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  1. Like
    lorunks reacted to nickv2002 in Imperial Assault Printable Skirmish Map Project   
    The final map from Lothal is ready! Again thanks to scans from @leacher and @Oslatir along with lots of image editing work from @lorunks and particularly @fabiofotomoto I’m pleased to have a version of the Imperial Tower skirmish map from Thrawn's pack ready:

    (Woah, 2 floors is different! 😳)
    You can find the full res version and printing instructions on the project website. I've updated all the printable strips for Lothal and the full set of all maps too. JSON metadata is also complete for @kingargyle streaming software.
    BTW: I got my printouts for some maps on this wave a few weeks ago: the tweaks we made with larger font sizes and on-map indicators are a nice upgrade. Maybe worth upgrading previous maps... someday.
    As for the 4 player map from HotE, I'm kinda burned out right now but if someone wants to take charge of editing tiles and assembling, you're welcome to get in touch so I can share the files with you.
  2. Thanks
    lorunks reacted to a1bert in New Hote Campaing - Imperial class deck   
    The heroes are really strong (and MHD makes them even better - through guaranteed Adrenal Stims and out-of-activation recovering damage). You're going to have quite a lot of trouble whatever deck you choose.
    Power of the Dark Side has some counter to them (Embrace Suffering), Hutt Mercenaries is probably another deck that might work against MHD-19 due to having high spike damage. Reactive Defenses is below average, especially with those heroes.
    I would even suggest to ask the rebel players that you get +1 Threat Level throughout the campaign due to their hero choice. It won't be enough, but would be a small morale boost for the imperial going into the campaign.
  3. Like
    lorunks reacted to Tvboy in Automated Campaign Tracker v2.0 (Tyrants of Lothal Added)   
    Edit 10/14: There was an issue with credits not being calculated correctly in the Tyrants of Lothal campaign that has been fixed. If you are having this error, just recopy the 2.0 sheet to your Google Drive and it should be fixed. 
    PLEASE NOTE IF YOU COPIED THE SHEET ON OR BEFORE 8/27: An error was discovered in Dashboard cell B13 that was incorrectly setting that mission as a side mission for Core, Hoth, Jabbas and Heart of the Empire which was screwing up the mission selection for that row. The issue was pointed out to me quickly and I was able to fix it. If you are having this issue, please just redownload the sheet. 
    Another note, apparently the sheet does not work in Excel, it only works in Google Sheets and YOU MUST HAVE A GOOGLE DRIVE ACCOUNT to use it. Sorry if this is an inconvenience, but [edit] apparently several of the more advanced functions that are used in the sheet such as =IFS are not available to a majority of Excel users (including myself) and are integral to how the sheet works.  
    Also since a lot of people have been PMing me to ask about it, I do have a patreon page if you enjoy the tracker so much that you feel inclined to make a donation. Any funds I receive will go back into improving my IA youtube channel.
    Features all 7 campaigns as well as allowing for custom campaigns and Edge of Oblivion Only 3 sheets that need to be used, Dashboard, Rebels, and Empire Sheets transform depending on what campaign is being played Drop down menu selections adjust to only show you the missions and upgrades that are available. Quick search for a specific option by just typing into that cell and selecting the option that appears (useful when buying items). Color coded cells that change color when certain things become available or unavailable. Also secret agenda cards are blacked out and can only be seen by clicking on the cell, acting as a spoiler tag to prevent Rebels from "accidentally" seeing them. Contains the rewards for each mission and automatically calculates and displays your total rewards and expenditures, including setup XP for mini campaigns. Also automatically shows you your starting equipment/class card for your chosen class deck.  Certain cells will alert you when they need to be updated, such as Bounty tokens and Active Side Missions from Agenda cards Allows for manual entries like extra credits or influence earned Easily accessible on mobile devices by using the Google Sheets app on Android or IOS Updates:
    All content from Tyrants of Lothal added Full support for Tyrants of Lothal expanded campaign structure Minor improvements to the Dashboard instructions and footnotes Updated Edge of Oblivion threat levels to match most recent adjustments It was weird digging into the guts of this thing after not looking at it for almost a year. Half of the functions in there I don't even remember what they mean. There's a reason it took me 4+ months just to finish the initial build way back forever ago. 
    Here is the previous thread for version 1.4-1.5 if you want to see what people were saying about it back then.
    Here's my Edge of Oblivion mini campaign from over a year ago if anyone is wondering what that is.
    Here's what it looks like in action:
    Start here:

    Track your progress:

    Keep track of all your upgrades:

  4. Like
    lorunks got a reaction from kennydkbrown in Updated Competitive Play Results   
    This is the file with the two store championship of the current season in Italy (I'm leaving for some holidays, so i've prepared the file).
  5. Like
    lorunks reacted to angelman2 in IA Appreciation Thread   
    Hi all,
    This is an appreciation post :-)
    It’s now a year since I first bought the IA core box, and what a year it has been! My gf and I have bought everything there is to buy for this game (forsaking food for much of last fall…), and then some! We’ve played 3 campaigns by ourselves (CORE, Jabba’s Realm, and Heart of the Empire), and 2 campaigns with friends (Twin Shadows & Return to Hoth), and we’ve painted 75% or so of our miniatures already. We’re going to play Tyrants of Lothal in September by ourselves, and The Bespin Gambit with friends at some undisclosed later time (both mini-campaigns expanded into full campaigns using ally/villain pack missions etc.). (We haven’t tried Skirmish yet, but might have a go at it once the campaigns run out). Moreover, I’ve started an ambitious fan campaign project with @IanSolo_FFG that we hope to start showing off in (hopefully) a few months, and all in all, life is pretty grand right now!
    This game has rekindled my SW obsession like nothing since the WEG RPG back in the 90s, and I’m walking around in a constant SW geek daze nowadays, and it is awesome! Thank you all for running/participating this wonderful community, and thanks to FFG for making a fantastic game! Ya'll are making this grumpy old dude a happy young boy :-D

  6. Like
    lorunks reacted to Trevize84 in Updated Competitive Play Results   
    Use a Google spreadsheet we can't access this
  7. Like
    lorunks got a reaction from Trevize84 in Updated Competitive Play Results   
    Thanks, adjusted.
  8. Like
    lorunks got a reaction from hypnosis11 in Updated Competitive Play Results   
    Asked for permission, i would like to add italian communty results, if it's fine
  9. Like
    lorunks reacted to kennydkbrown in Zion's Finest - Episode 061 - Store Champs   
    In this episode, JK and I quickly review the results of store champs that we have gotten thus far. We summarize  the winning squads and any interesting lists that happen to crack into the top contention. We cover where we are as of July 21, 2018 (give or take a few stores that haven't been logged yet). If you have any results, please let me know either on the Slack Channel, the forums, or at zionsfinestia@gmail.com.
    Here is the document that I've been working on:
    Thank you for listening! Join us on the Slack Channel by sending an email to zionsfinestia@gmail.com and support us on Patreon by going to patreon.com/zionsfinest.
  10. Like
    lorunks reacted to nickv2002 in Imperial Assault Printable Skirmish Map Project   
    Thanks to lots of help editing the HotE B-Side tiles from @lorunks I've updated the map project with 2 new skirmish maps today! We've got the 30th Floor Plaza from the expansion box and Coruscant Back Alleys from Maul's pack. Enjoy their trash-littered & neon-lit beauty:
    I've also updated the GitHub project page with more links and details including an updated HotE strip with all 4 skirmish maps. As always, let me know if there are any errors.
    Because I know folks will ask: the 4-player HotE map and the upcoming Lothal map are both is in-the-works. @lorunks has been diligently working on getting the map tiles ready for both of those. I plan to work on them more soon. And @leacher is already planning to scan the Lothal tiles for us, as he did for HotE too.
    Finally, if you have image-editing skills and want to help out please get in touch. ? Thanks!
  11. Like
    lorunks reacted to nickv2002 in Tarkin Initiative Labs: New Skirmish Mat   
    Bigger with rules ? (click to zoom). Note that it's all Core-set tiles so could enter rotation any time.

  12. Like
    lorunks reacted to cnemmick in Evaluating Zeb Orrelios: O RLY THO   
    Chewbacca v0.2

    At first glance, Zeb is a tank unlike any other available in the Rebel stable. He has just one less health than Jedi Knight Luke Skywalker, but can also pull JK Luke's trick of double moving and performing a free melee attack... for only 8 points. That seems pretty good! But how good is he? Let's run some numbers and see.
    UPDATE: Just to be clear, Zeb's Bo-Rifle Staff Strike uses the same "perform an attack... without spending an action" language as JK Luke Skywalker. This means Zeb can attack once w/ his ranged attack AND once with his Bo-Rifle Staff Strike in the same activation.
    Ranged Attack
    First let's look at attacks made requiring Accuracy 4, a guaranteed hit for Zeb. The charts below are captured from the IA Attack Calculator and do not factor in rerolls:

    Red: vs. 1 black die
    Green: vs. 1 white die
    Blue: Focused vs. 1 black die
    Yellow: Focused vs. 1 white die
    Focused Zeb can really dish it out: 60% chance of doing at least 5 DMG vs a black or white is spectacular. Red/Green with a surge for +2 DMG might be the best 2-die combination for damage output. (We'll see later what 2 red dice w/ a surge for +2 DMG looks like.)
    Now we'll look at how unfocused Zeb works when needing Accuracy 5 (left image below) or Accuracy 6 (right image). Red is vs. 1 black die, Green is vs. 1 white die:

    The miss chances are incredible here when Zeb is forced to spend a surge he rolled for the +2 Accuracy surge ability. In this way, Zeb reminds me of Bossk, another Red/Green ranged attacker that you don't want to attack further away than his guaranteed range of 3. Zeb using Hera's +2 Accuracy gift or the Deadeye command card can surprise opponents who think they're out of Zeb's effective range. Sadly, there's no Brawler cards that apply to ranged attacks (which would also help Bossk & Trandoshan Hunters). 
    Melee Attack
    Ladies and gentlemen, I give you the double-red attack with surge for +2 DMG:

    Red: vs. 1 black die
    Green: vs. 1 white die
    Blue: Focused vs. 1 black die
    Yellow: Focused vs. 1 white die
    Yup. Zeb can move up to 8 spaces and then do... that. Notice two red vs 1 black is not a 100% guarantee. That's something I learned first-hand playing elite Gamorrean Guards. 
    Let's stretch out a bit here and look at Zeb's melee attack versus some common special defenses. First looking at just doing red/red:

    Red: vs. 1 black die + 1 block
    Green: vs. 1 black die + 1 evade
    Blue: vs. 1 white die + 1 evade
    Yellow: vs 2 black dice
    And now look at red/red/green (from Focus):

    Red: Focused vs. 1 black die + 1 block
    Green: Focused vs. 1 black die + 1 evade
    Blue: Focused vs. 1 white die + 1 evade
    Yellow: Focused vs. 2 black dice
    Since I didn't show you the "at least 1 DMG" results, I'll let you know that there is a 1% chance that Focused Zeb misses vs. black die + evade. (I will likely roll that result in the future.)
    For 8 deployment points (and the deployment cost needed for Threepio or Gideon), Focused Bo-Staff-Swingin' Zeb (or Home Run Zeb) is going to be a nightmare to defend against. With a follow-up melee attack after his Focused melee attack, he can likely push 8+ DMG on just about any unique centerpiece figure... except for Vader. 
    You can boost Zeb's mobility and attack output with the Brawler command cards. Grisley Contest in particular seems like a required choice so that Home Run Zeb can add another 2 DMG onto his big swing. Parting Blow and cards that need a special action to perform (Cripple, Hold Ground, Emergency Aid, Focus, Ready Weapons) are viable for him once he gets in the thick of battle thanks to his free melee attack.
    15 Health with a black die is just insane, but it doesn't make him invincible. Assuming that the average non-amplified attack (no Focus, Hidden, power tokens or any other abilities to increase damage output) is around 3 DMG, it will take 5 hits to bring Zeb down. It'll likely take 3 amplified attacks to remove Zeb -- and those attacks aren't going into your other figures on the board.
    Having that surge for Recover 1 is nice, but it will rarely give Zeb enough health that keeps him around through the attack that *should* remove him.
    His health is also an asset if you choose to run Zeb in a proper Guardian role, using Bodyguard command cards. If you don't use Bodyguard, he'll likely live long enough to grant somebody the benefits of Guardian Stance.
    For objectives where you contest a control point -- aka at least one mission for each map currently in the tournament rotation -- Zeb will be a beast. Using the Take Position command card will grant him +1 BLOCK (if he also needs to move) or +2 BLOCK (if he doesn't). 
    But if you use Zeb to run at the biggest threat on your opponent's team and whack it with his staff, that's okay too.
    You can put Zeb in your army and have zero cards your command card deck for him. He will still be a figure your opponent must play around. Tier 1?
  13. Like
    lorunks reacted to FrogTrigger in Store Championship List and Prizes Dropped   
    Ya many of us would love a promo for Ejets or Weequays or something along those lines, but the reality is FFG wants us to buy multiples of their big boxes. I know those alt cards aren't technically 'street legal' for tourneys, but I doubt anyone would question you on it.. they sure didn't on the IA worlds final anyway. And I don't think it gets anymore high stakes than that?
    I feel like this store champ prize kit is worse than the Q1 or Q2 kits, lol. The alt arts for the first kit were awesome, the hidden tokens were well done. The Hoth probe droid and popular driven by hatred alt card are also awesome for Q2 along with the unique bleed tokens. Then for the store champ, the one that has stakes and we want to promote to try and grow our game, the one that will cost a lot more to enter as well, they bring out the D list cards. Great art, don't get me wrong, but why not Terro? Why not someone we care about? Why not a iconic character that will help attract players to the game? At least the top 4 get a sweet acrylic.. oh wait it is another dial, with the most lackluster emblem to date. Did they just throw that together last minute?
    Disappointing to say the least. I was hoping to be able to use this as bait to help grow my local scene. At least the seasonal kits seem to be doing pretty good.
  14. Like
    lorunks reacted to turkishvancat in Worlds Debrief (Greg Monson)   
    Hi everyone! I am on a long flight back home to Paris so I am taking the opportunity to write up a match-by-match debrief on my experience at Worlds. Worlds this year was incredible; I was at Worlds 2015 for Netrunner, but this was my first time playing at Worlds for my favorite game, Star Wars Imperial Assault. It was a real treat to finally meet and play against all the incredible players in the US; I read your blogs, listen to your podcasts, and will start getting on Vassal more so I can keep playing with all of you. I'm also super happy with the European turnout. I'm ecstatic that of the two players that came from France, we both made top 16!
    I had a really hard time deciding what to bring to the tournament. I had heard so much about Unshakable Vader that was dominating in the states, and thought that it was probably the strongest list in the current meta. I fully expected 50% of the field to be Unshakable Vader lists. Lately I've been playing Chewie Rangers, which is a super fun list. The rangers do work, but if your opponent goes after them, Chewie wrecks them. After a couple practice games on Tuesday (where I finally got to try out the new map), I decided that Chewie wasn't quite consistent enough, and switched to Han Rangers, with which I won one of the France regionals.
    Here's the full list:
    Han w/ Rogue Smuggler Elite Alliance Rangers Hera Gideon R2D2 C3PO 2x Alliance Smuggler Rebel High Command Command Cards:
    On the Lam Assassinate Heightened Reflexes Tools for the Job Call the Vanguard Negation Tough Luck Concentrated Fire Urgency Positioning Advantage Take Initiative Element of Surprise Ready Weapons Planning Officer's Training Swiss rounds:
    1st round: Bye, since I won French Nationals.
    2nd round: Bailey Streeter, Raining Freight. Bailey was running a really interesting Vader, AT-DP, BT list. The map was definitely in my favor, and I was able to take the bottom side. Early on I focused down the AT-DP with ranger fire. Between force chokes and some movement cards to get an attack in, he was able to get his Vader up next to my Han and put 11 damage onto him. Even though he wasn't running Unshakable, I was worried he might have Parting Blow, so I wanted to focus Han up and take a shot at Vader before trying to run. I moved Hera up to body block, crucially forgetting that BT has Blast 1... BT one-shot Hera and had an extra surge to blast and kill Han. Oops. I managed to kill Vader, but the very last round, BT was able to move up and murder two Rangers with his salvo and hunter cards. He wins the tie breaker 34-34. 1-1
    3rd round: Kevin Connors, on Uscru stashes. This is a mirror match, except he is running Chopper as well as R2. He won initiative and took the blue side. I have the last activation of round 1, so he doesn't move any of his figures too far forward. I put Han in the booth area where he can shoot into his terminal area, and split my rangers to the two sides. I kill Chopper, which I'm happy about because he's so annoying, and now I have activation advantage. I negate Fleet Footed, denying Kevin's Han from getting to a good position where he can try to murder a ranger. Ultimately I'm able to bring down his Han with my Han and Element of Surprise, which seals the game for me. 2-1
    4th round: Dave Seefeldt on Shielded. I had played against Dave the night before and it was very close so I knew I had to be careful and not let his hunters blow up my rangers. Dave was running an 8 activation scum list with spy flavor, and snatched the bottom side. I don't remember a lot of specifics for this match, but I remember I moved Han and my rangers to the far left (from my point of view) and used my smugglers to contest objectives and to block LOS. From the far left side, I was able to snipe some Weequays that were hiding behind the wall in front of his deployment zone. It ended up being super close, like 34-33, and Dave could have easily won it on a dice roll. 3-1
    5th round: Ira Meyers on Uscru Courier Droid. Ira was playing with Vader, 2x Elite Riot, Elite Jets, X-training. I started with a godly hand with Assassinate, Tools, etc., and Ira's spy cards were on the bottom of his deck. He moved Vader into the middle area and on round 2 the Rangers and Han disintegrated him. At one point focused Han one-shot an elite Riot. Ira conceded shortly after. I felt bad about how lucky I was with card draw, but happy to have a bigger shot at top 16. 4-1
    6th round: Matt Richards (from Zion's Finest) on Mos Eisley crates. Another Han-Rangers mirror match. I was lucky enough to not get initiative. We were both fairly careful, setting up our rangers far back where they would be safe. My smugglers started working on the middle crates. Matt left his Gideon exposed in his deployment zone so with the last activation I moved Han up to where he could kill him after the doors opened. Sure enough, I killed Gideon, which was the turning point of the match. He Called the Vanguard, but I moved my Han to safety with On the Lam. After that, with activation advantage and his Call the Vanguard gone I played the slow game until I could double move my focused rangers with a last activation of the round and murder his rangers at the start of the next round. Matt played very well but it was too hard to recover from the loss of Gideon's activation. 5-1
    7th round: James Hedgepeth on Mos Eisley Stashes. Yet another Han-Rangers mirror, except he is running Mak and I think BotF for New Orders. We both played super carefully, but at the start of either round 2 or round 3 James tried a Call the Vanguard on Han, which I ran away from with On the Lam. Unfortunately for him this left his ranger exposed, and I was able to snipe him. There weren't many other big plays after that; we were both super careful, but I was up a ranger and managed to hold onto the lead until time was called. The game ended 26-21. 6-1.
    1st round of cut: Andy Brazier from the UK on Uscru Courier Droids. What was funny is that in this round, I got paired with Andy, and my friend Gil from France played Luke Sykes, the other UK player in the top 16. France vs. England! Andy was running Luke Rangers. I was pretty terrified of getting butchered by Son of Skywalker since my list can't take many losses, so I wanted to focus Luke early. He was on the red side, and placed his Luke right next to the door near his terminal. I had On the Lam in hand and moved Han right into the booths where he could attack Luke and not get pinged back. EOR I take a big risk and play Tools, so 5 dice into Luke, but he might dodge. With that one attack I pushed 11 damage onto Luke! I Take Initiative, and put in another 3 and run Han back. On the Lam comes out, and I end up trading Han for Luke and a ranger, good trade for me! Call the Vanguard takes out another of his rangers. This more or less seals the game for me.
    2nd round of cut: Rematch against Ira, on Shielded. This map is more favorable for him than the previous match since he can run away with objective points if I'm not careful. Ira wins initiative and takes the top side. I make an early decision to ignore Vader and focus on everything else, preventing them from racking up too many points from sitting on shield generators. I think Ira remembers how fast Vader fell in our last game and decides to run him down the left side instead of the center. I oblige and move to the opposite side. I take some shots on a Jet sitting on a generator, but am only able to bring it down to 1 health with 3 ranger attacks. Han uses Urgency to move up that side of the map, Tools to one-shot the other Jet sitting on another generator, and kills the wounded Jet with his EOR attack. Now I have control of half the generators and the rest of Ira's troops are melee, so I slowly kite them while holding on to the lead. Well played by Ira, but the cards won it for me again.
    3rd round of cut: Brett Kelly on Mos Eisley crates. I'd heard a lot about Brett and how amazing of a player he is and was terrified of his list. 8-act scum with IG is basically designed to murder rebel lists like mine. Fortunately, it was a good map for me, as my smugglers had a lot to do. Brett certainly lived up to his reputation. We both played super carefully, but Brett couldn't just sit back since the smugglers put a lot of pressure on him. He moved IG up into a protected nook in the middle of the map, and I was pretty sure he had Blaze. I managed to get a ranger up to attack, I think with Urgency and/or Call the Vanguard, and with some hunter cards, brought him down to 2-3 health, so if he Blazed, he would die. At the end of the round I moved Han down to where an EOR attack would kill IG in case he didn't have Blaze. Well he did, I burned On the Lam, and I'm pretty sure IG took out the ranger before going down. I managed to bring out his On the Lam and killed one of his Weequays with Han. Then his remaining Weequay comes up with Wild Attack, Tools, and Assassinate and kills my full-health Han in one shot! I'm a little behind but with some luck snipe a wounded Greedo with a ranger. I score one more crate and bring the score to 32-30. Brett has to kill one of my figures to win, and he has a focused Jawa and focused Hera to do it with. I do something ridiculously stupid and move my Smuggler to block LOS to my (full health) ranger.... I have no idea why I did it, I think just fatigue and stupidity, but Brett would win a tie breaker, and I just handed him an 80% chance to tie the score :(. In an incredible burst of luck for me, Brett rolls 4 accuracy on Hera's range 5 shot. This was a super good game, super well played by Brett. Honestly he deserved to win after my blunder, but, dice.
    Final: DT on Uscru stashes. This was one of the best, most tense games I've ever played. I figured I had maybe a 10-20% chance to win, due to the list and map disadvantage, and you know, it's DT . DT takes the side with cover and I know that if he gets Blaze, Negation, a couple hunter cards, and I don't gain an activation advantage, I lose. The middle zone is a death trap so we're getting 2-4 objective points a turn, which is nowhere near enough pressure to bring Iggy out prematurely before he draws his Blaze train combo. I slowly shuffle towards the booth area, and he is moving into the opposite corner. I'm still not used to this map's sight lines and make a huge positioning error; he snipes both C3PO and a focused ranger with his Weequays. I bring out On the Lam on his Greedo and manage to snipe a Weequay of my own. I took out his R2 and picked up some extra objective points. Even though I am ahead like 20-10 at one point, I know it is only a matter of time before he gets Blaze Negation, and I can't reach him in the meantime. I move out Han a little too early, and he moves up and attacks with Hera. I'm pretty sure the Blaze play is coming at the end of the round but at the same time I need Hera dead to try and hold on to an activation advantage and keep her from cleaning up after IG. Basically I need to kill both Hera and IG, or I lose. I don't On the Lam, and since Han isn't focused I play Tools and one-shot Hera with Han. Sure enough, IG comes, plays Blaze of Glory, and attacks Han. I lose Negation to stress (another mistake, should have taken the damage), and I On the Lam away. He then kills one of my two remaining rangers. I have one last hope. At the start of the next round, I Take Initiative. DT has just 3 cards left in his deck, and he doesn't have Negation! I Call the Vanguard. I can't get a range 5 shot, so I roll double blue, get 2 damage symbols, add a surge with Hera, play Positioning Advantage, Assassinate, and Heightened Reflexes. IG is down to 4 health and I have initiative! I crucially forget about Officer's Training in my hand. Noooo! I realize right after I play Assassinate and the window is gone. It would have been a 50% chance for one more symbol. I take the shot with Han. And DT rolls... triple block. IG takes 3 and survives with 1 health. Iggy's survival is the final nail in the coffin. IG kills Han and the last ranger. IG later goes down to Gideon, but Greedo comes in to clean up and DT gets to 40 with objectives at the end of the round. Super well played by DT, what a fantastic game! I was super lucky DT didn't get his Negation until the end, otherwise it would have been over a lot sooner. Even if I had taken out IG, it would have been a close game. Since I took initiative, I was down an activation and DT would have had initiative the next round. He could have moved his Weequay to the middle stashes and then murdered Han at the start of the next round. I think it would have been in my favor, but it still would have been close. I'm not completely sure, but I think it was a mistake for DT to attack Han with Iggy on the Blaze turn; my one path to victory was unloading all my hunter cards into IG to bring him down; I think he probably should have just taken out both rangers at the end of the round instead.
    Anyways, Worlds was amazing! All the games were amazing, thank you to all my opponents for the great games and company! Huge congratulations to DT for the triple Worlds win! I hope to be back and see you all next year
  15. Like
    lorunks reacted to DerBaer in Hypothetical IA 2nd edition   
    Maps is a thing in IA. On one hand competitive tournament players (like me) can't wait to get rid of certain maps sooner or later, because they get boring (50+ games on one map till it rotates out), because they have a certain impact on the meta (long hallways = great for snipers / lots of corners to hide = great for brawlers), because there are broken interactions (Junk Droid in Nal Hutta), or ...
    On the other hand, the entry point for more casual players, that just want to attend a tournament every now and then is really high, if you include 3 to 4 maps per year and all the boxes you "need" multiples of in competitive play (at the moment 2 boxes of Jabba's Realm just for the second elite Weequay card and 2 boxes of Heart of the Empire just for the second elite Jet Troopers card).
    So in my opinion, FFG should not change the map rotation, but make 1. the maps cheaper and 2. available from the day, they are in rotation.
    1. It's nice, that the official maps are high quality and extremely durable. But the maps are in rotation for about a year and usually see a max of 50 games in that time. But they are made of a synthetic material with a half-life of (estimated) several thousand years. Do we really need that? A 5$ PVC map would be as good for most players.
    2. A product that can be used for just a year should not be late for delivery by weeks and months EVERY TIME. Our FLGS just doesn't order the maps anymore, because there were maps in the past he just received after they went out of rotation. I don't know, if it works in the US, but here in Europe it doesn't. FFG should release a map BEFORE it becomes tournament legal.
    And regarding multiple boxes: Please FFG, if you include 2 groups of a given figure, then please include 2 regular AND 2 elite cards for that group.
  16. Like
    lorunks reacted to a1bert in Will we ever get a new ****ing article....   
    In Carbonite. After revival will be blind for a while.
  17. Thanks
    lorunks reacted to SoundsGouda in Need Breakdown of Core Set Map Tiles   
    Found a list on a BoardGameGeek thread here:
    1 of everything else,
    2x 14 and 15
    4x 17 and 18
    2x 32 and 34
    4x 35 and 36
    3x 38 and 39
    Another reply noted that some expansions add duplicates of smaller core tiles - just a heads up.
    Hope this helps!
  18. Like
    lorunks reacted to Union in Star Wars: Legion announced (by distributor)   
    34mm seems like the same bad decision making that turned Destiny from an easy mega hit into a slowly failing clumsy mess.  Instead of getting this and adding my IA miniatures to it, I'm not getting it at all and will just play it with IA and WotC minis and print out the rules I need.
    They could have had the two games work together and had releases with cards for both games etc.  I'm sure some part of the idea was to not lose a hundred in sales of extra storm troopers and Vader to people that already had IA but now they're going to just lose thousands to people that say screw it, I'll stick to IA and Warmachine/40k/Infinity etc.  If they think I'm going to buy yet another AT-ST, they've got their heads shoved up their keisters.
  19. Like
    lorunks reacted to IndyPendant in Vancouver, Canada Store Championship report   
    I have been playing a pretty standard Hunter list since around February, and I've been feeling a bit burnt out on it.  We had also had a prior Store Championship a while back, which I had done reasonably well in, getting me most of what I wanted.  For this upcoming second Championship, I realized the only thing I truly wanted was the plaque and bye--and I never want to enter one of these with the express goal of outright winning it.  There are some very strong players in our community, and I can't count on winning; but I do want to count on having fun.
    So, I decided to let it go.  I would create a list that didn't use any of the Big Three that we all (including me!) think are the Winning Lists: some version of eJets, some version of Scum Hunters, and some version of Jedi Luke and/or eRangers.  I decided I would make a list that I figured I could do reasonably well with, using figures I haven't played in a long while but love to play, and see what I could do with them.
    When Jabba's Realm was first previewed, I was convinced eGamorreans would be The Next Thing.  I bought two boxes, not for the Rancors, not even the eWeequays, but for the eGamorreans.  I also have always loved Nexus--Elite and Regular--but have never felt they -quite- made the cut into elite.  And hey, they're all Brawlers!  Done.  So, I've got 12 points left.  I need something to open doors and camp terminals, so rHired Guns it is.  With the Beast Master (BM) auto-include, that left me 7 points.  I didn't want to run eWeequays, that would defeat my purpose.  So I debated between eTusken Raiders, and Jabba with Black Market; eventually deciding on Jabba.
    My list:
    eGamorrean Guards (8)
    eGamorrean Guards (8)
    eNexu (6)
    eNexu (6)
    Jabba the Hut (6)
    rHired Guns (4)
    Black Market (1)
    Beast Tamer (1)
    I decided to go for cards that highlighted and supported my theme.  Pummel worked well the eGamorreans reach, and the eNexu's BM movement support.  Grisly Contest was obvious, Provoke looked interesting and fun, and I was thinking I could do some interesting deflections with Bodyguard.  Movement was required, and I figured I would try to play some of the defensive cards to help enhance the defensive theme of the list.  I didn't like the stuns from Parting Blow, and there was nothing to exhaust for Take Initiative--I figured even the rHired Guns would be needed in most games (and I was right).  So I did not include Take Initiative (!), and found myself with less than 15 points in Command Cards in the end.
    Command cards:
    Grisly Contest (2)
    Bodyguard (1)
    Bodyguard (1)
    Pummel (1)
    Pummel (1)
    Provoke (1)
    Brace for Impact (1)
    Survival Instinct (1)
    Ferocity (1)
    Jump Jets (1)
    Negation (1)
    Opportunistic (0)
    Fleet Footed (0)
    Element of Surprise (0)
    Parry (0)
    I now had a list I was looking forward to playing, and having some more casual-oriented fun with.  I had only been able to play on the new Rangers map once, and I didn't even try to play this list before the tournament.  That was the whole point; I didn't need to win, I was just out to have some fun.
    Now for the game reports:
    Game 1: Jabba's Palace / New Ownership
    Opponent's List:
    Jedi Luke
    Command cards:
    Son of Skywalker
    Call of the Vanguard
    Comm Disruption
    Fatal Deception
    Intelligence Leak
    Strategic Shift
    Against the Odds
    Element of Surprise
    Take Initiative
    I rolled initiative, and after some deliberation chose to start on the blue side.  The first round involved a lot of jockeying into position; since I knew I wouldn't be able to attack with anything except maybe an eNexu, I decided to move one eGamorrean to the terminal, and then moved -all three- of the others to the middle Stash.  Jabba focused one eNexu, and the other moved to hide against the two-square black wall near my terminal.  My opponent had already used Devotion round 1 to draw into SoS, so I knew I'd be taking some pain.  I activated my Hired Guns second last, opened my door and contested the other two Stashes with them--one of them even getting some damage on the eRanger on the top stash with his attack in the process!  I think my opponent killed the top Hired Gun with Murne or Hera, and the resultant Parting Blow did a bit more damage to the wounded eRanger--for a total of 5.  From a Hired Gun.
    Luke charged in at last and wounded one eGamorrean.  In between Luke's two activations, my focused eNexu then charged across the map, pounced and attacked Hera, using Cleave to kill the wounded eRanger. Luke SoS'd, killed my wounded eGamorrean, and wounded another.  End of Round 1: three figures had been lost already.  I controlled the top and bottom Stashes though, so the score was 9 (1 from Jabba) to 6 in my favour.  But I was hurting, and he had initiative.
    Next round, he started with Luke (of course), killing another eGamorrean and leaving the last one there wounded, then retreated to the terminal with R2.  I had two eGamorreans left, from different groups, with one stuck way back at my terminal.  I moved the surviving one from the middle Stash to attack an eRanger, and ended by contesting my opponent's terminal--and used Provoke to force him to activate R2-D2 next.  He Scomp'd with R2, then tried to zap the eGamorrean, but it's a ranged attack, and no damage.
    I then attacked the eNexu up top, killing Hera.  The rest of the round is unfortunately fuzzy; I know he dropped an eRanger down to contest the Stash in the pit after dealing some damage, and I used BM to move the eNexu near my terminal all the way up to near the stash, using his 2x2 size and Survival Instincts to block my opponent from easily finishing off the other, badly wounded eNexu.  I believe I moved the remaining eGamorrean off the terminal with Opportunistic from my second Hired Gun's Parting Blow (the eRanger in the pit killed him, of course), and then dropped him down the pit.  I also believe I rolled a key X-man at some point, preventing an attack from finishing off the protective eNexu that round.
    Third round, my opponent played Take Initiative.  Oh crap.  Sure enough, Luke moved up, killed one eNexu, finished his movement, and the other eNexu was hacked to pieces as well.  However, I was sitting on Pummel and some other defensive cards.  In the end, the wounded eGamorrean by the terminal managed to kill the wounded Gideon he tried to use to kill me off, and then Fleet Footed to a safe spot near the bottom door.  The other eGamorrean in the pit Pummel'd the eRanger to death, and we ended either on time or due to my reaching 40, I forget which.
    I actually thought -many- times during this match that I had lost.  This was a very fun game, and I was surprised how powerful my eNexus felt--which turned out to be a recurring theme.
    Game 2: Anchorhead "Cantina", Line of Fire
    Opponent's list:
    Black Market
    Command cards:
    On the Lam
    Heightened Reflexes
    Tools for the Job
    Primary Target
    Tough Luck
    Element of Surprise
    Positioning Advantage
    Take Initiative
    I was very concerned about this match-up: the eNexus live or die on their white die, and eWeequays can force the reroll.
    I got initiative again, and so I chose the blue starting zone, figuring I would be able to pile up my eGamorreans against that top wall, in a 2x2 one square away from its edge.  First round was a lot of positioning, with me activating Jabba first, then both eGamorreans (since I knew I wouldn't attack with them).  I ran an eNexu to the far terminal, and the Hired Guns went second-last again, one opening the door and the other joining the eNexu at the upper terminal.
    I'm a bit fuzzier with the details here, and I'm sorry for that; I know the second round was carnage incarnate though.  My eNexu rolled an X-man at a key moment, and sure enough the eWeequay forced the reroll--and then added injury to insult by Tough Lucking it!  But she lost Vinto to a BM'd ?Pummel? (I think?).  The Hired Gun picked up a crate early in the round and retreated to the top beside an eGamorrean; she tried to kill him with an attack, but I Bodyguarded it onto an eGamorrean instead.  The other eNexu used BM to pick up a crate (instead of moving), then Pounced to attack one of the eWeequays in the middle of the map.  By the end of Round 2, lots of figures were wounded and quite a few dead...and I had two crates I was in range to deliver during Round 3.  Then she drew Primary Target with Black Market, and I immediately had to shift strategies.
    One side note that was rather amusing for me: the last activation of the round was a pair of my eGamorreans.  One ended his turn beside a lone eWeequay that had lost his partner, and I Provoked him into forcing her to activate that eWeequay first next round.  However, I had initiative, and she used Take Initiative to steal it...exhausting the one I had forced her to activate!  Fun moment.
    However, she was left with a *very* difficult choice at the start of Round 3: I still had three eGamorreans, two of which were wounded.  She had lost Onar in last round's carnage as well, so only had one set of eWeequays and Bossk for her heavy hitters.  She could either Primary Target with Bossk and probably kill the eNexu (barring an X-man), preventing its run to drop off the crate.  If she did that though, she would almost certainly lose at least one of her remaining two eWeequays in my counter-attack.  On the other hand, if she activated her eWeequays, they could probably kill off two of my rather badly wounded eGammoreans, leaving me with only one left.  She decided to take that route...and once again I Bodyguarded a killing attack away.  I think she may have still killed one, I'm not sure.
    I then Pounced to kill an eWeequay with my remaining eNexu, and ran the crate in using BM for 10 points.  Bossk kills another eGamorrean, but my Hired Gun at the top runs in the other crate, and I use Pummel to kill kill another eWeequay with my last eGamorrean, putting me at 40.
    Game 3: Anchorhead Cantina again, Gaining Favour
    Opponent's List:
    Mak (!)
    On a Diplomatic Mission
    Command Cards:
    Take it Down
    Call the Vanguard
    Heightened Reflexes
    Tools for the Job
    Element of Surprise
    Fleet Footed
    Positioning Advantage
    Take Initiative
    Toxic Dart
    Once again, I roll initiative.  Rangers?  Two of them?!?  Yeah, definitely the blue zone again.  I do almost the exact same thing again for Round 1 as last game.  This time though, I lose the Hired Gun contesting his terminal early, and I get to attack with both eNexus, although it leaves one of them a bit exposed.  Again, I'm fuzzy on the details here, so I apologize.  I remember losing an eNexu in Round 2 again, to another X-Man that was Heightened Reflexes away this time.  There was much carnage in Round 2 again as well, with lots of damage dealt on both sides.
    One key moment I remembered during Round 2: I had drawn Ferocity with Black Market last round, so he knew I had it.  I positioned a 4/8 eNexu adjacent to a terminal so he could attack and kill a wounded eRanger that had already gone, if it could survive the round.  However, that left it within two spaces of C1-10P, a potentially lethal problem.  But!  I can block with my eGammorean, if I'm willing!  So, a 1/8 eGamorrean gives up an attack to move to block C1-10P's only access to both the terminal and the eNexu (within that 2 spaces anyway), ending up beside an unwounded eGamorrean as well.
    He focuses one of his remaining eRangers with Gideon and moves him down into position for a nasty attack.  I debate whether to Bodyguard the focused attack to the adjacent unwounded one, and decide against it, figuring he likely would not kill mine in one attack.  Silly me.  Sure enough, out comes Assassinate: exactly 7 damage.  Dead eGamorrean.  Chopper then moves up, rolls a green die: 1 damage.  Whew!  But no, he decides to attack with Chopper, and this could be -bad-.  But I roll an X-man, and this time I finally get to keep it!  That was a key moment: the eNexu kills the eRanger at the end of the round.  Round 3 he tries to Take Initiative, but I Negate it.  I then use BM and Pummel with the surviving Nexu to start a snowball of carnage that leaves me with the win.
    Game 4: Swamps of Nal Hutta, Shielded
    Opponent's list:
    IG-88 (w/Focused)
    Hired Guns
    Command Cards:
    On the Lam
    Blaze of Glory
    Heightened Reflexes
    Element of Surprise
    Positioning Advantage
    Shoot the Messenger
    Take Initiative
    (As I talk about the crates, I'll be using right/left references from the reference of facing the blue starting zone--so, blue zone at the top of the map.)  Finally, I lost initiative!  My opponent chose to start in the blue zone, so I got the red.  I sent an unfocused eNexu to the far left crate, protected with Survival Instincts.  I sent the Hired Guns to the terminal and the far right crate.  The first Gamorrean I placed one on her side of the inner left crate, and bunched up the other three in a row on my side of that crate (so there was a row of squares in between them and the forward Gamorrean).  I did this because I had drawn Pummel, and wanted the option of using it with the forward Gamorrean if he survived, but didn't want to risk placing all my Gamorreans that close to her forces.
    She had tucked a focused Onar into that pocket in the middle of the map, and IG-88 joined him after a single shot at my eGamorrean.  The eWeequays had moved to either side of the 2x2 square of difficult terrain and hidden themselves as their second activation.  Vinto tried to get some Rapid Fires in on him, but the -1 Surge really saved me.  In the end, the eGamorrean had taken three attacks and only suffered ?four? damage.  Sitting on Grisly Contest, I used BM to send the focused eNexu charging in last for an attack on Vinto, cleaving into IG-8--oh.  She rolls an X-man.  Well, that was unfortunate!  Still, I gained 8 VP at the end of the round by controlling two crates.
    End of Round 1: one of the cards I drew was Bodyguard.  I looked at the three unwounded eGamorreans, all *two* spaces away from the forward wounded one.  Uh, right.  Oops.  With initiative, I play Pummel and (I think?) Grisly Contest with the eNexu to kill off Vinto, cleaving four damage onto IG-88.  She used her focused Onar to kill the eNexu in revenge.  I'm a bit fuzzy on the details of the rest of this round, but I knew we both activated our Hired Guns, using one each to try to kill off the opponent's at the far right crate: in the end, after the two attacks, each of our Hired Guns had suffered one damage.  We got a good laugh at that.  At some point I tried to use two eGamorreans to finish off an eWeequay before she could attack with it--but she used On the Lam to move him *one* space out of range.
    So I killed IG-88 instead, using my remaining activations of eGamorreans and focused eNexu.  With my other Hired Gun having moved up to the inner-right crate from the terminal, and my eNexu able to use BM and Pounce to attack from the far-left crate and retreat back to it, controlling three crates actually managed to gain me40 points by the end of Round 2.
    My opponent had tried to focus on removing my figures, but with Bodyguards, Parry, Brace for Impact, Survival Instinct, and their innate toughness, they proved very difficult to kill off!  And by doing that, she allowed me to gain 20 points from uncontested crates.  And once again, the eNexus proved absolutely deadly.
    With that, I was 4-0.  I had won an 11-person Store Championship--using eNexus and eGamorreans!
    Final thoughts:
    I was very pleasantly surprised with just how effective this list proved to be.  The rHired Guns were effective far beyond their 4 points, and the eNexus were unbelievably adaptable, able to go almost anywhere on these relatively open maps, attacking with almost free reign.  The eGamorreans felt like true tanks, and the Bodyguards and Provoke were clutch plays at times.
    This list played completely differently from anything I've ever used before.  And I do think unfamiliarity worked in my favour, here.
    Or maybe--just maybe--we don't *have* to play one of the Big Three lists to win. ; )
  20. Like
    lorunks reacted to ManateeX in Star Wars: Legion announced (by distributor)   
    The #1 reason why I don't see people leaving IA for Legion:
    Who wants to paint yet another set of Stormtroopers? 
  21. Like
    lorunks reacted to TheUnsullied in Elite Sentry Droids   
    I can't imagine that they will get played if that's the case. They are going to need at least double the health for their cost or have some way to get an extra die. No way am I paying 5 points per droid and not getting 3 dice taking into account figures like Hera and BT. I'm hoping for a huge increase in something or at least some inherent damage added to them somehow. 
  22. Like
    lorunks got a reaction from Masterchiefspiff in Regional Report - Goblin Games 2/18/17   
    Thanks a lot for this wonderful report! Really enjoy pictures
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