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Span Argoman

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  1. I'm not so sure about this. There are only 12 Supply cards in the core set. If it were my group we would be hoarding all the items in the first two/three missions and only use the following:Valuable Goods C1 Comlink 1x Adrenal Stim 1x Bacta Infusion That way by the third or fourth mission the rebels are sure to get Valuable Goods and Comlink every mission.
  2. I had addressed the possibility that Mak is Focused in my previous post: So sure, take out the first eStormtrooper with the Focused attack and Tactical Display but without No Escape you won't be able to take out the second one in the same activation. Which can matter a lot when you're attacking the squad before their activation. One eStormtrooper deals half the damage of two, and zero eRoyal Guards deal infinitely less damage than one haha.If being Focused and using Tactical Display is the average attack for your Mak (ie. your Mak only attacks 1-2 times per round) then your group plays Mak very differently from my group. In my group Mak attacks on average 3-5 times per round thanks to No Escape and Gideon. So the average attack excluding No Escape is the non-focused one. As a result, hefty Imperial figures aren't that imposing and smaller figures get cleared out by Garkhan cleaving or Diala using Way of the Sarlacc. The Imperial player (using Military Might) is actually in a bit of a bind due to their attack efficiency. It frees up a lot of the team's other actions to be on completing the mission.
  3. No Escape also works for:Royal Guards eRoyal Guards eStormtroopers with Assault Armour eE-Web Engineer eTrandoshan Hunter And if you will overkill the figure with No Escape, you can afford to use 1 surge to relieve strain essentially making the skill 1 strain for 1 Focused attack per round. We're just past halfway through Hoth and my Mak right now has a 280 with plasma cell and tac display and with the focus he usually gives himself or Diala can give him. He'll be one-shotting most of your examples. A typical shot will be 7 pierce 3. At this point the Imperial's best play is to put lots of cheap units on the board that Mak will massively overkill, rather than expensive units that he will one-shot. Or a Bantha, because screw you "Mr. Pierce!" But getting a Bantha to Hoth can be difficult. Green max damage is 2 (3 sides). Blue max damage is 2 (2 sides). You have a surge for +2 damage. You have a surge for +1 damage. You have passive Pierce 1. You need a surge or Ambush for another Pierce 2. How is 7 damage + pierce 3 your average? At minimum you need 4 damage and 2 surges. There is no dice combination that gives that result even with Tactical Display much less it being the average. Sure you can be Focused on your first attack allowing you to dish out that much damage. But No Escape basically allows you to duplicate that for your second action for the likely cost of only 1 strain, helping you take out that second eStormtrooper or eRoyal Guard in the same activation.
  4. No Escape also works for:Royal Guards eRoyal Guards eStormtroopers with Assault Armour eE-Web Engineer eTrandoshan Hunter And if you will overkill the figure with No Escape, you can afford to use 1 surge to relieve strain essentially making the skill 1 strain for 1 Focused attack per round.
  5. TI Rex is exactly like DUNE. The only change is in the board Nope, they made some changes like reducing the number of rounds and changing the composition of the cards. More details here: http://boardgamegeek.com/thread/758899/some-new-things-rex
  6. The scout is removed only if the army loses the battle. Otherwise, it stays with whatever remains of the army.
  7. I think the following could be a decent layout: ..XOOX.. OOOOO XOOOX OOOOO ..XOOX.. X - Starting tile, O - Generic tile The top and bottom row would be 4 tiles with the middle 3 rows having 5 tiles. The middle two civilisations might be slightly closer to the other civilisations but have slightly more space in the centre to explore and expand towards.
  8. Old Dwarf said: I agree it appears not to offer Solo but we're all thinking of trying to play against a robo Keeper,perhaps there is a way to play the keeper and robo the Investigators Gotta see them Rules. OD Now that makes solo play a lot more appealing to me. Seeing how to squish the investigators.
  9. I don't think it's the question of should they rather than have they started on the expansion pack? And they probably have.
  10. Tren'lak and Quinarra have the same symbol at the bottom of their planet resource card indicating that they are the two planets in the home system for Sardakk N'orr. Quann is in a system with the other end of wormhole B. Your special systems are correct, as for your number of empty systems, I cannot confirm that myself for you since I've mixed my tiles from Shattered Empires into the box but you should have a total of 43 tiles. Hence, if you only have the two systems above missing, then you should currently have 41 planet tiles.
  11. I like Sardakk N'orr the most, partly cause it feels good to have War Suns on high alert each having 3 free hits, partly cause it's deeply gratifying to PDS turtle as Sardakk N'orr (as unthematic as that may be) and partly cause they're a pretty simple race to play. A close second would be the Barony of Letnev, the richness of their home planet opens up a lot of options for them earlier on.
  12. sigmazero13 said: Span Argoman said: Ah thanks! But if the rules say that it's treated like a Ground Troop for all cards and abilities then shouldn't Gen Synthesis and Dacxive Reanimators work for Shock Troops as well? With them reappearing as Shock Troops as long as the planet has at least one ground troop on it. It DOES work for Gen Synthesis - because you aren't destroying the GF, you are placing it on your homeworld INSTEAD. It doesn't work for Dacxive, though, because the way the tech works is that you just roll for each dead GF, and for each successful roll, you place a GF on the planet; the GF being placed is a "new" GF for gameplay purposes, so it doesn't matter which one you are rolling for. Interesting, that makes Gen Synthesis more appealing to me. I've been pretty much ignoring the green techs whenever I play. My personal play style has been to favour red, then yellow/blue. Not necessarily a good idea I know, maybe I should start trying the other techs.
  13. If I'm not mistaken, Nano Technology should be at tech level 2 for Winnu since they have Stasis Capsules and just need Micro Tech before being able to research Nano Tech yes?
  14. Ah thanks! But if the rules say that it's treated like a Ground Troop for all cards and abilities then shouldn't Gen Synthesis and Dacxive Reanimators work for Shock Troops as well? With them reappearing as Shock Troops as long as the planet has at least one ground troop on it.
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