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Orcdruid

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  1. Thanks
    Orcdruid reacted to Caimheul1313 in Makashi Mastery timing   
    I think by the wording you can choose to use it right up to when the defender rolls dice (so they don't roll extra for Impervious).
    The intent may have been to have it declared "When" you make the attack as opposed to "While," but somebody typed it wrong. It's worth sending in on the rules question page so they know there is a confusion or possible typo.
  2. Like
    Orcdruid got a reaction from Weikel in Makashi Mastery timing   
    When during the attack does Makashi Mastery let me reduce my pierce value? Could I, for example, roll my dice, re-roll my dice, then choose to use Makashi Mastery? Direct quotes below for reference. The underlying question here is What is the timing of While.
    Makashi Mastery
    "Those who have masted the Makashi style have turned lightsaber dueling into a true art form. While a unit with the makashi mastery keyword performs a melee attack, it can reduce the pierce x value of the weapon with which it is performing the attack by 1. If it does, the defender cannot use the immune: pierce and impervious keywords."  
  3. Confused
    Orcdruid got a reaction from jonboyjon1990 in Pepper Potts + The Power of ...?   
    Thank you for providing solid evidence unlike @Derrault.
  4. Confused
    Orcdruid got a reaction from Derrault in Pepper Potts + The Power of ...?   
    Thank you for providing solid evidence unlike @Derrault.
  5. Like
    Orcdruid reacted to Draycos in A.I clarification   
    If you flip the wording, "If a unit can perform one of the listed (AI) actions, then it is not free to perform actions as normal." it makes sense. I would agree that replacing the word "one" with the word "either" would make it clearer. It would at least prevent the rules lawering you suggested.
  6. Haha
    Orcdruid reacted to Sciencius in A Mention of Bizarre Republic Point Scaling   
    Meanwhile at FFG headquarters:

  7. Haha
  8. Haha
  9. Like
    Orcdruid got a reaction from nitrobenz in Bomb Damage Timing   
    One other thing to note is technically, you choose which bomb to detonate before measuring the range so it would go something like this.
    1) Choose bomb A to detonate.
    2) Measure range for bomb A.
    3) Apply bomb A's effects.
    4) Remove bomb A.
    5) Repeat steps 1-4 for each other eligible bomb.
  10. Haha
    Orcdruid reacted to Caduceus01 in Sun Fac   
    Is that a list with Wat Tambor, Darth Maul and Sun Fac? Lol
  11. Like
    Orcdruid got a reaction from Magnus Grendel in Bomb Damage Timing   
    One other thing to note is technically, you choose which bomb to detonate before measuring the range so it would go something like this.
    1) Choose bomb A to detonate.
    2) Measure range for bomb A.
    3) Apply bomb A's effects.
    4) Remove bomb A.
    5) Repeat steps 1-4 for each other eligible bomb.
  12. Like
    Orcdruid reacted to Blail Blerg in Hyena Article - Living Starfighters   
    Is anyone else lamenting that vultures and hyenas don't have turning wings for standing? 
  13. Like
    Orcdruid got a reaction from Ccwebb in Fat Han and Fortressing   
    Where is Han getting the electronic baffle?
    Edit: He's getting it in extended.
  14. Like
    Orcdruid got a reaction from kris40k in Electro-Proto Bomb   
    @wurms in your example the escape for that Y-wing is to barrel roll back then next turn, bank out and barrel roll away. Assumong of course it doesn't have R4 astromech. If it does it's options open up considerably.
  15. Like
    Orcdruid got a reaction from Npmartian in Electro-Proto Bomb   
    I would say more like 5-8maybe 10. Here's why
    Pros:
    1.) You can get half points on low hull low shield ships(I.E. A-wing)
    2.) You have the potential to ionize and disarm all ships and get shields as well on medium and small base ships.
    Cons:
    1.) It needs a reload action, but can't be reloaded
    2.) Your opponent has two activation phases to get clear of it. This means that your timing and positioning has to be spot on to get this bomb off.
    3.) It's indiscriminate. This bomb has the same potential against your ships that it does against theirs.
    4.) It relies on dice. This is HUGE! This means that it could roll all blanks on a ship with no shields or all crits on a ship that didn't have any shots. It could even get 1 less ion then was necessary to put that ship into your kill box and swing the game.
    Conclusion:
    This upgrade has a high ceiling but a rickety ladder. And it smells better than it tastes.
  16. Like
    Orcdruid got a reaction from SpiderMana in Electro-Proto Bomb   
    I would say more like 5-8maybe 10. Here's why
    Pros:
    1.) You can get half points on low hull low shield ships(I.E. A-wing)
    2.) You have the potential to ionize and disarm all ships and get shields as well on medium and small base ships.
    Cons:
    1.) It needs a reload action, but can't be reloaded
    2.) Your opponent has two activation phases to get clear of it. This means that your timing and positioning has to be spot on to get this bomb off.
    3.) It's indiscriminate. This bomb has the same potential against your ships that it does against theirs.
    4.) It relies on dice. This is HUGE! This means that it could roll all blanks on a ship with no shields or all crits on a ship that didn't have any shots. It could even get 1 less ion then was necessary to put that ship into your kill box and swing the game.
    Conclusion:
    This upgrade has a high ceiling but a rickety ladder. And it smells better than it tastes.
  17. Thanks
    Orcdruid got a reaction from DarthSempai in Electro-Proto Bomb   
    I would say more like 5-8maybe 10. Here's why
    Pros:
    1.) You can get half points on low hull low shield ships(I.E. A-wing)
    2.) You have the potential to ionize and disarm all ships and get shields as well on medium and small base ships.
    Cons:
    1.) It needs a reload action, but can't be reloaded
    2.) Your opponent has two activation phases to get clear of it. This means that your timing and positioning has to be spot on to get this bomb off.
    3.) It's indiscriminate. This bomb has the same potential against your ships that it does against theirs.
    4.) It relies on dice. This is HUGE! This means that it could roll all blanks on a ship with no shields or all crits on a ship that didn't have any shots. It could even get 1 less ion then was necessary to put that ship into your kill box and swing the game.
    Conclusion:
    This upgrade has a high ceiling but a rickety ladder. And it smells better than it tastes.
  18. Like
    Orcdruid reacted to Lyianx in Sabine (crew) timing   
    Effect of the bomb includes rolling for damage, and suffering any damaged or other effect from that bomb. So assuming you are referring to the new Electro-Proton Bomb, she waits until after that bomb does EVERYTHING it needs to do (be that putting an ion or disarm token on) THen she would trigger and decide what she wants to do. 

     
     
    No. Her ability states "after a ship". So while you decide the order in which ships are 'hit' and suffer, each ship fully suffers the effects, Sabine triggers, then you pick the next ship, it suffers the bomb, Sabine triggers, ect. 
  19. Thanks
    Orcdruid reacted to 5050Saint in Electro-Proto Bomb   
    These metaphors are great.
    Have Nym roll with Emon + Andrasta + Boba Crew. Have Emon start on a rock to drop the bomb in a spot with the best area denial to best screw with maneuvers. Let the fuse burn, then drop a proton with Emon the other direction making that a bad lane as well, then let the opponent choose which bad lane they want.
  20. Thanks
    Orcdruid got a reaction from ClassicalMoser in Electro-Proto Bomb   
    I would say more like 5-8maybe 10. Here's why
    Pros:
    1.) You can get half points on low hull low shield ships(I.E. A-wing)
    2.) You have the potential to ionize and disarm all ships and get shields as well on medium and small base ships.
    Cons:
    1.) It needs a reload action, but can't be reloaded
    2.) Your opponent has two activation phases to get clear of it. This means that your timing and positioning has to be spot on to get this bomb off.
    3.) It's indiscriminate. This bomb has the same potential against your ships that it does against theirs.
    4.) It relies on dice. This is HUGE! This means that it could roll all blanks on a ship with no shields or all crits on a ship that didn't have any shots. It could even get 1 less ion then was necessary to put that ship into your kill box and swing the game.
    Conclusion:
    This upgrade has a high ceiling but a rickety ladder. And it smells better than it tastes.
  21. Like
    Orcdruid got a reaction from Cuz05 in Electro-Proto Bomb   
    I would say more like 5-8maybe 10. Here's why
    Pros:
    1.) You can get half points on low hull low shield ships(I.E. A-wing)
    2.) You have the potential to ionize and disarm all ships and get shields as well on medium and small base ships.
    Cons:
    1.) It needs a reload action, but can't be reloaded
    2.) Your opponent has two activation phases to get clear of it. This means that your timing and positioning has to be spot on to get this bomb off.
    3.) It's indiscriminate. This bomb has the same potential against your ships that it does against theirs.
    4.) It relies on dice. This is HUGE! This means that it could roll all blanks on a ship with no shields or all crits on a ship that didn't have any shots. It could even get 1 less ion then was necessary to put that ship into your kill box and swing the game.
    Conclusion:
    This upgrade has a high ceiling but a rickety ladder. And it smells better than it tastes.
  22. Like
    Orcdruid got a reaction from Ikka in After a month, your thoughts on the Sith Infiltrator   
    Our dice roll different. I either roll results or blanks eyballs are rare for me. I also prefer the option of the PS kill for aces.
  23. Like
    Orcdruid got a reaction from Blail Blerg in After a month, your thoughts on the Sith Infiltrator   
    I have fun with this list
    Darth maul: Hate(68pts)
    Count Dooku: Scimitar, Heightened perception(68)
    General Grievous: Impervium Plating, Soulless One(63)
    List total: 199
    Dooku shoots at seven and cloaks. Maul spends all of his force tokens and gets them back. Grievous flanks.
    If you wish and fly well you can change out impervium plating for Outmanuver to bump up grievous.
     
  24. Like
    Orcdruid reacted to thespaceinvader in After a month, your thoughts on the Sith Infiltrator   
    Maul with or without Hate is pretty easy to kill.
    If any upgrade it can take is undercosted it's Greivous crew. Depending on the list it is always the same as or better than a sield upgrade and usually worth 2 or 3, potentially more.
  25. Like
    Orcdruid reacted to thespaceinvader in After a month, your thoughts on the Sith Infiltrator   
    I'm looking forward to sun fac maul and grievous personally.
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