 2 or 3) of new sheets of map tiles to add to the core set, plus some big box expansions as well as the figure packs (I liked the figure packs for descent, its a cheap way to add a bit more variety to a game without buying a big box exp.) that would be sooooooo handy.
Also, a shrink-wrapped taco plate included would be lovely. Two beef, one chicken, please.
I think what these guys are saying is:
"ain't gonna happen".
That would be something you would need to homebrew on your own or something that we as the community would have to build, collaborate and playtest ourselves.
really i wish there was more then JUST the core and 7 fig packs at launch .
Well, the wave one stuff doesn't really add anything new except for models to replace the tokens and skirmish stuff. It wont be until wave two that we see anything "new",
I take it from your reference to arguments about balance that you've tried house ruling it? What did you try? I'm thinking you'd obviously increase the threat by 50% (maybe split the 3s evenly between 1 and 2), the open groups by 50%, but that still leaves the initially deployed and reserved groups, which are the important ones, plus we don't know how having 50% more figures benefits the rebels, or how the empire having potentially 50% more models benefits them (which is suspect is more, as they can fill so many squares).
You tried it?
we tried that and a few other suggestions people had (starting the mission with the threat level of the mission added to pool initially, increasing stormtrooper squad size from 3 to 6 with reg point cost to reinforce and 5 points for full deployment of a squad, etc...), but it always seems to get bit lop-sided. Either Imperial decimating the rebels on turn 2 or rebels running down the main objective in what seems to be a record time. Might need to custom tailor each mission to accommodate more then 4 rebel players.
I think the healing of rebel players is to easy/big/fast, if there is room to tweak that would be it. That way you don't need much extra imperial reinforcements.
Maybe a 2-3 point hit to player character HP and 1-2 points on the imperial threat counter.
I'm considering a tweak that with 5 or 6 rebel players, then the rest action becomes limited to once per activation (negating double rest actions) with no other changes to threat or deployments. I'm may see how that plays out this weekend depending on how many people show up.
The other possibility would be to increase the amount of threat generated per round by +1 per player above 4. (+2 threat per turn for 6 players)
Edited by FizzFFG already has!
The first 4 players pick their standard heroes from the game's 6. The other players pick Allies. These Allies are powerful, but must withdraw after their first defeat. The Empire gets rewarded threat points at the beginning of the game equal to the value of the Allies.
FFG already has!
The first 4 players pick their standard heroes from the game's 6. The other players pick Allies. These Allies are powerful, but must withdraw after their first defeat. The Empire gets rewarded threat points at the beginning of the game equal to the value of the Allies.
Where is that?
I know when you run certain missions you *UNLOCK* allies. But allies are not heroes, they suffer the same limitations as Imperial deployment cards, and that only accounts for player #5.
Stone, just using allies could work, but it wouldnt really satisfy the need for a 5th or 6th real hero with skills, xp and such.
Why not just run campaigns with different groups? I'm sure your gaming group is a flexible bunch. I'm also sure who ever is playing imperials wouldn't mind running as a rebel hero in another campaign??? The only real flaw to this that i see is people will play multiple scenerios and may know how it works *like the imperial player playing rebel in another campaign* but it doesn't really affect the game much, just my opinion. Having them release an expansion for the 6 people who have a gaming group of exactly 6 people doesn't make much sense to me, they made it for 5 for a reason probably because it balanced out how they liked it. As well as ease of play.
Stone, just using allies could work, but it wouldnt really satisfy the need for a 5th or 6th real hero with skills, xp and such.
But it is balanced. Give it a try. Another thing you can do is let players swap characters between missions. There are six hero cards. Let all six of them be picked by players, but only 4 can enter into a single mission. This way sometimes players can enjoy being a hero and other times an ally.
**** ... if I only had 6 friends ...
FFG friend expansion, coming to a store near you...