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Posts posted by felkor
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3) The figure packs also each come with a new side mission, as well as new cards that can be added to play (command cards, I think possible more item and class cards too, but I'm not totally sure.)
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Well, never mind.
I found some photos of the counter sheet and was able to determine that it's just the ones they've announced as miniature expansion packs. -
Could someone provide (or point to) a list of the allies and villains in the game?
I've found someone (on boardgamegeek) willing to make standees of them to replace the tokens in the game, while we wait for all the minis to come out, but to do it we need a list of which ones there are.
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For myself, it will really depend on just how much my family/friends get into the game. I think I'm going to love the game, but I'm not going to buy figures just to collect them - they'll need to provide some gameplay value and that means I need for this to hit the table regularly. If I get a regular group playing it, then I will probably buy whatever figures seem like they will get integrated into our games the most. Perhaps if I'm playing and the rebels get Han Solo as an ally, then I'll go buy the fig and have it for the next time we play. I'll just have to see... so many games, and not enough funds for everything unfortunately!
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Thanks!
So I guess it doesn't apply to the Empire then - sounds like it's Rebel specific. The Elite will then mainly mean that powers that only affect regular figures won't affect the AT-ST. -
If it's elite only, does that mean if the Empire gets it, they have to wait until they get it again in order to use it? The rules say that the first time you get an ally/villain, you get the standard version, and the second time, you get the elite version. I don't recall seeing anything talking about what would happen if there's only an elite version.
EDIT: Ok, I remember reading the rule I mention above, but maybe I was hallucinating - I can't find it anywhere now, and now I'm not sure what kind of limitations there are on getting an elite unit.
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No, you don't use every single Mission Card.
You use:
Only the red ones that correspond to the heroes you've picked.4 green ones that the heroes choose.
4 random grey ones.
That's it.
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That At-ST card is for the elite version. I wonder if there is a non-elite version.
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I plan on giving this a try with my 4 year old son. I figure with his mother as a team-mate and myself running the game as the Imperials, we'll be able to get it to work just fine, even if he doesn't have a firm grasp of the rules.
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I agree with the disappointment in having a required app, I will not be purchasing this game. But I am not too upset since it appears to be missing the best part of Xcom, the soldier exploration/extermination phase. I was expecting something akin to Doom, Descent or old Mutant Chronicles,.
Yeah. that is certainly my favourite part of the video game, although the game would be too lengthy to try to combine both aspects, unless you turned into a longer campaign-type game.
Paladin_fin reacted to this -
There is a problem with the app though - limited life of the game. will this game still be playable in 20 years (or maybe just 10 or 5) when operating systems have changed, and FFG quite probably doesn't have licensing rights with 2K any more?
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Even the video game is completely turn-based. I'm fine with the app being required - I don't have a smartphone but it sounds like a laptop will work, but am not a fan of most "real-time" board games. I hope the game does not need to be played that way.
Paladin_fin reacted to this -
Yes, all weapons can be fired in the same attack. The only exception is that close combat weapons and non-close combat weapons cannot be fired in the same attack.
By the way, FFG does not distribute Dust anymore, Battlefront does. So the forums are now pretty dead here. The best place to ask questions would now be the official Dust Tactics facebook group. New Dust website will hopefully be up and running sometime in the near future, but not too many people are lurking around the FFG forum anymore.
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Yeah, diagonal jumps, or even, in the case of jump infantry with Move 2, jumping around corner, is fine. Jump just means you can jump over infantry, tank traps, etc. In fact, an Allied walker (with Jump ability) actually *can* "cut corners" with infantry, because they can just jump over them.
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It's my experience that the Dust Tactics and Warfare PDFs do not load properly from within a browser. Downloading them and opening them up in Adobe Reader works fine, though.
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Well I guess now we know where Zach gets his rules answers from… and it ain't from the authors of the rules.
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Got an email from Zach:
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Hi James,
You recently asked a question about Dust Tactics:Rule Question:
Hi there!
A walker cannot move diagonally around impassable terrain - the rules mention enemy units and squares without a dot as this kind of terrain. What about friendly infantry? Walkers cannot move through friendly i nfantry, can they move diagonally around them?A walker can move diagonally around friendly infantry units.I hope this has answered your question. Happy Gaming!
---------------------I'm pretty sure this contradicts most people's understanding… but oh well, there's our official answer, at least for the next 10 days while FFG is still distributing the game. -
Time to download all the rules/FAQ pdfs, etc., in case Battlefront doesn't post them (or doesn't post them for awhile.)
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Post title pretty much says it all. The rulebook says they cannot move diagonally around impassable terrain, and then specifically mentions enemy units and squares without a dot. Friendly infantry aren't either of those, but walkers also can't go through friendly infantry. So are they allowed to go diagonally around them?
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Yeah, the Operation Hades entry should say Dust Tactics, not Dust Warfare. The Winter Child mini can be used for Warfare, but everything else in the box is Tactics only.
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Since line of sight will be drawn by the unit with the radioman, you will use that line of sight to determine what the cover is that the unit will get. In this case, the cover represents visibility - if it's hard for the radioman unit to see the unit, that makes it harder to give precise co-ordinates for the attack.
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Got an official answer from FFG:
> Rule Question:
> In close combat attacks, does the defender still use obscuration rules to determine what miniatures get removed in what order?
>
> I.E. miniatures not obscured get removed first, and miniatures blocked by all attacking miniatures cannot be removed.
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> Am I correct that this rule still is in effect for close combat attacks?
That is correct!
I hope this has answered your question. Happy Gaming!
Zach Tewalthomas
Assoc. Miniatures Games Producer
Fantasy Flight Games
ztewalthomas@fantasyflightgames.com
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On a thematic note, though, it does make perfect sense to me that the guy who is out in the open is going to get if face punched first. It'll take an extra couple seconds to get at the chumps hiding behind the crates.
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Rodney, I think your rationaliation is completely reasonable. I don't see it in the rules though. That said, there have been other things that they have FAQed where the rules as strictly written weren't what they intended, so who knows what they'll say.
I sent a rules question in, so FFG should respond at some point with the official answer. I'm pretty good with it either way, but the rules on Close Combat are pretty explicit on what is different between close combat and ranged combat, and this is not one of the things that's listed.

Mission decks?
in Star Wars: Imperial Assault
Posted
Ah, ok, I understand now.
And I completely agree. It's unenforceable, and frankly, adding in some deck building to help get a mission that works for your team would just add more strategy to the game.