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El_Tonio

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  1. I'd add Showdowns and Shootouts from p. 85 of Fly Casual. And Droid Phalanxes from p. 133 of Rise of the Separatists. Also, the AoR Game Master's kit also includes the rules for Fighting in Squads and Squadrons (in addition to RotS book).
  2. Looks like they recently became available on Amazon for 47.96. https://www.amazon.com/Fantasy-Flight-Games-Star-Wars/dp/1633441229/ref=asc_df_1633441229/?tag=hyprod-20&linkCode=df0&hvadid=312695266310&hvpos=&hvnetw=g&hvrand=11091713462434976116&hvpone=&hvptwo=&hvqmt=&hvdev=c&hvdvcmdl=&hvlocint=&hvlocphy=9030089&hvtargid=pla-561934129340&psc=1
  3. I just bought a copy on eBay for $49.96 with free shipping. Was on the fence as I already have the other two core rulebooks, but decided to go for it in case they don't reprint. https://www.ebay.com/itm/FFGSWF02-Star-Wars-RPG-Force-and-Destiny-Core-Rulebook-Hardcover/163635718114?hash=item261972e7e2:g:YZsAAOSwaGBbiFTr
  4. Yes, I saw that.. wasn't sure if the GM counted as a player. But, it makes sense that they would be. Thanks!
  5. I get that on the active player's turn they get to spend any advantage and triumph they roll (and that the GM gets to spend any treat and despair)... p. 205, step 5. I also get that the GM has the option of letting players spend threat and despair rolled by NPCs (seems only fair)... also p. 205, step 5. But, what happens when an NPC has advantage and triumph (i.e., does the GM get to spend it in this instance)? I could not find anything explicit on this, but it seems the GM should be able to spend it to activate critical hits, assign boost dice, etc. (i.e., the GM is considered the active player for the NPC). Is this correct? Can someone point me to a page in the rule book that deals with this one way or another (either implicitly or explicitly)? Thanks! p.s., Have read through the book and done several searches, but couldn't find an answer to this exact question. Sorry if it is there and I just missed it.
  6. So, is Minion E correct, or is there an error? At level 5 I came up with 4 skill (5-1) (higher number) and 2 characteristic (lower number) = 4 dice total, two of which are yellow. I'm happy to revise this if this is incorrect. Let me know.
  7. I've read about using Minion Groups in the Beginner Game, the Core Rulebook, and various places online. I'm sorry to say I'm still having a bit of trouble understanding their dice pools. I've put together a few examples... Can someone tell me if these are correct? If not, what would I need to do to correct them? Thanks! p.s., I also posted this on RPGGeek, but there does not seem to be much activity there and I could not get a definitive response.
  8. I'm sure there will be at least one and probably more expansions. An easy expansion would include pilots and ships (though I don't think that would add that much to the game by itself). It really needs more contacts, encounter cards, and market cards (especially gear and mods). I do not feel the replayability is very high as is... unless you don't mind seeing the same thing over and over and over again.
  9. I think IA would be much more popular than it if it was out for 2 years before X-Wing as it would have been the only current SW minis game in town for a while, and that would have helped. But, I think X-Wing would have more quickly caught up and exceeded IA for lots of reasons, including it has more curbside appeal (I demo both all the time and folks are much more drawn to X-Wing).
  10. Why? They are troopers and the regulars have a reinforcement cost of 3 each.
  11. One other interesting thing about this mission is that each figure CAN carry multiple tokens since it does not specify otherwise. I've confirmed this with FFG.
  12. Word on the street according to my LGS is 12/18 (opening day of the new movie). Hope this turns out to be true.
  13. Here is my list with command cards. Ben and I regularly practiced our similar lists (he replaced one set of regular sabs for Jyn) and were able to beat 4/4 on 4 of 6 maps at least a little more than half the time, which is why we tried to give it a try at worlds. Unfortunately, the two missions that these squads were less strong on (at least vs. 4/4) were the two that require you to control terminals (Mind of Its Own and Data Hist). As (bad) luck would have it, that was the mission drawn during the top 4 round which both Ben and I lost to 4/4. I did the best I could and kept it close (no doubt an early move by my opponent and rolling a few extra Xs made it better than it otherwise would have been for me). Anyway, it was a great event with some amazing people/players... we had a blast! (Pun intended.) SQUAD (39 points): 7 Elite Rebel Saboteur 7 Elite Rebel Saboteur 5 Rebel Saboteur 5 Rebel Saboteur 5 Rebel Saboteur 5 Rebel Saboteur 3 Gideon Argus 2 C-3PO COMMAND CARDS (15 points): 0 Of No Importance 0 Element of Surprise 0 Take Initiative 0 Deadeye 0 Rally 0 Urgency 0 Hard to Hit 1 Change of Plans 1 Strength in Numbers 1 Stealth Tactics 2 Lock On 2 Squad Storm 2 Slippery Target 3 Hide in Plain Sight 3 Maximum Firepower
  14. I don't like it either (we use printed maps exclusively in my area since the tiles are such a pain). But, on p. 5 it clearly states that "Only official Imperial Assault components are legal for use in tournament play." And, even the part you quote specifically refers to building the map. Again, while I think the tiles are the worst part of the game, it would be a mistake to not bring tiles to worlds.
  15. See here: https://www.fantasyflightgames.com/en/news/2015/10/16/a-new-mission-objective/ And, I would not assume printed maps will be legal. I'd definitely bring tiles just in case.
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