-
Content Count
3,791 -
Joined
-
Last visited
Reputation Activity
-
Stone37 got a reaction from subtrendy2 in Running out of minis
You can only build and deploy what you have miniatures for. You MAY NOT proxy miniatures. (Page 6 Rules Reference)
COMPONENT LIMITATIONS
If players run out of a component type during the game, they should
obey the following rules:
Dice: Each player can roll a maximum of five black dice and
five red dice in each mission or attack.
Markers and Rings: Leaders and attachment rings are limited
to those included in the game.
All other markers are not limited. If players run out of a marker
type, use a suitable substitute, such as a coin.
Units: Units are limited to those included in the game. A player
cannot build a unit type if there are none available.
During step 5 of the Refresh Phase, a player can destroy any
of his units that are on the game board and return them to
the supply.
Cards: When a deck becomes depleted, shuffle the deck’s
discard pile and place it facedown to create a new deck.
-
Stone37 got a reaction from Zordren in eLeia w/new eLuke or eHan build?
Mill is a VERY real thing now with Legacy. The idea of discarding cards from your hand to re-roll becomes very hard (and down right foolish) against many of the decks you will soon see. Leia is a character that combats this. (Legacy has also introduced some supports and upgrades to provide re-rolls without discarding).
"Best" is always going to be subjective and local meta will have an influence. For those of you who find yourself in a mill heavy meta, remember our favorite Disney Princess.
-
Stone37 reacted to DJRAZZ in For home/casual play, ONLY buying starter sets?
By buying (2) 2 player starter sets, you have 2 very fun decks to start with.
-
Stone37 reacted to HoodieDM in For home/casual play, ONLY buying starter sets?
Just buy the 2 Player starter from Target on clearance.
Since you're playing for fun, don't worry about the changed point cost difference.
Enjoy!
~D
-
Stone37 got a reaction from Amanal in End of game, no cards left in either players hand or deck, 3 characters (2 for one player, 1 for the other), who wins?
Page 15 "Wining the Game" of the Rules Reference:
• If a player has no cards in their hand and deck at the end of a round (after the upkeep phase), they lose and the other player wins. If both players would lose this way, the player who controls the battlefield at the end of the round wins.
-
Stone37 reacted to Vineheart01 in Legacies Purchases Day One
Pretty much the only cards i ever sell are either excess cards or cards i am not super attached to that sell well.
I only pulled 1 ancient lightsaber, and sold it for 45 bucks. Not a bad weapon by any means but i just dont see why people think its THAT good. Think i used it 3 times in the 2 months i had it before selling it lol
-
Stone37 reacted to netherspirit1982 in Looking for an official ruling
Officially, when you resolve an ability you do as much as you can.
In this instance, a lot of people, myself included, think that means if you have one in your deck you have to reveal it and shuffle you deck. If your opponent plays it and doesn't reveal one, you should call a judge to check.
Other people are arguing that to "search" doesn't mean you have to find one. You fulfill the search just by looking through your deck.
Realistically there are only a handful of scenarios where playing the card to find nothing is beneficial.
So unless they update the RRG, there's nothing that really handles this situation other than the spirit of "do as much as you can."
-
Stone37 reacted to Zordren in eLeia w/new eLuke or eHan build?
Thanks for the feedback! Hadn’t thought really about the battlefield control angle.
She certainly may be under the power curve, but I’ve had an eLeia since my first awakenings box and have been looking forward to making a team w/new Luke or Han...
-
Stone37 got a reaction from Rafug9 in End of game, no cards left in either players hand or deck, 3 characters (2 for one player, 1 for the other), who wins?
Page 15 "Wining the Game" of the Rules Reference:
• If a player has no cards in their hand and deck at the end of a round (after the upkeep phase), they lose and the other player wins. If both players would lose this way, the player who controls the battlefield at the end of the round wins.
-
Stone37 got a reaction from Zordren in eLeia w/new eLuke or eHan build?
With the rise of supports, I think Leia's ability could be very effective. Blue and Red also offers a lot of dice control. I too am crafting a Luke/Leia deck and will publish my results once it gets a few games.
-
Stone37 got a reaction from kaffis in End of game, no cards left in either players hand or deck, 3 characters (2 for one player, 1 for the other), who wins?
Page 15 "Wining the Game" of the Rules Reference:
• If a player has no cards in their hand and deck at the end of a round (after the upkeep phase), they lose and the other player wins. If both players would lose this way, the player who controls the battlefield at the end of the round wins.
-
Stone37 reacted to Fizz in End of game, no cards left in either players hand or deck, 3 characters (2 for one player, 1 for the other), who wins?
In tournaments, (or events with timed rounds) damage dealt and cards left are calculated as well.
Page 14: SWD: Tournament Regulations:
Going to Time
If neither player has achieved victory at the end of a tournament round, they must follow the
steps below, in order, to determine who receives a win for the current game. That player’s
opponent receives a loss for the game. If a single elimination round with a best-of-three match
ends and only one player has a game win for the match, the player with a game win wins the
match instead of players following the steps below.
1. The player who has less damage on their characters receives a win. To determine this,
players count the total amount of damage on any characters in play and add the total
health value of all their defeated characters to achieve a final number. If both players
have the same total, proceed to step 2.
2. The player with the most cards remaining in his or her deck and hand receives a win. If
both players have the same number of cards remaining, proceed to step 3.
3. The player who controls the battlefield at the end of the game receives a win.
(Source: https://images-cdn.fantasyflightgames.com/filer_public/10/fd/10fd1014-0865-40ef-b817-fe0896941bc8/swd_tournament_regulations_v20_text_version.pdf)
-
Stone37 reacted to kaffis in eLeia w/new eLuke or eHan build?
Stone37 means she's good against mill decks, because she gives guaranteed reroll options without using cards.
-
-
-
Stone37 reacted to Mep in He Who Claims vs Ground Battalion
There are plenty of "play only if you control the battlefield" cards that rolling this out first action to gain access to those cards would barely make this interesting. Otherwise for 4 it just isn't good.
-
Stone37 reacted to kaffis in He Who Claims vs Ground Battalion
I mean, it's a 4-cost support. I expect something that's that big an investment to be able to give me good options and/or my opponent bad ones.
-
Stone37 reacted to kaffis in [Article] Building Your Own Deck - Some Tips & Tricks
We're seeing a lot more mixed damage on characters, and with the addition of indirectly, a lot of otherwise attractive pairings are going to be mixed. I think having two damage types in a deck will become much more common, which mitigates the downside of mixing your own if a lot of the decks you face will also be slower.
-
Stone37 got a reaction from ReadtheCard in Legacies Purchases Day One
1 Luke starter...
I don't do boosters anymore. Singles are cheaper and I always get what I want.
-
-
Stone37 reacted to Mburnaugh64 in Legacies release date
I contacted CoolStuff about my preorder asking if folks would be getting any of the preview wave I got this reply:
“Unfortunately we were not a store selected for the preview wave of these items, and as such they will be shipping out on the official release date.”
I’ll probably cancel the order and get some other games I’ve been wanting.
-
Stone37 reacted to Jorgyn Ryss in Is this game even Worth playing?
This... I'll buy a box of Legacies, but thats it. Singles are way cheaper given that there is maybe one or two "money cards" per set... Awk had Vader, SoR had Force Speed, and EaW had Ancient Lightsaber.
-
Stone37 reacted to RocketDarth in Is this game even Worth playing?
All of you make excellent points. If it was an LCG it would make better causal play though. I guess I just didn't think of the other complications.
-
Stone37 got a reaction from thestag in Tactics Talk: First Two Rounds
I find this game is actually won or lost mostly in the first two rounds. Getting off on the right foot is the difference between disaster and an organized plan. This game moves quicker than most new players realize. There is no time to play catch up.
THE EMPIRE:
How the Empire places its fleet is important. To get the most out of the military advantage the Imperial Navy enjoys, create two strong fleets. (Only leave 1 or 2 ground units on the other three planets.) Put them on opposite sides of the board and pick an initial direction both will begin searching in. For the fleet that is centered around a Death Star, pick its first target and place the battle station in the planet closest to it. (No more than two spaces away. You want to be firing the Super laser by Round 3 or 4.)
The trap that I see most Imperial players fall into is playing defensively in the opening rounds. With only four leaders, the Rebels are only annoying gnats at this stage. Play the opening two rounds as if the Rebels cannot hurt you. You need to accomplish two things: 1) Amass a third search/assault force and 2) Gain valuable projects like Superlaser Online.
In the opening round, grab as many 1 and 2 build queue planets as possible. Devote 2 or 3 leaders to subjecting two planets (possibly one to use diplomacy to change from subjugated to loyal) and 1 leader for Research and Development. Let the Rebels sabotage one of your planets (just don't let them sabotage 3 or more), as it is more important for you to play this card to draw 2 project cards. You need to find 1 of those Superlaser Online projects, then worry about fixing the sabotage.
Following this strategy will accomplish the two goals of this strategy guide. By Round 3 or 4 you should be blowing up a planet and be well on your way with a third fleet at your command. There will be no where for the Rebels to hide!
Rebel Alliance
The most common error I see most Rebel players make is attempting to spar with the Empire on their terms. The Rebels have NO CHANCE of winning this game via military might. You must use espionage and hit and run tactics. The fun (and complicated) part about playing the Rebels is no two games will afford you the same route to victory. Remind yourself that time is on your side and your goal is to prolong the Empire, not win a war.
There are two goals the Rebels should be working on in the first two rounds. (1) Quick build up of an objective based (more on this in a moment) force and (2) gaining the Mission Cards you need to earn victory points. Accomplishing these goals will cause the Rebel marker to move quickly by round 4.
Set up is more complicated for the Rebels as well. If you get a powerful planet like Mon Calamari as one of your starter locations, you'll want to protect it the first two rounds. If you start on three planets that do not produce Ion Cannons, Shield Generators, or Cruisers, then you will want to find a way to gain one before the end of Round 1. Start off small in the Rebel base. 3 troops and an Airspeeder is my go-to starting base force.
Round 1 is VERY important for the Rebels. Gain loyalty in a planet or two (depending on need) to place units in the build queue. These are the units that you will need in Rounds 3 - 5! Infiltration is a must play in Round 1 (and probably 2 unless you gain a better mission card)! You need to get to the better Objective cards quickly! In the first 3 rounds, draw objective cards via missions and bring the ones you feel you can complete in a round or 2 to the top.
By the 3rd round, you should have a clear idea of how to score points and how to hold off the Empire. Ending the game by Round 7 or 8 is a good goal to have. You need to earn 6 or 7 points to achieve this. By round 4, you should be earning a few points a round.
In the first 2 rounds, while half of your leaders are working through your Objective deck, the other half should be gaining loyalty in planets with resources you'll need later in the game. If you're drawing Hit and Run type cards that need troops, concentrate on ground forces. If the Empire spreads itself too thin and you have cards that reward you for destroying ships (or the Death Star) then concentrate on building star fighters.
The final part of playing the Rebels successfully is being good at deception. Lure the Empire away from areas you don't want them to be. Use missions like Sabotage to force them to use leaders to stop you. Create a fleet just to engage the Empire in a meaningless fight. Remember, you don't need to keep planets, you just need them when it's time to build. You don't need to keep a grand army or navy. Their purpose is to complete objectives or to stall the Empire. Remember, many Bothans (and Y-wings, and troopers...) will die in order for you to gain sympathy in the galaxy.
Final Thoughts
Because the Objective, Mission, and Project cards dictate so much of what your later game strategy should be, it is hard to give advice on what a player should be doing in rounds 3 on. This is why the first two rounds are so important! Be sure to do everything you can early on to put your forces in a good position to utilize the cards you gain in these rounds. Rather than leaving it to chance, use the starting cards to help you shift through the decks and find the cards that most compliment the state of the board and your resources.
-
Stone37 reacted to Engine25 in How do YOU beat Kylo/FN?
I suggest resolving dice showing damage results.
