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Forensicus

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Posts posted by Forensicus


  1. Oh, I sleeve everything too. Gotta protect my investment!

     

    But the fact that this person wanted someone DQ'ed because of it is just flat out pathetic and just goes to show you how lame some people can be just to get a win. This person would get a real life /IGNORE from me!

     

    Listen, I'basically in full agreement that it could (in most cases) justly be considered a poor "move" but on the other hand: It says in the rules the card must be sleeved (in tournament play) so why does this person feel "entitled" to not follow this rule when everybody else have complied to it?? And what (hypothetically) you get the notion that a player has the card non-sleeved to gain an advantage? What then?

     

    It's not like it is a million dollar "investment" to sleeve them, so why not simply do it and move on??


  2. The Skirmish mode is a non-starter for me since it's two player and my game group is larger than 2. This game is only meant as a replacement for Descent 1e.

    I do believe that many of us belong to gaming groups consisting of more than 2 persons: that does, IMO, in no way exclude the Skirmish at all. Actually quite the opposite; since Skirmish allows you to do a couple of quick successive games 1v1 you could just as easily have 2 games running side by side and do a Round Robin with a couple of different maps.

    How would that work? Are there enough figs in the box to do that?

    Seriously?? From that question I am almost forced to conclude that you've put little to no effort into actual doing the remotest of research of what the Core box consists of and/or how Skirmish (or Campaign?) actually works.

    But I will help and say so much as follows:

    Yes, even "just" the core set contains amble of figures and command cards to hav plenty of fun. And now that Wave 1 is out the fun has just exploded.

    So please do yourself the favor and give it a try with an open mind. And feel free to return after you've tried it, m'kay?

    Best wishes


  3. The Skirmish mode is a non-starter for me since it's two player and my game group is larger than 2. This game is only meant as a replacement for Descent 1e.

    I do believe that many of us belong to gaming groups consisting of more than 2 persons: that does, IMO, in no way exclude the Skirmish at all. Actually quite the opposite; since Skirmish allows you to do a couple of quick successive games 1v1 you could just as easily have 2 games running side by side and do a Round Robin with a couple of different maps.


  4. After seeing how disappointing the Luke figure in the base set was, lacking a player card and level up deck, it sure looks like Han Solo will suffer the same problem based on the size of the packaging. Does the Han Solo box come with a player card and level up deck or will it just be stats for the skirmish game. If so, when are we going to get worthwhile expansions?

    Maybe this will help on your mood:

    https://www.fantasyflightgames.com/en/news/2015/3/18/twin-shadows/

    Two new heroes of the Rebel Alliance join this elite team, offering their unique skills and services. The first new hero is Biv Bodhrik, a hard-bitten fighter and a capable guerrilla warrior.

    Biv is joined in Twin Shadows by Saska Teft, a brilliant engineer whose battlefield inventions can easily save the lives of those she works alongside. During a campaign, Saska can construct unique devices to help herself or her fellow heroes


  5. Cool, this is helpful! This may be the old man in me speaking, but the diagrams in the books are at times hard to make out with their positioning, and matching the numbers can sometimes be tough. Crates, terminals, and such would be a bonus but that'd be more work for you! Good stuff.

    I might fairly easily be convinced to do crates and terminals and possibly doors.

    A red bar for a door?

    A "C" for crates and a "T" for terminals (without color "code")?


  6. Explosive Weaponry doesn't require a surge. The attack gains Blast 1. It can guarantee Blast happens or you could possibly get Blast 2 out of 1 surge. Im also not so sure about Take Init in a list like this. In the Imp lists its not a big deal for an officer to take a turn off but in a list like this I think it really hurts to go down an activation to take the init. I agree its a game changing card but Im not finding it as much as an auto include as I first thought it was.

    The [blast 1] will only happen IF the target figure/object suffers at least 1 Damage:

    RRG page 7:

    The Blast keyword appears on some cards. If the target of this figure’s attack suffers one or more Damage, each figure and object adjacent to the target space suffers Damage equal to the Blast value.

    So not quite guaranteed but at least not Surge dependent ;-)


  7. Actaully, on this line of thinking...do they (they being anyone) make Mini Card Sheets? You know, like the sheets of plastic that fit in binders?

    Not to my own or the FLGS's knowledge. My gaming group all use either UltraPro or Monster side loaded binders (for Magic etc. ) and simply slide 2 mini cards in a pocket. Works best with sleeves mini cards.

    I know someone uses binders/sheets for coin collecting but haven't tried that myself


  8. I'm not sure if I understand your question correctly but here is how the card works:

    1) Play the card as a Special action. This will give your figure his/her normal movement points +2, so for instance Vader would get a total of 6 movement points.

    2) You may now spend these movement points "as you wish" (almost), so you could move 3, then perform an attack and then move 3 after the attack. You could also spend them all before or after the attack. He could also do a Force Choke instead of an attack

    3) after this your activation is done.


  9. Hi there.

     

    I have made similar files for all the Skirmish maps and hav now decided I will do the same for the Campaign maps.

     

    These files are purely thought as an aid in setup an placement of the tiles and do not contain any mor information (crates, terminals, doors etc.)

     

    The small 2 x 1 tiles are outlined a bit thicker for easy reference.

     

    Download, print and hopefully like  :)

    Imperial Assault Campaign Map - Aftermath.pdf

    Imperial Assault Campaign Map - Captured.pdf

    Imperial Assault Campaign Map - Brushfire.pdf

    Imperial Assault Campaign Map - Temptation.pdf

    Imperial Assault Campaign Map - High Moon.pdf


  10. This way of scoring is somewhat similar to parts of X-Wing:

    A severely injured Y-Wing with 1 hull remaining that have launched all its torpedoes and even lost its ion turret is still worth it's full start value if it remains on the board at the end of the game.


  11. Tonight we had our first IA tourney, was a great experience but we had a disagreement about the draw rule in the tournament rules guide.

     

    our 1st and 2nd players were playing each other and time ran out both had the same amount of victory points. so we went to tourney rules. it says when in the rare event that a tie happens the player with the most VP's from defeating hostile Figures wins the game.

    Now to me it says figures not groups. so I think that if you have say a group of stormtroopers and you kill only 1 of them for the instance of this rule you count the single figure not entire group. what say you guys?

    I'd say that you don't get the points until the last figure in a group is defeated. If you look at the Skirmish Guide page 5 "Winning Skirmish" & Rules Reference Guide page 25 it says:

    Defeating Figures: When the last figure in a group is defeated, the opposing player scores VPs equal to the deployment cost of that group.

    So when the Tourney rules says "VP's from figures" I (being a non native English speaking person) would say that the detailed description from the SG & RRG is the one you need to go by: the points obtained from killing an entire group are in fact coming from "destroying (individual) figures"

    So 1 remotely hidde Stormtrooper => no VP's from that group

    Everyone agree?


  12. Okay so NO one can attack more than twice a turn then? So if i have Vader and i use Brutality and a move. The Imperial Officer can't give me another attack?

    Yes he can/may do so:

    "If an ability allows a figure to perform an attack outside of its activation, this attack does not count toward the limit of one attack per activation."

    The officer can "order" Vader to perform a normal attack as on of the officer's action (which would be outside Vaders activation)

    But he must "order" Vader BEFORE Vaders own Activation since an exhausted unit/group cannot be re-activated in the same round (under normal circumstances)

     

    Reference?  Totally willing to believe you as you've been solid on the rules...  Just wanna know where in the RRG to find that.  It wasn't being done properly last time we played.

    Hey, I shall be (amongst) the first to admit when I am or might be in the wrong. Having looked further into it I'm inclined to say I am wrong (surely others will put my mind at rest on the matter).

    My only "excuse" is a habit carried over from X-Wing where a Stressed ship isn't allowed to do actions, not even free ones. However, as you've pointed out, the RRG doesn't state that a figure can't perform a move or an attack when exhausted. It only says that an exhausted figure/deployment card can't be activated.

    My bad

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