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Shanturin

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  1. Like
    Shanturin reacted to CaptainRocket in "Competitive" vs "Casual", are they really that different?   
    There is no hard line between competitive and casual, it's a continuum.
    This is a perfect example...

    Another thing to remember is that just like everybody thinks they are an 'above average driver', nobody will ever say they are 'too competitive'... oddly nobody is 'so casual' either that they don't try to win.
     
    In my experience folks have a mix of competitive and casual attributes. Some times and situations I am more or less competitive... and if you have a good balance and we're aligned on the expectations, then I'll probably enjoy playing you... if not... then... well shoot at least we're still playing Legion and players are hard to come by!
    Competitive behaviors in my opponent I enjoy:
    Being knowledgable about unit stats and cost efficiencies, meta templates and counters. Being able to talk about, appreciate, and use synergies.  Cleverly designed lists with clever jank or elegant efficiency. Trying hard to win within the rules and spirit of the game - don't tell me how you would win! Casual behaviors in my opponent I enjoy:
    Pew pew sounds and generally always pausing to appreciate the crazy narrative and thematic things that happen, "OMG can you believe how Vader was such a badass! makes light saber noises and pantomimes force choking" Reminding folks of things to consider before making their move. "Don't forget my guys here have range 4 so I will be able to fire on you if you go that far." Suggesting slightly more optimal choices to an opponent once their intent is clear. "Ok, if you're going there you could split fire..." Being explicit about intent when measuring and moving. "I wanna get line of sight to shoot at that unit, but I'm staying out of charge range of your Wookies." Beautifully thematic armies or lists. Competitive behaviors in my opponent I don't enjoy:
    Lack of appreciation or understanding for why I would choose to not optimize efficiency over theme/lore/jank/Timmy. No table talk appreciating the battle that is being played out by our fantasy toys. General lack of Star Wars lore knowledge or interest. Allowing minor but devastating play mistakes to pass without comment so they can be exploited in subsequent turns. As in, I say "Ok I'm gong move my Boba here behind this wall where there no LOS," then their turn they say "Aha, but you forgot to rotate the model so it points at your deployment zone, and I can actually see the tip of your barrel!" Unpainted units. Trick/skill dice rolling. Casual behaviors in my opponent I don't enjoy:
    Lack of appreciation or understanding for why I would choose to optimize efficiency over theme/lore. Complaining about how the rules/units don't fit lore. Complaining about tournaments. Analysis paralysis.  
  2. Like
    Shanturin reacted to RaevenKS in "Competitive" vs "Casual", are they really that different?   
    In this game, IMO, there is no true difference between "Casual" and "Competitive" list build. Any list can score any result when the minimum of boxes are checked.

    The real difference between Casual and Competitive in this game is, still IMO, the way you play it. If you play it straight, without thinking a lot, then you are a casual.
    If in the opposite you put your mind in the game, you try to outplay your opponent, you play "seriously" and you don't take more than 2h for a game, then you are a competitive.

    I am the perfect exemple of "I am winning without rolling dice". I play with the following fact in my head : I will never touch, nor really killing anything. So I play accordingly. But I am a competitive player in my soul (at least for this game).

    If I was a more casual, I would go with my rebels right in the open, trying to fight back Imperial, and not playing "dirty".

     
  3. Like
    Shanturin got a reaction from edmund_pevensie in Balance   
    They are not. You seem to forget that Commandoes do surge to hit. I.e. rebel b/w dice have the same chance to roll hits as the imperials (50%)
     
    No one argues that DLT's are strong. But have you tried Z-6's?
     
    If that would be the case, the game would be horribly one-sided, and it is not. In this statement you disregard cover, dodges, defense die, blanks or DLT's (albeit rare) and the general higher activation count of Rebel lists. 
    And Imperials (as far as core units go) need aim to stay on par with Rebels offense.


    Note that I'm not arguing that Imperials don't have better long range options or suppressive weapons, or bounty, or entourage, or pulling the strings. They do. What I'm arguing is that you're mistaking one faction's cool toys as an imbalance in the game.
    There are things Rebels have that the imperials don't. For example, Imperials lack (generally) the mobility of Rebels, and are also quite weaker in melee (i'm thinking Luke and Wookies, with Sabine and Jyn also contributing).

    It is, in my opinion, to early to say if imperial range4 lists dominate to the point of imbalance in the game. They are strong, no doubt, but something has to be good, and will be as long as others find good counter to it. I'm thinking fast, melee oriented Rebels might do the trick. Or Han/Leia list heavy on anti-suppresion tech. 

    To reassume, I think you give more meaning to some elements of the game over others to support your thesis. You're entitled to do so, of course, as that's what's opinions are. In mine, there is no imbalance between the faction, as it is easily possible for both to engage in games that are close and won of player's skill and luck as opposed to his or her choice of faction.
     
  4. Like
    Shanturin got a reaction from BenBot in Hero Armies?   
    This topic had me inspired (no pun intended) to make my own rebel hero list. The best I came up with is this:

     
    Commanders:  - Han Solo (120) + Improvised Orders (10) + Duck and Cover (8) + Emergency Stims (8) = 146 - Luke Skywalker (160) + Force Push (10) + Force Reflexes (15) + Emergency Stims (8) = 193 Operatives:  - Sabine Wren (125) + Personal Combat Shield (10) + Electro Grappling Line (5) + The Darksaber (25) = 165 - Chewbacca (110) = 110 Corps:  - Rebel Troopers (40) + 2-1B Medical Droid (18) = 58 - 2x Rebel Troopers (40) = 80 Special Forces:  - Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 44 Total: 796/800 
    Commands:
    1: Son of Skywalker, Sorry About the Mess 2: My Ally is the Force, Symbol of Rebellion  3: Change of Plans, Legacy of Mandalore  4: Standing Orders

    I do believe runing triple threats (Luke/Sabine/Han) might be better than dropping one in favor of Leia. Sure, she hands out tokens, but this list has Han-Chewie teamwork, Luke's 2pip and Sabine's 3pip. Also, with Luke being such a huge threat as he is, he allows more freedom for Sabine and Han to work their magic. As for the cards, I decided againt using Chewie's as they don't provide any immediate benefit in this list. Then I chose to get 2 from each other character to minimize the effect of one of them dying too quickly. 1 pip from Luke gives obvious dmg burst, Han's generates a bucket of tokens and allows for an important priority push. Lukes 2pip is again about tokens (possibly to himself and Han, thus to Chewie), Sabine's helps with inevitable suppression's and gives her an important refresh. 3 pips are for emergency (Han's) and for Sabine's big turn (possibly when one of the other characters is dead).

    I've also made a version with Jyn, to better play for objectives, but it has obviously less synergies with Chewie and is less killy.
      Commanders:  - Luke Skywalker (160) + Force Push (10) + Force Reflexes (15) + Emergency Stims (8) = 193 - Jyn Erso (130) + Duck and Cover (8) + Emergency Stims (8) + A-180 Pistol Config (0) = 146 Operatives:  - Chewbacca (110) = 110 - Sabine Wren (125) + Personal Combat Shield (10) + Electro Grappling Line (5) + The Darksaber (25) = 165 Corps:  - Rebel Troopers (40) + 2-1B Medical Droid (18) = 58 - 2x Rebel Troopers (40) = 80 Special Forces:  - Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 44
    Total: 796/800 

    Commands: 1: Son of Skywalker, Explosions!  2: Trust Goes Both Ways, My Ally is the Force  3: Complete the Mission, Legacy of Mandalore  4: Standing Orders 
  5. Like
    Shanturin got a reaction from Alpha17 in Balance   
    More ways to gain victory tokens does not equal better chances of winning. One side can have fewer options for securing victory tokens, but might be better suited for it (think higher activation number, deployment via Infiltrate, better mobility). 

    I've recently had a chance to combat an imperial gunline with Veers, 2x snipers, 1x DLTDeathTroopers, Boba, some DLT stormtroopers and a unit of snows. 10 activations total. I had my Fly Boys list, with Luke, Han, 1.4FD, Pathfinders, Snipers and infantry to boot. Was it easy? Heck no, one of the hardest games I've played. Did I win? Sadly no (cost me the tournament).
    I was blue and manged to force my opponent into cutting either Rapid Reinforcements (w/ 1.4 and Fleets versus Flames) or Recover the Supplies, and we played the latter in clear conditions. I started strong, deploying Pathfinders on the middle objective, going second and picking it and running into light cover with one suppression. My enemy focused fire on them (killed them by the end of the turn), allowing me to push the rest of my army. Then we went back and forth. I've put a lot of dmg on his Boba (1 hp left) and put his flank in check with Luke, he almost killed Han. Then I made the biggest mistake in the game. Having two tokens and control of the center of the battlefield, Instead of withdrawing, I pushed forward, greedy for a kill. In effect, I lost the support of 1.4 that was too far, took a ton of fire and gave Bounty to Boba who killed Han (failed to kill him in turn, with a lot of fire). This way my easy 3:2 win turned into 1:3 loss.

    Do i feel like I was handicapped vs my opponent? No. I knew his list, so I pushed him into bad choices in setup phase, I deployed better. I lost not to the dice, not to the list. I lost due to my tactical mistakes.

    That said, I stand by my initial statement that there is no imbalance in the game. I will admit, though, that 1.4FD turret is loosing a lot of value in games where the Imperials are comfortable staying far.
  6. Like
    Shanturin got a reaction from thepopemobile100 in Balance   
    More ways to gain victory tokens does not equal better chances of winning. One side can have fewer options for securing victory tokens, but might be better suited for it (think higher activation number, deployment via Infiltrate, better mobility). 

    I've recently had a chance to combat an imperial gunline with Veers, 2x snipers, 1x DLTDeathTroopers, Boba, some DLT stormtroopers and a unit of snows. 10 activations total. I had my Fly Boys list, with Luke, Han, 1.4FD, Pathfinders, Snipers and infantry to boot. Was it easy? Heck no, one of the hardest games I've played. Did I win? Sadly no (cost me the tournament).
    I was blue and manged to force my opponent into cutting either Rapid Reinforcements (w/ 1.4 and Fleets versus Flames) or Recover the Supplies, and we played the latter in clear conditions. I started strong, deploying Pathfinders on the middle objective, going second and picking it and running into light cover with one suppression. My enemy focused fire on them (killed them by the end of the turn), allowing me to push the rest of my army. Then we went back and forth. I've put a lot of dmg on his Boba (1 hp left) and put his flank in check with Luke, he almost killed Han. Then I made the biggest mistake in the game. Having two tokens and control of the center of the battlefield, Instead of withdrawing, I pushed forward, greedy for a kill. In effect, I lost the support of 1.4 that was too far, took a ton of fire and gave Bounty to Boba who killed Han (failed to kill him in turn, with a lot of fire). This way my easy 3:2 win turned into 1:3 loss.

    Do i feel like I was handicapped vs my opponent? No. I knew his list, so I pushed him into bad choices in setup phase, I deployed better. I lost not to the dice, not to the list. I lost due to my tactical mistakes.

    That said, I stand by my initial statement that there is no imbalance in the game. I will admit, though, that 1.4FD turret is loosing a lot of value in games where the Imperials are comfortable staying far.
  7. Like
    Shanturin got a reaction from Staelwulf in Balance   
    More ways to gain victory tokens does not equal better chances of winning. One side can have fewer options for securing victory tokens, but might be better suited for it (think higher activation number, deployment via Infiltrate, better mobility). 

    I've recently had a chance to combat an imperial gunline with Veers, 2x snipers, 1x DLTDeathTroopers, Boba, some DLT stormtroopers and a unit of snows. 10 activations total. I had my Fly Boys list, with Luke, Han, 1.4FD, Pathfinders, Snipers and infantry to boot. Was it easy? Heck no, one of the hardest games I've played. Did I win? Sadly no (cost me the tournament).
    I was blue and manged to force my opponent into cutting either Rapid Reinforcements (w/ 1.4 and Fleets versus Flames) or Recover the Supplies, and we played the latter in clear conditions. I started strong, deploying Pathfinders on the middle objective, going second and picking it and running into light cover with one suppression. My enemy focused fire on them (killed them by the end of the turn), allowing me to push the rest of my army. Then we went back and forth. I've put a lot of dmg on his Boba (1 hp left) and put his flank in check with Luke, he almost killed Han. Then I made the biggest mistake in the game. Having two tokens and control of the center of the battlefield, Instead of withdrawing, I pushed forward, greedy for a kill. In effect, I lost the support of 1.4 that was too far, took a ton of fire and gave Bounty to Boba who killed Han (failed to kill him in turn, with a lot of fire). This way my easy 3:2 win turned into 1:3 loss.

    Do i feel like I was handicapped vs my opponent? No. I knew his list, so I pushed him into bad choices in setup phase, I deployed better. I lost not to the dice, not to the list. I lost due to my tactical mistakes.

    That said, I stand by my initial statement that there is no imbalance in the game. I will admit, though, that 1.4FD turret is loosing a lot of value in games where the Imperials are comfortable staying far.
  8. Like
    Shanturin got a reaction from NeonWolf in Balance   
    I concur. I would add Luke, Sabine and Jyn to this list. Leia emphasizes this as well with Take Cover rule and No Time For Sorrows card. Also, just let us play those sweet, sweet ice lizards  
  9. Like
    Shanturin got a reaction from DekoPuma in Balance   
    They are not. You seem to forget that Commandoes do surge to hit. I.e. rebel b/w dice have the same chance to roll hits as the imperials (50%)
     
    No one argues that DLT's are strong. But have you tried Z-6's?
     
    If that would be the case, the game would be horribly one-sided, and it is not. In this statement you disregard cover, dodges, defense die, blanks or DLT's (albeit rare) and the general higher activation count of Rebel lists. 
    And Imperials (as far as core units go) need aim to stay on par with Rebels offense.


    Note that I'm not arguing that Imperials don't have better long range options or suppressive weapons, or bounty, or entourage, or pulling the strings. They do. What I'm arguing is that you're mistaking one faction's cool toys as an imbalance in the game.
    There are things Rebels have that the imperials don't. For example, Imperials lack (generally) the mobility of Rebels, and are also quite weaker in melee (i'm thinking Luke and Wookies, with Sabine and Jyn also contributing).

    It is, in my opinion, to early to say if imperial range4 lists dominate to the point of imbalance in the game. They are strong, no doubt, but something has to be good, and will be as long as others find good counter to it. I'm thinking fast, melee oriented Rebels might do the trick. Or Han/Leia list heavy on anti-suppresion tech. 

    To reassume, I think you give more meaning to some elements of the game over others to support your thesis. You're entitled to do so, of course, as that's what's opinions are. In mine, there is no imbalance between the faction, as it is easily possible for both to engage in games that are close and won of player's skill and luck as opposed to his or her choice of faction.
     
  10. Like
    Shanturin got a reaction from vissur1 in Balance   
    They are not. You seem to forget that Commandoes do surge to hit. I.e. rebel b/w dice have the same chance to roll hits as the imperials (50%)
     
    No one argues that DLT's are strong. But have you tried Z-6's?
     
    If that would be the case, the game would be horribly one-sided, and it is not. In this statement you disregard cover, dodges, defense die, blanks or DLT's (albeit rare) and the general higher activation count of Rebel lists. 
    And Imperials (as far as core units go) need aim to stay on par with Rebels offense.


    Note that I'm not arguing that Imperials don't have better long range options or suppressive weapons, or bounty, or entourage, or pulling the strings. They do. What I'm arguing is that you're mistaking one faction's cool toys as an imbalance in the game.
    There are things Rebels have that the imperials don't. For example, Imperials lack (generally) the mobility of Rebels, and are also quite weaker in melee (i'm thinking Luke and Wookies, with Sabine and Jyn also contributing).

    It is, in my opinion, to early to say if imperial range4 lists dominate to the point of imbalance in the game. They are strong, no doubt, but something has to be good, and will be as long as others find good counter to it. I'm thinking fast, melee oriented Rebels might do the trick. Or Han/Leia list heavy on anti-suppresion tech. 

    To reassume, I think you give more meaning to some elements of the game over others to support your thesis. You're entitled to do so, of course, as that's what's opinions are. In mine, there is no imbalance between the faction, as it is easily possible for both to engage in games that are close and won of player's skill and luck as opposed to his or her choice of faction.
     
  11. Like
    Shanturin got a reaction from KryatDragon in Balance   
    I concur. I would add Luke, Sabine and Jyn to this list. Leia emphasizes this as well with Take Cover rule and No Time For Sorrows card. Also, just let us play those sweet, sweet ice lizards  
  12. Like
    Shanturin got a reaction from lologrelol in Balance   
    I concur. I would add Luke, Sabine and Jyn to this list. Leia emphasizes this as well with Take Cover rule and No Time For Sorrows card. Also, just let us play those sweet, sweet ice lizards  
  13. Like
    Shanturin got a reaction from Jedirev in Balance   
    They are not. You seem to forget that Commandoes do surge to hit. I.e. rebel b/w dice have the same chance to roll hits as the imperials (50%)
     
    No one argues that DLT's are strong. But have you tried Z-6's?
     
    If that would be the case, the game would be horribly one-sided, and it is not. In this statement you disregard cover, dodges, defense die, blanks or DLT's (albeit rare) and the general higher activation count of Rebel lists. 
    And Imperials (as far as core units go) need aim to stay on par with Rebels offense.


    Note that I'm not arguing that Imperials don't have better long range options or suppressive weapons, or bounty, or entourage, or pulling the strings. They do. What I'm arguing is that you're mistaking one faction's cool toys as an imbalance in the game.
    There are things Rebels have that the imperials don't. For example, Imperials lack (generally) the mobility of Rebels, and are also quite weaker in melee (i'm thinking Luke and Wookies, with Sabine and Jyn also contributing).

    It is, in my opinion, to early to say if imperial range4 lists dominate to the point of imbalance in the game. They are strong, no doubt, but something has to be good, and will be as long as others find good counter to it. I'm thinking fast, melee oriented Rebels might do the trick. Or Han/Leia list heavy on anti-suppresion tech. 

    To reassume, I think you give more meaning to some elements of the game over others to support your thesis. You're entitled to do so, of course, as that's what's opinions are. In mine, there is no imbalance between the faction, as it is easily possible for both to engage in games that are close and won of player's skill and luck as opposed to his or her choice of faction.
     
  14. Like
    Shanturin got a reaction from Djaskim609 in Balance   
    They are not. You seem to forget that Commandoes do surge to hit. I.e. rebel b/w dice have the same chance to roll hits as the imperials (50%)
     
    No one argues that DLT's are strong. But have you tried Z-6's?
     
    If that would be the case, the game would be horribly one-sided, and it is not. In this statement you disregard cover, dodges, defense die, blanks or DLT's (albeit rare) and the general higher activation count of Rebel lists. 
    And Imperials (as far as core units go) need aim to stay on par with Rebels offense.


    Note that I'm not arguing that Imperials don't have better long range options or suppressive weapons, or bounty, or entourage, or pulling the strings. They do. What I'm arguing is that you're mistaking one faction's cool toys as an imbalance in the game.
    There are things Rebels have that the imperials don't. For example, Imperials lack (generally) the mobility of Rebels, and are also quite weaker in melee (i'm thinking Luke and Wookies, with Sabine and Jyn also contributing).

    It is, in my opinion, to early to say if imperial range4 lists dominate to the point of imbalance in the game. They are strong, no doubt, but something has to be good, and will be as long as others find good counter to it. I'm thinking fast, melee oriented Rebels might do the trick. Or Han/Leia list heavy on anti-suppresion tech. 

    To reassume, I think you give more meaning to some elements of the game over others to support your thesis. You're entitled to do so, of course, as that's what's opinions are. In mine, there is no imbalance between the faction, as it is easily possible for both to engage in games that are close and won of player's skill and luck as opposed to his or her choice of faction.
     
  15. Like
    Shanturin got a reaction from Caimheul1313 in Balance   
    They are not. You seem to forget that Commandoes do surge to hit. I.e. rebel b/w dice have the same chance to roll hits as the imperials (50%)
     
    No one argues that DLT's are strong. But have you tried Z-6's?
     
    If that would be the case, the game would be horribly one-sided, and it is not. In this statement you disregard cover, dodges, defense die, blanks or DLT's (albeit rare) and the general higher activation count of Rebel lists. 
    And Imperials (as far as core units go) need aim to stay on par with Rebels offense.


    Note that I'm not arguing that Imperials don't have better long range options or suppressive weapons, or bounty, or entourage, or pulling the strings. They do. What I'm arguing is that you're mistaking one faction's cool toys as an imbalance in the game.
    There are things Rebels have that the imperials don't. For example, Imperials lack (generally) the mobility of Rebels, and are also quite weaker in melee (i'm thinking Luke and Wookies, with Sabine and Jyn also contributing).

    It is, in my opinion, to early to say if imperial range4 lists dominate to the point of imbalance in the game. They are strong, no doubt, but something has to be good, and will be as long as others find good counter to it. I'm thinking fast, melee oriented Rebels might do the trick. Or Han/Leia list heavy on anti-suppresion tech. 

    To reassume, I think you give more meaning to some elements of the game over others to support your thesis. You're entitled to do so, of course, as that's what's opinions are. In mine, there is no imbalance between the faction, as it is easily possible for both to engage in games that are close and won of player's skill and luck as opposed to his or her choice of faction.
     
  16. Like
    Shanturin got a reaction from Alpha17 in Balance   
    They are not. You seem to forget that Commandoes do surge to hit. I.e. rebel b/w dice have the same chance to roll hits as the imperials (50%)
     
    No one argues that DLT's are strong. But have you tried Z-6's?
     
    If that would be the case, the game would be horribly one-sided, and it is not. In this statement you disregard cover, dodges, defense die, blanks or DLT's (albeit rare) and the general higher activation count of Rebel lists. 
    And Imperials (as far as core units go) need aim to stay on par with Rebels offense.


    Note that I'm not arguing that Imperials don't have better long range options or suppressive weapons, or bounty, or entourage, or pulling the strings. They do. What I'm arguing is that you're mistaking one faction's cool toys as an imbalance in the game.
    There are things Rebels have that the imperials don't. For example, Imperials lack (generally) the mobility of Rebels, and are also quite weaker in melee (i'm thinking Luke and Wookies, with Sabine and Jyn also contributing).

    It is, in my opinion, to early to say if imperial range4 lists dominate to the point of imbalance in the game. They are strong, no doubt, but something has to be good, and will be as long as others find good counter to it. I'm thinking fast, melee oriented Rebels might do the trick. Or Han/Leia list heavy on anti-suppresion tech. 

    To reassume, I think you give more meaning to some elements of the game over others to support your thesis. You're entitled to do so, of course, as that's what's opinions are. In mine, there is no imbalance between the faction, as it is easily possible for both to engage in games that are close and won of player's skill and luck as opposed to his or her choice of faction.
     
  17. Like
    Shanturin got a reaction from thepopemobile100 in Balance   
    They are not. You seem to forget that Commandoes do surge to hit. I.e. rebel b/w dice have the same chance to roll hits as the imperials (50%)
     
    No one argues that DLT's are strong. But have you tried Z-6's?
     
    If that would be the case, the game would be horribly one-sided, and it is not. In this statement you disregard cover, dodges, defense die, blanks or DLT's (albeit rare) and the general higher activation count of Rebel lists. 
    And Imperials (as far as core units go) need aim to stay on par with Rebels offense.


    Note that I'm not arguing that Imperials don't have better long range options or suppressive weapons, or bounty, or entourage, or pulling the strings. They do. What I'm arguing is that you're mistaking one faction's cool toys as an imbalance in the game.
    There are things Rebels have that the imperials don't. For example, Imperials lack (generally) the mobility of Rebels, and are also quite weaker in melee (i'm thinking Luke and Wookies, with Sabine and Jyn also contributing).

    It is, in my opinion, to early to say if imperial range4 lists dominate to the point of imbalance in the game. They are strong, no doubt, but something has to be good, and will be as long as others find good counter to it. I'm thinking fast, melee oriented Rebels might do the trick. Or Han/Leia list heavy on anti-suppresion tech. 

    To reassume, I think you give more meaning to some elements of the game over others to support your thesis. You're entitled to do so, of course, as that's what's opinions are. In mine, there is no imbalance between the faction, as it is easily possible for both to engage in games that are close and won of player's skill and luck as opposed to his or her choice of faction.
     
  18. Like
    Shanturin got a reaction from lunitic501 in Balance   
    They are not. You seem to forget that Commandoes do surge to hit. I.e. rebel b/w dice have the same chance to roll hits as the imperials (50%)
     
    No one argues that DLT's are strong. But have you tried Z-6's?
     
    If that would be the case, the game would be horribly one-sided, and it is not. In this statement you disregard cover, dodges, defense die, blanks or DLT's (albeit rare) and the general higher activation count of Rebel lists. 
    And Imperials (as far as core units go) need aim to stay on par with Rebels offense.


    Note that I'm not arguing that Imperials don't have better long range options or suppressive weapons, or bounty, or entourage, or pulling the strings. They do. What I'm arguing is that you're mistaking one faction's cool toys as an imbalance in the game.
    There are things Rebels have that the imperials don't. For example, Imperials lack (generally) the mobility of Rebels, and are also quite weaker in melee (i'm thinking Luke and Wookies, with Sabine and Jyn also contributing).

    It is, in my opinion, to early to say if imperial range4 lists dominate to the point of imbalance in the game. They are strong, no doubt, but something has to be good, and will be as long as others find good counter to it. I'm thinking fast, melee oriented Rebels might do the trick. Or Han/Leia list heavy on anti-suppresion tech. 

    To reassume, I think you give more meaning to some elements of the game over others to support your thesis. You're entitled to do so, of course, as that's what's opinions are. In mine, there is no imbalance between the faction, as it is easily possible for both to engage in games that are close and won of player's skill and luck as opposed to his or her choice of faction.
     
  19. Like
    Shanturin got a reaction from modise in Balance   
    They are not. You seem to forget that Commandoes do surge to hit. I.e. rebel b/w dice have the same chance to roll hits as the imperials (50%)
     
    No one argues that DLT's are strong. But have you tried Z-6's?
     
    If that would be the case, the game would be horribly one-sided, and it is not. In this statement you disregard cover, dodges, defense die, blanks or DLT's (albeit rare) and the general higher activation count of Rebel lists. 
    And Imperials (as far as core units go) need aim to stay on par with Rebels offense.


    Note that I'm not arguing that Imperials don't have better long range options or suppressive weapons, or bounty, or entourage, or pulling the strings. They do. What I'm arguing is that you're mistaking one faction's cool toys as an imbalance in the game.
    There are things Rebels have that the imperials don't. For example, Imperials lack (generally) the mobility of Rebels, and are also quite weaker in melee (i'm thinking Luke and Wookies, with Sabine and Jyn also contributing).

    It is, in my opinion, to early to say if imperial range4 lists dominate to the point of imbalance in the game. They are strong, no doubt, but something has to be good, and will be as long as others find good counter to it. I'm thinking fast, melee oriented Rebels might do the trick. Or Han/Leia list heavy on anti-suppresion tech. 

    To reassume, I think you give more meaning to some elements of the game over others to support your thesis. You're entitled to do so, of course, as that's what's opinions are. In mine, there is no imbalance between the faction, as it is easily possible for both to engage in games that are close and won of player's skill and luck as opposed to his or her choice of faction.
     
  20. Like
    Shanturin got a reaction from Matt3412 in Obi, now that’s odds   
    I haven't seen anyone else mentioned it, but that's incorrect. Deflect still can be used in melee to get the defensive surge. Where Soresu has the advantage (a high ground, if you will ) is the ability to inflict damage via surges in melee.
  21. Like
    Shanturin got a reaction from costi in Obi, now that’s odds   
    I haven't seen anyone else mentioned it, but that's incorrect. Deflect still can be used in melee to get the defensive surge. Where Soresu has the advantage (a high ground, if you will ) is the ability to inflict damage via surges in melee.
  22. Thanks
    Shanturin got a reaction from FlyingAnchors in Obi, now that’s odds   
    I haven't seen anyone else mentioned it, but that's incorrect. Deflect still can be used in melee to get the defensive surge. Where Soresu has the advantage (a high ground, if you will ) is the ability to inflict damage via surges in melee.
  23. Thanks
    Shanturin got a reaction from CaptainRocket in Obi, now that’s odds   
    I haven't seen anyone else mentioned it, but that's incorrect. Deflect still can be used in melee to get the defensive surge. Where Soresu has the advantage (a high ground, if you will ) is the ability to inflict damage via surges in melee.
  24. Haha
    Shanturin got a reaction from Rebel dude in Clone Wars Official Announcement   
    I wonder how fast my enemies will get annoyed by this phrase being uttered each time one the units is issued an order or activates...
  25. Haha
    Shanturin reacted to TauntaunScout in These droids march heedlessly forward ...   
    Yep. Gamer hyperbole is the norm. If I had a dollar for everytime GW said  something like "the most reknowned marksmen in the Olde World, they can hit a crow in the eyeball at 2 million paces with their feared Kentucky Longbows..." and then flip the the stats and read Ballistic Skill 3, and the weapon is Strength 3. The other thing was always "Utterly fearless, always found where the fighting is thickest, leading from the front, preferring to face their enemy in hand to hand combat whenever possible..." Leadership 7, Weapon Skill 3.
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