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About Darkfine

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  1. 800 points doesn’t just limit choice, it also limits how deep a game feels. Even if the point cap was 1200 there would still be plenty of choices to make and list building strategery to work out. The force organization chart would need retooling but that wouldn’t be hard.
  2. So do I actually! When playing unpainted I simply glue the very edge of a model to its base so I can pop it right off when it comes time to put brush to mini.
  3. 1. Commander 1-2, corps 3-6, spec ops not out yet, support 0-3, heavy 0-2 2. Fleet are troop and look terrible, commandos are spec ops 3. For the sake of filling out 800 points sure run the speeder. I’d drop it ASAP though 4. I never leave home without 3 but two should be fine, again either naked or rotary blaster 5. Wouldn’t run saber throw in Luke, his blaster is plenty fine if he can’t get his hands on whatever you need dead. I am pretty sure I’ll be running Luke and Leia when she drops. Luke will be the heat seeking missle he is now and Leia will support the troop spam. I think the “lucky” trait on Han is actually bad, a 120 point model with no armor and a white defense die is a huge liability. Would have rather seen just a red defense and no lucky personally. I am pretty sure Commandos will be a staple in rebel lists when they drop. I’d almost bet money on that.
  4. Armada is a much worse offender for dice than this game in my opinion. There is no recovery or “plan b” in Armada, your play either works or it doesn’t and the dice can either cripple your ships or leave them without a scratch. Here you can stack a lot in your favor to mitigate dice.
  5. I find as with most tabletop games there is always an out. Of course there is always the nail in the coffin too... I played a game where my Luke was dead on turn two and my support shortly followed. By the end of the game I was outnumbered and down to a few intrepid troop squads but turns out I had the objectives locked up 2-1. The inherent problem with FFG mini systems is how big the dice can swing. In a game like 40k there are buckets being rolled over the course of turns so things tend to average out on a per game basis. Here you only get one bucket over the course of 6 turns. If it happens that your dice are hot at the start and cold at the end you are probably going to come out on top given the nature of the army sizes. I have found that if you create situations where you can lose big then it will probably happen. To use your example, AT-RTs are not tanks, yeah they have armor and a few hit points to go along but that white defense dice means you only need 4 or 5 crits to butcher their effectiveness. How you were able to bring that fidelity of fire against two different AT-RTs that early into the game speaks more to user error (we all do it) than it does to anything else, either from poor deployment/activation order or poor terrain setup.
  6. Unfortunately I was looking for a Star Wars war game, with... legions of dudes. I mean, still a good game and all.
  7. Problem is the troop spam is probably the only “competive” option rebels have at the moment I think. However, AT-RTs are pretty easy on the ol budget and throwing repeating blasters on them will give you a decent chunk of your points and played well can impact the game decently. Outside of that, battle meditation and scope on Luke, Z-6 squads no grenades are pretty much your only option. The speeder is hot flying garbage in my opinion, yes it can do work if you both play it perfectly, roll above average AND your opponent misplays but at 30 bucks and 175 points it is just a miss all around. You might have a better time waiting patiently for commandos?
  8. Um, re-evaluate why you refuse to play unpainted? We actually did a warhammer league back in the day where painting was done two weeks behind. I had a gaunt that survived literally every game for that two week period and when it came time to paint him up I made him suitably awesome as a result. I mean, I personally have never understood the whole “paint or death” thing but I respect the choice and am not knocking it in any way, just another perspective.
  9. I don’t think the scale will ever be big enough for this to be a 40k alternative. Unless they make another system with 10 man squads, reworked points costs and the like and actually push it as a game this will always be a largish skirmish game for me. Which is borderline tragic.
  10. Will throw in that I am of the opinion rebels want 6 troop units baseline.
  11. Right now there isn’t, even the OP kits are relaxed rules. However it isn’t hard to sit down with someone and agree to play the rules to the letter with the understanding that winning the game is priority number one. Important to note, it is entirely possible to sit down with someone and do that and still have a good time and shake hands at the end!
  12. I have been a big fan of the so called “nudist colony” Rebel lists where everything is naked and you take 6 troops, 3 at-rts, Luke and a speeder because you can’t take anything else at that point. So much flexibility.
  13. Eh, I have had a lot of luck with rebels so far. Against Empire and even some Rebel lists I have more activations, some times twice as many so losing dudes isn’t really an issue. Consider this priority for list building, commander, activations, increased unit size, upgrades, in that order. Rebel troops are point for point the cheapest black attack dice in the game. After you get close to having 30 of them on the board you get a fidelity of fire and wounds that is hard to overcome.
  14. Yes, over the course of years and years it doesn't matter if you have a slow release schedule or not, you will eventually hit the a point where the game should be on release. Point? Mine is the release should have included multiple options for the different entries in the army lists. And not "see how many different ways your Storm Troopers can shoot Rebel troopers while you wait for "on the boat" to change.
  15. The game also has a large established pool to play in? Come on guy
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