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WookieeRoar

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Posts posted by WookieeRoar


  1. But what about initiating combat with a unit that just does unit damage? I guess you might want to destroy a certain enemy unit. But the enemy will have to want to dance and declare that unit as a defender to have a shot at taking it out. If they don't want to defend, then there really is no resolution to the fight. Except if the attacker has a fate card they really want to use. OR... in that scenario, if the defender chooses not to defend, is one point of blast damage still placed on the declared objective because it was an uncontested victory - whether the sole attacking unit has blast damage or not?

     

    As dmeboy mentioned, if at the end of the engagement you have at least 1 attacker still in the engagement and your opponent doesn't, you get to place 1 extra damage bonus unopposed.

     

    And sometimes you want to attack with a weenie to force your opponent to block it. Maybe your opponent only has one big unit left to block, and you can send a weenie without blast or tactics icons to do that 1 last damage to an object that has already 4 damage on it, forcing your opponent to block the weenie and leaving himself open against a second attack with your other unit (one that does have tactics). Or maybe you get a bonus from winning the edge battle, so when your opponent lets you get through, you get that bonus (extra card draw, remove focus tokens, play Core Admiral Ackbar, etc) or your opponent has a comitted Darth Vader as the only possible defender, and you still have a Luke for a second attack ... and a Seeds of Decay to put into the edge battle of that "bait" attack.

     

    The possibilities where you would want to attack with a unit that can't do much damage directly are ... well not endless ... but large.


  2. I do wonder how these very specific rivalries will effect deck-building considerations though. After all, some of these effects are going to be a drag on your deck if you are, say, a Jedi deck going up against Scum.

     

     

    They still work for their Force pips. And you can still get rid of neutral edge-stuffers (discarding a Wicket or Chirpa will bring the DS player at least 1 force-icon closer to winning the edge battle)

     

    And it wouldn't be the first Fate card you can't always trigger ... "Battle of Hoth" is also conditional on either you or your opponent having Hoth objectives in play.


  3. Seconding those posters who say it's not too late to get into the game.

     

    The advantage of this being an LCG is that cards don't go out of print (at least not indefinitely), and so you can buy the first Hoth force packs for the same price as the latest Endor force packs. The second advantage is that you can know beforehand exactly which cards you will get from which set.

     

    Buy a Core set (or two if you're lucky and find them for cheap) and you have a strong basis to start with.

    I'd advise to also get an "Edge of darkness" set. That way, you can have a basic deck of all factions and get a feel of the different strategies of all factions.

     

    Then you expand on the strategies you like and look for decks that really fit those strategies and first buy the force packs that contain the objective sets you need for those decks.

     

    You can also be look for a play group in your neighbourhood. Most regular players are welcome to new players, and you could always ask them whether you can borrow a deck using more varied cards to get a feel of how specific strategies play.


  4. Edge(X) and the above examples of extra Combat Icons are constant effects (even though they are only relevant when combat icons are resolved) and thus are not initiated by the card's controller.

     

    On the other hand, an effect like Rebel Red Five's "[...] may assign its [blast Damage] damage to a target participating enemy unit instead of the engaged objective" is an Interrupt that needs to be activated.

     

    Dash's power is not triggered by the controller. A unit's Combat icons are only checked when you resolve the strike. At that moment, Dash's constant effect will either give the bonus [blast] or not depending on your opponent's hand. And yes, when all units around him have left play before you resolve Dash's combat icons, he's considered to be attacking alone.


  5. Pilot (2). (While enhanced unit is participating in an engagement, an opponent cannot initiate card effects.)

     

    What exactly are card effects?

     

    As far as I know, Key Words, Actions, Reactions, Interrupts and Constant Effects (Always "on" powers) are all considered to be effects.

     

    An important qualifier though is that LS cannot initiate Effects. this means that Constant Effects are not impacted (This includes constant (conditional) bonuses/penalties).

    You would also still need to resolve Forced Reactions and Forced Interrupts, because you don't initiate those. (So Core Leia will still be Captured if she leaves play during an engagement where Pilot Vader participates)

    I also don't think this impacts the effects of Fate cards since you don't initiate them, they are part of the framework, but I could be wrong there.

     

    You will however be unable to use Keywords that are actively "triggered" like Protect, Shielding and Targeted Strike ... which makes Darth Vader very useful as an aggressor against Asteroid Base decks (unfortunately not as a defender, because the LS will already have used their Shielding when declaring attackers, before DS can declare defenders).


  6. Core rules, page 16: "After a player has generated sufficient resources from one or more resource-providing cards, he plays the card he revealed or executes the ability he designated."

     

    So the order is: reveal the card, generate resources (in this case by exhausting all objectives), play card. Then the Rash Action is triggered as a reaction to the card having been played.

    You can't have the reaction if the triggering condition (DS playing the unit) hasn't been fully finalised. So at that moment your opponent has no choice but to generate 2 resources from (an)other ready card(s), or put the focus token.


  7. I don't think the "survive the engagement unopposed" damage gets doubled.

     

    The text reads: "after this unit survives an unopposed engagement deal 1 damage to the engaged objective" not "[...] it [the unit] deals 1 damage to the engaged objective."

     

    If it was the Tie Advanced itself that dealt the extra damage (which would be phrased as "it deals damage", just like the effect of Chewbacca) then Maarek Stele would double it.

    But the way the effect of Tie Advanced is phrased, it reads the same as a Target of Opportunity: the damage is just dealt.


  8. So I assume that was Navy Vader from Lord Vader's Command?

     

    A unit's combat icons are only resolved when they are focused to strike (and in the order of their controller's choosing)

    It's at this moment that potential bonuses or penalties are calculated and the triggering condition must still be valid.

     

    When either the Droid or AT-ST would have been focused to strike, Darth Vader was no longer in play and thus his effect was no longer active.

     

     

    You have to pay a lot of attention to such shenanigans because this can be very tricky. I've had the following happening to me: a LS player attacks with Dash Rendar (While this unit is attacking alone, it gains [blast Damage] for each card in the defending player's hand.),  accompanied by a one or two drop (of any affilation) while Accross the Anoat Sector (Each [smugglers and Spies] unit you control gains [blast Damage] while it is attacking alone.) is in play. Wins the Edge Battle, uses their weak unit first to deal unit damage to me. I strike but not enough to destroy Dash. LS player Bamboozles their small unit. Dash is now attacking alone and get +B for Accross the Anoat Sector and +2B for the two cards I had more than they did. Goodbye already damaged objective.


  9. Looks like the owner left one Light Side Deck out (2 x set 2: In You Must Go; 2 x set 4: A Journey to Dagobah; 2 x set 5 The Secret of Yavin Four are all Jedi objectives. then 1 x set 39: Echo Base Defense and 2 x set 45 Preparation for Battle are both neutral sets)  I wouldn't be surprised if you're also missing 3 LS Force cards and 1 Jedi Affilation card.

    Looks like somebody built a "protection/shield" deck and didn't put it back in the box.

     

    You could raise this with the store's owner ... if they still know the seller, there's always a possibility it was an honest mistake.

     

    It's still worth the effort looking for them ... they're certainly not the worst sets out there.


  10. Of course, now that your pilots are enhancements, that makes them vulnerable for DS anti-enhancement effects.

    Uttinni is a classic and there's also the special power of the AT-AT ... which is always available for pilots since they aren't limited.

     

    It also kinda fits in Star Wars lore for an AT-AT to knock out a Pilot ... guess that's one of the reasons we don't have a Dak Ralter card yet :D


  11. I don't think the game is dying.

     

    Sure, maybe it's not growing as explosively as some other games, but I get the feeling that those who start playing it, stick with it.

    It's certainly a breath of fresh air compared to the many "only for deep pockets" card games out there.

     

    Last Sunday, I played in the Dutch regionals in Tilburg (mostly players from the south of the Netherlands, some Belgians) and we had 15 players.

     

    And seeing that this is neer the exam period for several players, I hope to get some extra players warmed up during the summer (planning a summer league with two season boxes) so next regionals will be even more players.


  12. So I was thinking of constructing a Jedi/Spies deck with Wookiee Life Debt and Qu Rahn.

     

    Therefore, I'd like to confirm whether the following combo's are valid:

    1. Play Let the Wookie Win (on a character), use Qu Rahn to absorb the one damage and damage an enemy objective. Then deal the additional damage from Let the Wookiee Win to one of my characters and again protect with Qu Rahn to damage a different objective. Let the Wookiee Win doesn't direct me to deal the damage to an enemy unit ("Deal 1 damage to a target friendly unit. Then, deal 1 damage to a target non-Vehicle unit") and since this is a two-step process, Qu Rahn uses Protect twice which allows me to activate Qu Rahn's reaction twice and split the damage.

     

    2. A character with Protect uses this trait to protect Qu Rahn from normal damage (Targeted strike, Force Choke, etc), then Qu Rahn uses his Protect to take that damage back and use his ability to damage an enemy objective.

     

     


  13. No. Lightsaber Deflection doesn't work on Force Lightning.

    Force Lightning doesn't damage a unit, it outright destroys it. Since there is no damage to deflect, the event is an invalid target of Lightsaber Deflection's interrupt (When damage is dealt to a friendly non-Vehicle unit) [...], and thus you can't play the Deflection.

    Just think of it as Lightning skipping the "deal damage" part and jumping straight ahead to the "destroy" part of getting rid of a unit.


  14. A few misconceptions that I encountered and only found out were wrong because there were relevant effects that impacted the way I played:

    - You can only commit Ready Units to the Force during the Force Struggle (found out that was wrong when MtFBWY entered the card pool)

    - You have to play a Reaction when the triggering condition happens (no, you don't have to take back all your units when The False Report enters play and you have Board control)

    - You resolve unit damage bonuses when declaring the attack (Nope. Your Rogue Two will loose those additional Blast Damage if its two flanking speeders are Heat of Battle'd)

    - When an enemy card effect affects one of your cards, it's the target of that card effect (Nope. When the only Vehicle you control is an undamaged Executor, destroying an X-Wing Escort means that you'll have to sacfrifice the Executor)


  15. Good question. I would say no.

     

    As you mentioned, only LS cards may be captured (Rulebook pg 26: "Some card effects instruct the DS player to capture a card. Only LS cards can be captured."). So the "stolen" enhancement being a DS card would make it an illegal taget, event though at that moment it would still be an Enemy enhancement.


  16. I actually think that for the Rebel faction, they might concentrate on the settings from the Rebels cartoon series.

     

    With the Ghost, Hera, Sabine, Zeb, Chopper and Ezra you've got many unique units. Kanan could be either Rebel faction (would be interesting to see more Rebel Force Users beyond the upcoming Rebel pilot Luke) or the one Jedi pod ... or they could use the Jedi Pod

    for that one Character that appeared at the end of the first season

     

    For Sith, there's already the Inquisitor ... a new version of Darth Vader maybe? Agent Kallus would make a decent Sith card as well.


  17. Is there any rule on how to interpret the impact of cards that are dependent on the position of the DS dial, when using the Multiplayer dial?

     

    Example:

    Preparation for Battle: Your shielded units cannot be damaged while the Death Star dial is 4 or lower. Your shielded units gain [blast Damage] while the Death Star dial is 8 or higher.

    Desperation - Play only if the Death Star dial is 8 or higher. Action: Destroy each unit without an enhancement on it.

    Hand of the Emperor: Reduce the cost to play this event by 1 if the Death Star dial is 4 or lower. Reaction: After an enemy unit is declared as an attacker or defender, place 1 focus token on it.

     

    In a multi-player game (especially 2-vs-2), the DS dial will be on 8 or higher for longer than in a normal game. Recently, we were playing against the DS challenge deck and were thoroughly getting put through the wringer by the DS player (first turn Darth Vader) ... but when the DS dial went up to 9 and we had hardly any units in play ourselves, I wiped the board with Desperation. True, in this case it was an act of desperation because the DS player also had 12 resources ready and put the DSII in play the next turn, but it did feel a very OP effect considering the number of turns the game theoretically could still have gone on.

     

    And in a 2-vs-2 game, it would wipe the DS board with half the game still needing to be played.

     

    Also, theoretically if the DSII would already have been in play when I played Desperation, would it have been destroyed as well? DSII is a unit and if it has no enhancements on it, it would be just as vulnerable as any other unit, right?


  18. Are there any DS enhancements Smuggler's run can control or use or because they are DS they can't be used?

     

    You can theoretically take control of almost all DS enhancements. If they require you to pay a specific DS resource to trigger their abilties, you can't use those abilities, but you can still control the Enhancement and deny your opponent the use of that enhancement. And if it's a unique, your opponent can't even play any other copies they might have of it.

     

    As for resource generators, they become as effective as "neutral" resources for you (because you don't have Sith, Navy or S&V cards that need to be resource matched)

     

    Other than that, nearly all Enhancements with an effect on units/Objectives will talk about effects on "you" or "your opponent".

    "You" is the player who controls the card. So for instance, the LS player controlling an Orbital Bombardment ("Each unit you control gains [blast Damage]."), will give a Blast to all LS units.

     

    Now if the enhancement specifically targets LS cards, it will be less useful than it would be for your opponent... but you can still choose not to trigger the action/reaction and deny your opponent use of it. e.g. when you're playing the Jerjerrod's Task Challenge Deck (Balance of the Force) you can choose to take control of Tactical Command Center ("Reaction: After an objective enters play, each light side player must deal 1 damage to a unit he controls, if able.") and use it for the resource. Since the reaction is not a forced reaction, you can choose to not trigger the "do damage" reaction of the enhancement, which in turn wil help you and your partners' units survive longer than if DS was still controlling that enhancement.


  19. yeah i know but it would be cool to have  chracters from prequels like darth maul , quin gon jin or from the expanded EU like first Siths , etc..

     

     

    You're not the first one to say so ... and you're not wrong either.

     

    Problem is that some factions wouldn't fit in that set-up.

     

    Sure ... Jedi/Sith that's clear-cut ... and Scum and Villany and Smugglers and Spier are of all ages.

    But Navy/Rebel Alliance would be more difficult to replace in a prequel setting. Sure, you can make two new affilations Republic/Seperatists ... but one could say that the LS/DS split for those factions isn't as clea-cut. The Republic was led by the Dark Lord of the Sith after all (oops ... spoiler :D )

     

    But I wouldn't be surprised if FFG decides to expand the possibilities in the future with new factions ... after all, that's what they've done with X-Wing as well


  20. As Toqtamish mentions, currently the characters and settings still borrow heavily from the "Legends" EU (I've seen characters that fit in the Galactic Civil War setting that were taken from the Novels, the games, the Dark Horse comics, the FFG Star Wars RPGs, the original 70s/80s novels, the Clone Wars cartoon series, even a nod to the Newspaper comics ... actually most of the expanded Universe except the original Marvel run of Star Wars)

     

    My guess is that the first "new EU" characters we'll see appearing will be from the Rebels cartoon series. Especially now that we know that certain characters from the prequels/Clone Wars cartoon series survived at least until a few years before the Battle of Yavin IV.

     

    I'm not sure they'll incorporate the next trilogy soon ... probably not until all three new movies are finished and there is a clear interlinking narrative to build a new phase of gameplay around.


  21. So I enhance my Rogue Three with Grey Squadron Gunner and Astromech Droid Upgrade.

     

    My question is: Does Rogue Three now do 5 Unit / 5 Blast damage or 8 Unit / 5 Blast damage?

    Rogue Three does gain +1U/+1B from Astromech Unit Upgrade and 2x +1U/+1B for the two enhancements being present. But is the effect of Grey Squadron Gunner based on the Blast damage Rogue Three starts off with (2) or the Blast damage it has when all "strike" effects are calculated (5)?

     

    If it's the latter, you can almost one-shot the Executor with that combo ... that should make the DS think twice before they block your Rogue Three :D


  22. so this means a cap ship can have a pilot?! Interesting, although none of the pilots effect them. 

     

     

    Yes, as long as long as they enter play correctly, there's nothing preventing you from playing a Pilot card on a Capital ship.

    Some Pilots' ability will work on any kind of vehicle (Lando Calrissian, "Mauler" Mithel, etc) Some Abilities work for any piloted vehicle (Memories of Tanaab, Call to Arms)

     

    And even if your pilot might not trigger extra powers for not being on the right kind of vehicle, it can still protect that vehicle against enemy effects.

    Putting a pilot on Transports such as Millenium Falcon or Moldy Crow will protect them from Niles Ferrier's Pilot ability. Piloting your Home One with a Rookie Pilot will protect you against Delta One.

     

    Also, Gray Squadron Gunner from the Draw Their Fire force Pack will affect a Capital Ship: (Enhanced unit gains [unit Damage] for each [blast Damage] and for each ([Edge-enabled Blast Damage]) it has.) Slap him on your Home One with Stay on Target, and Vader goes Bye-Bye.


  23. Smugglers and Spies: Blue Squadron Support (does this only work in multiplayer games or do you class yourself as a friendly player in 1 on 1?),

     

    Basically, any player in your "team" is a friendly player. Regardless of whether you are a team of one or more.

    So yeah ... you will be able to call for back-up with Supporting Fire (and boy is it ever satisfying to play Supporting Fire because you didn't want to risk your Yoda in the Edge  battle and see The Prince's Scheme in the DS stack)

     

    Pay attention though, there are a few multi-player that will be duds in a 1-on-1 game. Since Common Reserve only exists in multi-player, Watchers in the Wasteland is something of a bummer objective to draw (it's an auto-bury if I get it in my first 4 objectives)

    Also, the effect of B-Wing only works for other friendly players, which clearly does not include you. (of course, it's still a more than decent 2/2 hitter)

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