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Everything posted by Aahzmandius_Karrde
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Galaxy Map Coordinates
Aahzmandius_Karrde replied to Aahzmandius_Karrde's topic in Star Wars: Edge of the Empire RPG
I'm not trying to do that. I'm trying to have a map that I know all the players have that when I make a reference to a location (or find one myself) that we have an easier way of finding that location on a map than just scanning around aimlessly till we find if. The characters supposedly will know where they are and some info about what's in between them and somewhere I mention. Having an easier way to look things up will represent that character knowledge that the players might not have. -
I was reading through and I know I caught a few references to compiling the coordinates for the map in the book. I know there was some references to others, but even the one that kinda looks like the one from the book has a different coordinate reference. For instance The Wheel is on R7 in the core but Q9 on the online one. So did anyone ever do this?
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The dice are 10, but the tiles are 20. I remember this coming up once before "what happened to 11?" and the answer was basically "things happen in production, might see it used later down the line".
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Balance of the Force. What do we think?
Aahzmandius_Karrde replied to player1041350's topic in Star Wars: The Card Game
I would think the Challenge Decks are scaled for 3, and turn out to be quite difficult for 2, but not impossible. Though with enough "each opponent" abilities, it could be well scaled for both scenarios. -
5th force pack announced: The Battle of Hoth
Aahzmandius_Karrde replied to Holliday88's topic in Star Wars: The Card Game
Besides which, some of the articles have specifically mentioned that we will see all 6 factions in Hoth Force Packs. While the general theme of the packs are targeted towards Hoth, not all 32 Objective Sets will be based there. -
The Hoth Cycle - What We Know So Far
Aahzmandius_Karrde replied to Toqtamish's topic in Star Wars: The Card Game
Since the first set number in Edge of Darkness is 69 we know that the last 2 packs of the cycle are only 2x5 sets each. -
The Hoth Cycle - What We Know So Far
Aahzmandius_Karrde replied to Toqtamish's topic in Star Wars: The Card Game
I went through all the scanerios. With a combination of "Decoy at Dantoine" and "False Lead" the current worse case scenario is 6 objectives. DS cannont fail to win if it destroys 6 objectives, and that takes some very suboptimal play to stretch it that far. I suspect he missed the part where the dial increases by 1 for each objective in the victory pile, and is just increasing by 1 each time an objective is destroyed. -
The Hoth Cycle - What We Know So Far
Aahzmandius_Karrde replied to Toqtamish's topic in Star Wars: The Card Game
DailyRich said: Well, he was leading troops on the ground on Hoth, so it makes a bit of sense that he'd assist in doing unit damage in this instance. Yes but the goal was the takeover of the base (objective) and capture of forces (units), not wanton destruction of said forces. -
The Hoth Cycle - What We Know So Far
Aahzmandius_Karrde replied to Toqtamish's topic in Star Wars: The Card Game
videinfra said: How do you guys feel about Vader only having 3 damage icons, one even being edge? His ability must be powerful. His ability gives his 4th icon back to him and the rest of the attacking units. Which is why I don't understand why eveyone seems to think it's Unit Damage. It seems more logical to me that it would be Blast Damage restoring the same 4 icons that the Sith Vader has. -
First inifinite loop of the game
Aahzmandius_Karrde replied to Skychapon's topic in Star Wars: The Card Game - Strategy
I'll repeat my response on BGG, but I'm interested in other opinions: Well, I've spent the last 15 minutes reviewing the cards and trying to poke holes in this, and I don't seem able to.On the "bright" side it's not truly infinite, as there is only so many useful iterations of it per turn. Your opponent will only have so many units, and you can only attack each objective once. So the DS player will have a chance to do something in between each of those cycles, and maintaining the cycle will both limit you in resources to place units and the ability to draw new ones. The odds of getting to this had are rather difficult as well and building up to it as you draw the cards would be crippling to any other strategy.I'll agree that this combo is definitely OP, but I'm not quite sure it's game breaking. -
Vaapad said: gnomewerks said: Other than common sense? Once you actually reach the 'Declare Defenders' step, there isn't any participating unit to declare a defense against. So who or what are you defending? My vote is there is no defense to declare, so you won't have any participating units, and with that, there is no edge allowed. Beyond that, if defenders were permitted (ie the strike doesnt just fizzle) but none were declared, the challenge would be unopposed and the LS would do 1 damage to the engaged objective…even though no one attacked? Then this one lacks comon sense, nor is there any "intent" to stop the battle either. Call it poor planning on the attackers side. There's only two reason to even declare defenders at that point, tactics or targeted strike so it would be usefull to not have to worry about the one attacker to get these effects through. It would not grant unopposed bonus, as the beginning of the second paragraph reads "If at least one attacking unit has survived…"
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The Trench Run - Rules Question
Aahzmandius_Karrde replied to zachbunn's topic in Star Wars: The Card Game
Lets lay out the actual text here, because everyone seems to be paraphrasing. Trench Run: You may engage the Death Star dial as though it were a dark side objective (it is not an objective). Declare Objective: The active player declares which one of his enemy's current objective cards he will engage. Each enemy objective may be engaged only once per conflict phase. Reward Unopposed: If at least one attacking unit has survived, and there are no surviving defenders, this is an unopposed engagement and the attacking player deals one bonus damage to the engaged objective card. I'll try to address these as well as I can. Unopposed bonus: We are engaged, and the bonus is against the "engaged objective". I believe you can safely ignore the word "card" in this instance because if you haven't ignored the word "card" in the "Declare Objective" you never could have engaged this in the first place. Therefor through the entire "Resolving an Engagement" in respects to targeting "Trench Run" the words "objective card" should be reduced down to "objective". Following that logic we get to Engage Trench Run more than once: Since we have reduced "objective card" down to "objective" for "Trench Run" to begin with we now go back to the part of Declare Objective that says "Each enemy objective may be engaged only once per conflict phase". Yes it's not an objective, but since you can engage as an objective, and you can only engage once per phase, you cannot engage Trench Run a second time. This is not implied by intent, this is a reading of the rules. You have to take the rules as a whole, you can't go picking the parts you want that when taken out of context support your pet desire to break them. Is FFG perfect on their rules, of course not or we wouldn't have the Refresh/shielding issue. But they did a pretty good job of this one in my opinion. -
Vaapad said: This came up tonight in a game. As LS, I attacked with a character with a damage capacity of 1. My opponent, during the action window before declaring defenders, played the Force Choke event, killing my sole attacker. At this point, can the DS player even declare a defender, with no attacking unit? If so, I suppose DS will win edge by default (LS can't place edge cards). Just not sure how the engagement will resolve at this point … I think the simple answer here is look at the flowchart. There is no short circuit that requires there to be any remaning participating units before defenders are declared.
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FATE card question during Edge battles
Aahzmandius_Karrde replied to Iniche's topic in Star Wars: The Card Game
I also agree yes, but let's give a reason. The ony thing that is restricted by having units participating in the engagement is placing cards into the edge stack. Once the edge stack is created all the units could go away and the fate cards would continue resolving. -
PG 25: A card's reaction effect may only be resolved once per triggering condition. So unless you can figure out how to make your draw phase happen again in the same turn…
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I would note that in the edge case of the objective being destroyed due to the unnopposed bonus the strike phase is already over and Red Two would come out of the engagement without a focus token.
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Denied said: the question I have is if you are an unopposed defender does it matter if you win edge or not? The only possible way it would matter is if you can attack non engaged enemies but in all those situations if I am not mistaken the possible defender choices that could do this all have black blaster icons. Boba Fett with Mandalorian Armor would have an Edge Enabled unit damage icon with targeted strike, so yes, it can matter.
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Boose30 said: If players were going through an edge battle and when they were resolving fate cards the first one was to cancle the edge battle and start a new one would there be a point inbetween the battle that just ended and the battle thats about to begin where players could play event cards? i.e. could they play it binds all things to then return the fate cards just cancelled back to there hand? I'm thinking not. Thre's no action steps between starte and end, and there's time enough for actions after the edge.
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cpjolicoeur said: Hurdoc said: The rules specifically state that an unopposed attacker automatically wins the edge battle but what about the reverse? I would assume so but was wondering why the rules only mention attacker specifically. How can you have an unopposed defender? If the active player doesn't declar any attackers then there is no conflict and no way to even declare defenders and no edge battle? There is an action phase between declaring defenders and the start of the edge battle. It would be possible to eliminate an attacker or two during this point.
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Does this game defy accepted deck-building doctrine?
Aahzmandius_Karrde replied to Syd's topic in Star Wars: The Card Game
alpha5099 said: carnage4u said: so since some of the objectives can have 2x of them I suppose buying 2 base sets and 2 of every expansion would be required? Or am I reading that wrong? To expand on Vaapad's comment: you will absolutely not need to buy two of the Force Packs and other expansions when they come out, unless you for some reason need more copies of a pod than you can fit in a deck. In order to have all the Core Set objective sets in duplicate, you will need to buy a second Core, but whether that's "required" is up to you. Force Packs, definately not. I won't be suprised if 2 copies of Edge of Darkness isn't advised. It "contains pre-assembled decks" for the other 2 factions so I won't be suprised if it's just 1 copy of each Objective set. -
Why are they objectives?
Aahzmandius_Karrde replied to Aahzmandius_Karrde's topic in Star Wars: The Card Game
Rogue 3 said: you missed it. DS possible win conditions does not include destorying 3 objectives, this is only a LS win condition. Where did I even imply it? I mention the DS destroying 6 objectives, I think it's obvious I knew that. -
So I'm idily flipping through the rule book (occasionally it's nice to have the physical instead of the digital) just making sure I haven't missed anything before Game Day tomorrow when something jumped out at me. On page 15 it describes the winning conditions, both sides have the victory condition of "The [Opposing] player must draw a card from his command deck or objective deck, but that deck is empty" (emphasis added) Lets look at that for a second. The initial extra objective is placed back under the Objective Deck, so there's still 7 cards in there. There is no stipulation for a Objective Discard pile. Discarding (page 13) is described as going to the Command Deck Discard Pile, Token pool, or Availble Force Cards pile. If 3 DS Objectives are in the LS victory pile the game ends, so there should never be less than 5 cards in the DS Objective Deck. As the DS I can destroy no more than 6 Objectives without winning (that includes the worst case scenario of the dial reducing cards) so there's still at least 1 card remaining*. The other tricky bit to this is found on Page 23 under "Destroyed Objectives", I'll quote the second paragraph: Immediately after an LS objective card is placed in the DS victory pile, the DS player advances the Death Star dial one points for each LS objective card in his victory pile" (empahsis adjusted) The wording for the other side is very similar, specifing "DS cards" in the victoy pile and not just "cards". While the definition of "Victory pile" on page 13 read "a player's collection of destroyed enemy objective cards" Anyway, this was a lot of words to say that your Objective deck should never run out and the rules aren't in place for it ever too run out. But whay are they called Objectives in the first place. They are your Objectives, but the only one who seems to go after them is your opponent. So is this a needless rule? Are we going to have an addendum/eratta that adds a Objective Discard Pile? Or are we going to have the ability to place our objectives in our own Victory pile? * 1 implies that the sixth objective destroyed was "A Journey to Degobah", and while technically the intterupt happens to replace it before it is added to the DS Victory Pile and the Dial is advanced 6 points leaving only one card you'll realistically never have less than 2 cards in your Objective Deck.
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How soon till subforums?
Aahzmandius_Karrde replied to houjix1138's topic in Star Wars: The Card Game
For a comparison, it was about a week after full release that X-Wing got their subforums. My guess is with the Holidays upon us it might be after the first of the year. -
Sleeves? and tournament rules
Aahzmandius_Karrde replied to player1835022's topic in Star Wars: The Card Game
Acemclaren said: OK so I guess my next question is with all of those choices how many of each color sleeve did you have to buy? Thanks! - I also bought the same as you two core sets. I purchased 5 packs each of the Red and Blue and 2 packs each of the Black and white. You'll notice I have some extras in the back and there's a full pack of each of the colors. I sleeve a lot of cards for board games so I often have spare sleeves lying around (I think I've got a 500 count card box full of sleeves of a dozen or so colors), and I filled out the rest from that supply. I have a full pack (and then some) of each of the colors I bought, so you could get away with just 4 and 1, but I wanted extras on hand for Force Packs. -
Sleeves? and tournament rules
Aahzmandius_Karrde replied to player1835022's topic in Star Wars: The Card Game
Ulairi said: Then his system is brilliant. I wonder how many core sets he has. From the photograph, it looks like he was 3 cores. Since we can only have, at most 2x of any objective set, it seems that 2 cores should cover it. That is only two core sets shown in the picture. And the extra "Limit 1" Objective sets as well as the extra force and faction cards are under the center part of the box. There are excess packages of sleeves behind the cards though (wanted to be ready for a Force Pack or two).
