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nungunz got a reaction from HirumaShigure in Backflip question
This is not correct. Page 5 of the RRG, last bullet point.
Since a card controller by the Player with the Spider-Man/Peter Parker identity is defending that player is now the target of the attack.
Since that Player’s identity is on alter-ego and the alter-ego can’t be attacked, the Overkill does nothing.
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nungunz reacted to Turan in doubt BP and IM obligation
This is not correct. The rules say in several places that an ability is not resolved if it doesn't change the state of the table. If you don't have at least one upgrade to exhaust, you can't choose that option. The same is true for your Black Panther example - if you have no upgrades out, but your identity card is currently ready, you must choose to flip and exhaust T'challa in order to resolve the card.
The whole point of the obligation cards is they must cause you to suffer a negative effect in the game if you are able to do so. The way that nungunz described it is correct.
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nungunz got a reaction from Derrault in Obligatory "My Rules Questions Thread"
1. No, only the actions or abilities on the side that is currently face up can be triggered.
2. No, if there were any restrictions on the event, it would be written on the card. You could use For Justice and then attack as Spider-Man. Not that if the Hero were confused, the effect of For Justice would be cancelled and the Confused status discarded.
3. No, you could still trigger them. See above.
4. Unless otherwise stated all damage from one source is applied to the same target. You could target different enemies with different attack instances.
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nungunz got a reaction from Derrault in Backflip question
This is not correct. Page 5 of the RRG, last bullet point.
Since a card controller by the Player with the Spider-Man/Peter Parker identity is defending that player is now the target of the attack.
Since that Player’s identity is on alter-ego and the alter-ego can’t be attacked, the Overkill does nothing.
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nungunz got a reaction from Tonbo Karasu in doubt BP and IM obligation
In general you cannot choose an action that does not change the board state.
Black Panther: If you cannot discard a Black Panther upgrade because you don’t have one, you cannot choose this. If Black Panther or T’challa is exhausted you also cannot choose the other option in which case nothing happens and the obligation is discarded.
Iron Man: Same answer as above. If you cannot choose any of the actions because they do not change the board state, nothing happens and the obligation is discarded.
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nungunz reacted to Tonbo Karasu in doubt BP and IM obligation
This could get quite technical, apologies if the English becomes too much.
The good thing is that I am 90% sure that no Obligation stays in play after the encounter phase. The rest is based on the opinion that you can't choose an option which is impossible when there are non-impossible options available.
If you have no upgrades for Iron Man, then you could bow all of them (none) to cause it to be discarded.
Black Panther is a bit more complex, and it might depend on whether you are T'Challa or Black Panther when it is drawn:
If you are in T'Challa mode when the card is drawn, the option to flip to Alter-Ego is irrelevant. The card offers two options: Exhaust T'Challa to remove the Obligation from the game or discard a Black Panther upgrade to discard it. You can't discard a Black Panther upgrade, but you can exhaust T'Challa, therefore you must exhaust T'Challa. If you are in Black Panther mode when the card is drawn, you can first decide to flip to T'Challa mode. If you do, see above. If you decide to stay in Black Panther mode, the card offers two options: Exhaust T'Challa to remove the Obligation from the game or discard a Black Panther upgrade to discard it. You can't discard a Black Panther upgrade, and you also can't exhaust T'Challa. The card then does nothing, and is placed in the discard pile when it is resolved. So, big hint, Don't flip to T'Challa if you have no Black Panther upgrades out, unless you want to remove the card from the game.
I hope that helps.
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nungunz got a reaction from Titshel in doubt BP and IM obligation
In general you cannot choose an action that does not change the board state.
Black Panther: If you cannot discard a Black Panther upgrade because you don’t have one, you cannot choose this. If Black Panther or T’challa is exhausted you also cannot choose the other option in which case nothing happens and the obligation is discarded.
Iron Man: Same answer as above. If you cannot choose any of the actions because they do not change the board state, nothing happens and the obligation is discarded.
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nungunz got a reaction from Trialus in Spider-Man Leadership Deck (Solo Play)
So I have been playing a lot of solo games as my fiancé has been extremely busy with work.
I love tweaking and optimizing decks woth Netrunner, Arkham Horror, and L5R being some of the previous LCGs I’ve played. In my experience so far, a solo game averages around 15 minutes so I can usually get 3-5 games in an hour.
I’d love to share some of the decks that I’ve been tweaking. For the most part I’ve focus on Spider-Man and try to get 3 or 4 games against each villain (Expert Mode) in my experimentation.
Unfortunately currently we are very limited in card pool so there isn’t a lot to tweak.
Here is what I am currently at for Spider-Man (Leadership) for solo play: https://marvelcdb.com/deck/view/2730
Aside from the required cards, three copies of Inspired are added. It’s cheap and there are a lot of Allies to attach to really boosts effectiveness (Black Cat is nuts).
All of the available allies are used since this deck. Mocking Bird is pricey, but essentially provides two “blocks” and two thwart/attack so a cheaper “Webbed Up” with more utility. Hawkeye is golden against Minion heavy decks like Klaw or Ultron, but can clog up space on the bench, also sometimes make pulling off a Spider Tracker difficult. Maria Hill is a card draw and thwart 4 (or thwart 2 and a block) for two resources...not bad. Vision is very pricey and forces you to add extra energy resources to the deck when other cards may be better. But between his ability, get ready, inspired, and lead from the front he can get some insane turns. Nick Fury is difficult to keep in the deck with his price and you can’t keep him around with heals. Useful for a burst and a block, but he is definitely a flex card that could be dropped.
Helicarrier and Mansion are the only supports and only 1-of. You really don’t want to see more than one copy a game. Mansion is expensive, but useful to draw into cards and help fuel resources. However, this could be cut in favor of something else.
Emergency is not great and is primarily in here because it is cheap, provides an energy resource for Vision, and helps manage threat a bit. It is situational and could be subbed for Haymaker.
First Aid keeps Vision and Hawkeye in the fight. Three cards is too many and one card means you may not see it when you need it so two copies it is. Could also be used to patch up Spider-Man in a pinch.
Get Ready is fantastic and cheap. Goes great with Inspired and Lead from the Front.
Lead From the Front is a slightly high price with zero to one ally. But with Inspired and Get Ready it can be a game changer! Only two copies because of the cost and the situational use. Could possibly be a 1-of. Remember that the bonus also applies to the Hero and not just the allies.
Make the Call can be good, but it is basically an resource tax to play an ally from the discard. Can be very strong, but I’ve usually by the time I am ready to play it, I’m most of the way through my deck. Whenever I’ve had more than one copy they’ve been tossed into the bin for a resource early on in the game. Possibly worth a 2-of.
I am not a fan of the resource cards really....or at least having too many resource cards. The “Power of Blank” cards tend to just clutter the deck in my opinion and only be worth one energy. But with the limited card pool I don’t really have a better idea other than cramming in more energy resource cards to feed to vision.
Notable Exclusions:
The Triskellion: Not once have I run into a situation where I felt I have needed this. At best it thins the deck or provides an energy....but other cards do that and have a useful effect from the same price or lower.
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nungunz reacted to Poposhka in Rules Clarifications Spreadsheet
Found on the KeyForge Lounge discord, someone is compiling a list of rules clarifications by FFG.
https://docs.google.com/spreadsheets/d/1wkQ6N7cxoTV4gflk7iW1GcHHCN8e-MOkbul1D1QFJdM/edit#gid=0
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nungunz got a reaction from gasgraham in Decklist Deep Dive: Antagonizing all the Boys (and Girls)
https://imgur.com/i6QnFxP
So my prerelease deck ended up with a pretty entertaining name, but I wanted to put the deck list up as well and do a deep-dive into the card list. Don't let the deck name fool you, it has Antagonized everyone I've played it against.
So far for this deck I am 6-0 (4 at the pre-released event and 2 with my SO). Overall, this feels like a very strong control deck that loves to dictate when your opponent can forge keys. It is a toolbox of a deck that needs to dig for answers while controlling your opponent to setup a power turn.
Card breakdown:
· 12 Creatures (5 Dis, 3 Logos, 4 Shadows)
· 2 Artifacts
· 1 Upgrade
· 21 Actions
Right away, this deck feels very light on creatures (I’ve seen mostly 14-16 creature decks), however, many creatures are Elusive, you do get a Shadow Self to help soak damage, and you even have an amazing healer/damage dealer/reaper in the Guardian Demon.
I rarely ever attack with the creatures in the deck and usually just end up reaping. Most of the action cards are great at controlling the board so there really isn’t a need to fight, but the Reaper of Souls does loves to fight.
Finally, there are very few duplicates so the consistency does feel a bit lacking, but you usually have enough cards in your toolbox to handle most situations.
House Dis
Dis does not have a ton of synergy with the rest of the cards in this deck, you usually end up calling out house Dis occasionally to help manage the board state until you drop the Gateway with a big power play.
You have your single board-wipe card with Gateway to Dis. Usually I want to hold off on playing Dis early (does negate the Dominator Bauble a bit) because you really want to be able to follow-up Hand of Dis with a strong board presence. This deck lets you do that with the high percentage of Dis creatures.
However, using Hand of Dis, Fear, Gongoozle, Succubus, and Snudge earlier to help control the flow and speed of the game is useful.
The Dominator Bauble is not as useful as it doesn’t play with the Gateway to Dis bomb and you often don’t have a lot of creatures that are all that useful of a proc. Ozmo can be great, but you would usually just get an extra reap (nothing to shake a stick at) or get an attack with an Elusive creature (also nothing to shake a stick at). I do usually end up playing this card as a “why not”, but I don’t think I’ve ever triggered it.
Key Hammer is not a useful card. Really you will only play it for the Aember as there is no decent way to follow up and bring the opponent back under the forge threshold. The edge case I can see is if your opponent has a card that increases forge costs for everyone or if Shooler can bring their total to less than the forge threshold. I’ve only ever used this to gain one Aember.
The creatures are pretty decent with Shooler probably being one of the weakest (and that is saying something). Snudge and Stealer of Souls lets you maintain control of the board after Gateway to Dis while generating Aember. The Guardian Demon is just amazing and keeps the Stealer of Souls healthy while dealing damage and generating Aember (seriously, it is stupid good and a great target for Rocket Boots). However, be careful when healing as if the enemy has no creatures and you choose to heal, you must damage your own creatures. Succubus is also just a great control card to slow down the opponent.
As a thought, all of the Dis cards are great targets for you Archive abilities as this helps the capitalize on the Gateway to Dis bomb.
House Dis is usually your finisher and once you Gateway, you are probably calling house Dis for the rest of the game (until your creatures die)
Shadows
Yeah…Bait and Switch is in here, ‘nuff said.
In all seriousness, though, you have a ridiculous amount of control in Shadows here. Oubliette lets you just delete a creature from the game (Hunting Witch, Witch of the Eye, any S3 creature with armor or taunt). Never Blast steals Aember AND deals damage. Lights Out removes scary board presence for at least one turn. Miasma controls when your opponent is allowed to forge a key and lets you steal for longer (plus can setup a ridiculous Bait and Switch or Too Much to Protect turn).
Protect the Weak (combined with cards like Madga the Rat, Urchin, and Nerve Blast) can easily prevent your opponent from forging. Bait and Switch is just gross and you have so many ways to enable massive Aember swings.
Imperial Traitor is interesting. One Aember and being able to look at the opponent’s hand is decent. I can let you potentially spot things coming in the next turn and can even help setup a next turn Control the Weak. Against an Archon with Sanctum this can be just crippling as with no effort you can just delete a creature with no risk to you. Hitting a horseman or something big with taunt/shields or a combo character is just dirty.
Creatures are mostly Elusive and can steal Aember. Magda is fantastic and the Shadow Self really makes your Elusive creatures even more annoying. The Macis Asp is also one of your few creatures that can outside of your removal abilities that can knock out big or shielded enemies, though often your opponent will use up their direct damage or chump creature to try to take it out (also not bad). Not a ton of creatures, but they are all annoying and can generate a good amount Aember.
Logos
Logos fills a weird role in this deck. Like always, they are very “supporty”. There are several direct damage abilities in Positorn Bolt and Twin Bolt Emission. Phase Shift lets you setup some other cards and clear stuff out of your hand (Dominator Bauble is great).
Wild Wormhole is a world of yolo, but it’s goofy and fun. The most fun I’ve had was Wild Wormholing into a Bait and Switch, though this can easily backfire. Archiving cards to setup for a massive Dis or Shadows turn through Sloppy Labwork and Labwork are good, even the discard from Sloppy Labwork isn’t really that much of a bad thing if you are looking to quickly cycling cards.
Rocket Boots are solid and pair amazingly well with the Guardian Demon, Stealer of Souls, and Ozmo, but even getting a double reap out of most creatures are useful. Library of Babble is okay, it’s really there to hopefully luck into another Logos card, but getting a card out of your deck for the next shuffle is bad.
For creatures, Mother is great overall, keep her on the field and just reap while drawing cards. Dropping her next to a Shadow Self isn’t bad. Research Smoko is really just a 2-power suicide bomber that archives a card, you don’t get to choose what is archived, but additional cards in your pseudo-hand are always good. Ozmo is also just weird, overall he’s a worse Urchin, but if your opponent has Mars cards, drop rocket boots on him and they will have a really rough day.
Conclusion
This is a very solid deck just from the annoying Shadows cards. It will be generating most of your Aember by stealing and playing cards while controlling the opponents with actions. It doesn’t have a lot of consistency, but there are a lot of tools in the deck.
Logos allows the deck to cycle cards faster to get the tools and combo pieces into.
Dis has a lot of control and a nasty bomb turn that they can spring with the right tools in place.
Shadows has a lot of manipulation and stealing abilities and is a general pain in the neck.
As long as cards keep getting cycled through the deck (if at least 3 cards aren’t being cycled a turn, this deck tends to stall out), it has an answer to what opponents can throw at it.
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nungunz got a reaction from Deathseed in Decklist Deep Dive: All we know is, he's called the Stig!
Some say that he never reaps, and that he turns his enemy's corpses into Aember. All we know is he’s called the Stig!
https://imgur.com/F2KkUrQ
Here is my second Decklist Deep Dive, and it is Stig, Monzaline Stonemason! This was the deck my SO pulled for the pre-release event, and holy crap is it a swarming, smashing, Aember looting deck of death.
This deck does one thing, and one thing well. Swarm the field with creatures and murder everything the opponent has while looting their precious Aember. Oh, you opponent managed to kill all your creatures? Just Reverse Time and do it all again. The is very little stealing, capturing, or really any form of Aember control. The goal is to fight your way to victory….and if there are no enemy creatures, just reap whatever else you need.
Card Breakdown:
· 16 Creatures (5 Brobnar, 5 Untamed, 6 Logos)
· 4 Artifacts
· 1 Upgrade
· 15 Actions
This deck rarely has a need to reap, but can do so if it there is nothing to fight. There is limited control (aside from direct damage), and no real stalling mechanisms. Everything in here just screams Aggro. With the addition to the goofy Logos contribution, you have a high-risk high-reward setup that can even ramp your (and your opponent’s) ability to forge keys.
This deck does not play the long game well, so it needs to recklessly charge ahead and Smaash everything in its path.
Brobnar
The major house driving this deck. Finding the Warchest as soon as possible is huge, with all the big creatures and direct damage actions in-faction you can easily wipe the enemy’s board…..combined with Loot the Bodies, you can make a stupid amount of Aember just killing things.
Anger lets you attack (or reap, I guess) with a creature right out of hand or let you use a creature twice if it’s already on the board.
Lava Ball and Punch hit like a truck and pair amazingly well with Loot the Bodies (be careful, though, they do not proc Warchest).
Screechbomb is one of the very few control cards in the deck, but once it’s down, you can use it while setting up another house. Reverse Time can also let you potentially use if again fairly quickly.
Barehanded is niche, but gets rid of pesky artifacts (yours too, so be careful) and places them on the top of the deck and slows the game down a bit, though it is usually just played for the Aember gain.
The creatures are all big and beefy and almost all can deal bonus direct damage. Firespitter is great and helps stock up Loot the Bodies against weaker enemies (or even enemies that have been damaged by, say, Laval Ball’s splash and help setup a Save the Pack bomb.
Remember that Hebe the Huge and Firespitter’s special abilities DO NOT trigger the Warchest, but do trigger Loot the Bodies. Both of them also pairs really nicely with Save the Pack (though Hebe takes some finesse).
Untamed
This is the second combo enabler of the deck. With Full Moon and Hunting Witch, you get loads of Aember playing creatures that can get loads of Aember when they start smashing stuff. Witch of the Eye also lets you get some awesome key cards back (Common Cold, Cooperative Hunting, Save the Pack).
The Snufflegator is not a bad skirmisher, but sadly will never proc the Warchest or Loot the Bodies, so it is really just another body on the board. But hey, any free Aember off Hunting Witch or Full Moon while also adding to Cooperative Hunting is just gravy. By itself it isn’t great, but the synergy with other cards is ridiculous.
Ancient Bear falls into the same category as Snufflegator. Not great on its own (because you really want to be fighting out of Brobnar), but it is decent at fighting and combos really well off of other untamed cards.
Flaxia is a great one-shot Aember gain and you can quickly suicide attack with her and then pull her back with a Reverse time. And once again, combos great with the other untamed cards.
Common Cold and Cooperative Hunting are fantastic and combo with Save the Pack (though you have a decent chance of nuking your own cards with Common Cold + Save the Pack). If you can play Common Cold + Save the Pack into dropping several creatures, you’ve made a great trade.
Ritual of Balance is a bit “meh”, as at best you will probably fire it twice, but can be hard to do as you need to play Untamed just as you opponent is about to forge a key and that may not be the best use. It’s also a huge non-bo with Titan Mechanic.
Grasping Vines is okay as there are some nasty Artifacts out there, but is mostly just a stalling mechanic.
Key Charge can be hit or miss, though it pairs crazy well with Titan Mechanics if you can get a stockpile of Aember and just rush out your opponent. You can easily use this as a closer (though situational) and quickly get two keys in a turn.
Logos
This is the decks support faction, but boy oh boy is it risky as heck to play.
We’ll start off immediately with the elephant in the room: Titan Mechanic. With three copies of this card, you are going to be playing them at some point. Holy smokes is this the definition of reckless abandon in this deck. Ideally, you will want to play these when you know your opponent can’t forge on their next turn and set yourself up with a discount; major props if you already have a key and can combo yourself into a Key Charge next turn for a quick win. You can mitigate the downside by playing creatures on the flanks for the next turn. Otherwise, you will want to suicide attack with these guys on the next turn (strength 6 makes this hard to do), or try and use Save the Pack to get rid of them. Or you just cross your fingers and race your opponent to victory. I kind of love that this card is in the deck as it really, really, plays to the deck’s reckless aggro.
Research Smoko and Ganymede Archivist can help you stockpile up for a massive Untamed or Brobnar turn. Common Cold + Save the Pack into a bunch of creatures on the board, anyone?
Batdrone is one of the few stealing cards in the deck, but can be fairly lackluster as you don’t typically call house logos a lot.
Rocket Boots is flat-out amazing, especially on the Witch of the Eye or something like Firespitter. Ganyemede Archivist or Batdrone aren't bad choices either.
Neuro Siphon is a great play after you forge a key and quickly moves you to towards you next key.
Library of Babble is okay, mostly good just to clear cards out of your deck/discard pile, but card draw is always welcome if you pull another Logos card.
Foggify protects your creatures, but really isn’t great as you might as well just call Untamed or Brobnar and fight anyway. It’s mostly useful when setting up for another Logos turn next with the Batdrone, Ganymede Archvist, or Smoko.
Positron Bolt is a solid damage dealer, but it doesn’t proc Loot the Bodies or Warchest so really it’s there for you to setup your Untamed/Brobnar if you don’t have them already in play.
Reverse Time is FANTASTIC as it lets you quickly cycle your best cards back in your deck and quickly get to a second shuffle. It’s just great to keep the Untamed and Brobnar train moving along.
Conclusion
This deck is an all-out creature playing, opponent murdering rushing aggro deck. It capitalizes on high-risk, high-reward play and even has ways to let you deal with the ramp cards (Titan Mechanic). You have very little control so you need to press onward and can’t let your opponent generate Aember on their own, because there is very little you can do to slow them down.
This is a very interactive deck and turns every game into a race against the clock, forcing your opponent to deal with your creatures instead of being able to just ignore them.
It does not do as well against creature-light decks and does have problems generating Aember against Elusive creatures as you can’t easily or efficiently Warchest them. However, Elusive isn't terrible to deal with as you do have a lot of answers to get them off the board (Lava Ball, Hebe the Huge, Firespitter, Cooperative Hunting, Positron Bolt) and you can occasionally get some Loot the Bodies money off of them.
Overall, this is a very fun and fast-paced deck to play.
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nungunz got a reaction from Big Easy in Beyond Command Range
Activating a unit has nothing to do with command range.
All units will activate in a round whether by having an order issued or by drawing a token.
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nungunz got a reaction from Big Easy in Harpoon question
Did you land a hit or crit?
Rolling a single hit against Speeder Bikes does nothing because they just cancel it with "Cover 1".
To use the harpoon special you need to have them in range 2 of your rear arc, need to roll a crit (12.5% chance), and you need to get past their defense roll (total of 8.3% chance).
It's definitely doable, but hard to pull off (once every 12 attack rolls on average assuming you get them in the firing arc and range)
If you did pull that off, can I trade my dice for yours?
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nungunz got a reaction from nashjaee in Beyond Command Range
Activating a unit has nothing to do with command range.
All units will activate in a round whether by having an order issued or by drawing a token.
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nungunz reacted to Big Easy in Cover question
Hoping this guide I made helps out. Get the PDF here, below is just a lo-res image.
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nungunz got a reaction from Nicholas_Freeman in 800 pt tournament list for convention this weekend
@RaevenKS Fair point, I ran the number below. Note that without spending more time on a more detailed statistical model, I can't really figure in things like range or the impact of time to close to range.
Assumptions for the below tables are that the target is in range or has moved into range and has LOS to all minis in the target unit. The numbers listed are the average number of wounds inflicted on a unit (saves, surges, impact keyword, armor keyword are all considered).
AT-RT w/ Rotary
(No Aim) Normal Dodge Light Heavy Light Dodge Stormtroopers 1.56 1.06 1.06 0.63 0.63 Rebel Troopers 2.08 1.42 1.42 0.83 0.83 AT-ST 0.83 0.83 0.83 0.83 0.83 74-Z Bikes 1.42 0.83 0.83 0.83 0.83 AT-RT 1.04 1.04 1.04 1.04 1.04 T-47 Speeder 0.83 0.83 0.83 0.83 0.83
(Aim) Normal Dodge Light Heavy Light Dodge Stormtroopers 2.15 1.65 1.65 0.86 0.86 Rebel Troopers 2.86 2.20 2.20 1.15 1.15 AT-ST 1.15 1.15 1.15 1.15 1.15 74-Z Bikes 2.20 1.15 1.15 1.15 1.15 AT-RT 1.43 1.43 1.43 1.43 1.43 T-47 Speeder 1.15 1.15 1.15 1.15 1.15
AT-RT w/ Laser Cannon
(No Aim) Normal Dodge Light Heavy Light Dodge Stormtroopers 1.06 0.56 0.56 0.38 0.38 Rebel Troopers 1.42 0.75 0.75 0.50 0.50 AT-ST 1.42 0.75 0.75 0.50 0.50 74-Z Bikes 0.75 0.50 0.50 0.50 0.50 AT-RT 1.77 0.94 0.42 0.63 0.63 T-47 Speeder 0.75 0.50 0.50 0.50 0.50
(Aim) Normal Dodge Light Heavy Light Dodge Stormtroopers 1.35 0.85 0.85 0.48 0.48 Rebel Troopers 1.80 1.14 1.14 0.65 0.65 AT-ST 1.80 1.14 1.14 0.65 0.65 74-Z Bikes 1.14 0.65 0.65 0.65 0.65 AT-RT 2.25 1.42 1.42 0.81 0.81 T-47 Speeder 1.14 0.65 0.65 0.65 0.65
Summary
Laser Cannon (aim and non-aim) is better at wounding AT-STs and AT-RTs without dodge or cover than the Rotary, but is worse is all other respects. Range isn't factored into the numbers.
Aimed Laser Cannon is better at wounding a T-47 speeder without dodge or cover than an non-aimed Rotary.
Laser cannon is only really ever worth taking if you plan on only shooting at AT-STs and AT-RTs that do not have cover or dodge. Or, assuming you always aim and never have to move, you can add T-47s to the target list too.
Against AT-STs you, on average will kill one if you aim+shoot at it every single round (assuming it never get light cover from behind a large building). AT-RTs are easier to keep out of LOS or in cover, so take what you will from that.
Honestly, I still don't really see a reason to ever take Laser Cannon unless you take two of them and flat-out want to hunt AT-STs.
The flame Thrower would be more of a graph and would take more time to come up with due to dependency on the number of minis in a unit.
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nungunz got a reaction from Lumberjack Nick in Shiny Captain Rex
Testors Dullcote is my go-to anti-shine.
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nungunz got a reaction from Katonate in Leaving the battlefield
I would disagree:
Emphasis mine. If you then refer to leaving the battlefield:
Not only that, but if a Speeder (though any compulsory move is implied here) would end up leaving the battlefield, they do not have to perform the full move at the cost of taking damage.
Basically, it is almost impossible to have a unit actually leave the battlefield outside of Panic movement as even Speeder (possibly any compulsory) can opt not to make a full move.
Morale of the story: The RRG is poorly laid out and there several places with contradictions (movement, cover, LOS, etc).
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nungunz got a reaction from Force Majeure in Shiny Captain Rex
Testors Dullcote is my go-to anti-shine.
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nungunz reacted to KalEl814 in Answered Questions - Email Compilation
Posting here regarding a rules submission I did, asking the following question:
Here's the response:
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nungunz got a reaction from Tokra in Leaving the battlefield
I would disagree:
Emphasis mine. If you then refer to leaving the battlefield:
Not only that, but if a Speeder (though any compulsory move is implied here) would end up leaving the battlefield, they do not have to perform the full move at the cost of taking damage.
Basically, it is almost impossible to have a unit actually leave the battlefield outside of Panic movement as even Speeder (possibly any compulsory) can opt not to make a full move.
Morale of the story: The RRG is poorly laid out and there several places with contradictions (movement, cover, LOS, etc).
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nungunz reacted to rossljensen in T-47 Hairpin Turn through the Snow
These models are really fun to play / paint!!
