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Posts posted by Serpentarius
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Hey! What application you are using to track campaing progress? I have been using Log Imperial Assautl ( https://play.google.com/store/apps/details?id=com.gau.ia.campaign.log&hl=fi) which is very usefull, but unfortunately it hasn't been updated for a while. Last update was during wave 9 (July 2017), so no HotE of ToL campaings.
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+1 defence die vs turrets on range 3 (TLT fix, doesn't affect other turrets. Primary weapon turrets allready have this defence modifier. Make cannons&torpedos&missiles better on range 3 than secondary weapon turrets).
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I'm not clear what you guys mean by a playing surface. IA isn't a game like x-wing or armada, the map you play on is provided in the game, so what exactly are you looking for in a "playing surface"?
Checkout the prizes of Worlds 2015 (link)
Winner got a 3’ x 3’ playmat and top 8 smaller playmat to keep units organized.
Thank's for answers. Team covenant tokens look nice (anything else, but I don't like the look of acrylic crate), but I think they quite expensive. Combatzone scenary looks very interesting.
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Does anyone know 3rd party manufacturers making acrylic tokens or playing surfaces for imperial assault?
3' x 3' playmat or card organizer mat (like prizes in FFG worlds) would be very handy. Skirmish points tracker could be handy too.If FFG made ones I would definetly buy those.
Gordo Cambo reacted to this -
The confusion is probably due to the fact that the imperial player ready his own card at the beginning of the turn, unlike the heroes.
As for the rule itself, there are as many time when it can advantage the heroes (see above, but your exemple is perfect too), then situations when it could be a disadvantage and vice-versa (if you did not use the skill last round, its totally lost...). So just use one way or the other, but be sure to stick with it!
Imperial player ready his own card's in Status phase, before deployment and before End of round effects. So more like at the end of turn, not beginning. I think the main reason why people are playing this wrong is the back cover of Learn to play guide. There is Campaign quick reference which tells you to "Ready" in Status phase, and doesn't tell you that it should be only imperials at this point.
And sure you can "save" those same skills you can active twice per round. They aren't totally lost if you didn't use them. If I keep Gideons Called Shot as my example:
Turn 1. Use Called shot twice as descriped above (like Fenn first, use called shot from Gideon, and when Gideon activates Called Shot is untabbed and can be used when Gideon or some one else attacks). At the end of turn Called Shot card is exhausted.
Turn 2. All looks well for rebels so Gideon decides to save his Called shot to the next round. Card is readied when Gideon activates this turn, and at the End of round it is ready to be used.
Turn 3. Activate some other hero before Gideon (like Fenn again) and use Called shot when he attacks. Called shot is exhausted, but when you activate Gideon this round it is once again turned up and ready to be used another time during this same round of game.
I think this is "saving" skill from round 2 to round 3.
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Is there any question? If it's in the rules that's how the game is played...
It doesn't affect the game much. This way you can trigger some skill twice in a round if you did not activate them last round, and for those that only are used during your own turn, it doesn't matter anyway.
Nope, no question about the rule. Why there should be one? This subforum is about discussion on everything related to campaing and there is other subforum for rules questions.
I started this, because I wanted to share this rule with community. I had completely missed it before, and if youtube battlereports give some clue about how people play, so does 90 % of all players.
And I think this affects the game. As you said yourself, some skills could be triggered twice per turn. I think it gives some tactical possibilities. Think about the first round of game and skills like Called shot from Gideon Argus. Shoot first with Fenn, exhaust Called Shot, and you get it immediately back when you activete Gideon for first time. Later rounds you can "save" some skill to be able to use it twice next turn.
There is also a downside. Think about this. If you used Saskas toolkit last turn, and you have one more terminal left to activate. 3 heroes are wounded and one more wounded would mean imperial victory. You would want to activate terminal as soon as possible. Here being able to use toolkit or not would make a difference between win or loss. So activation order of heroes comes more important.
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I noticed yesterday evening a rule, which I had completely ignored and thought to share it with you.
Rrg s. 23. Status phase in campaing
Ready: The Imperial player readies all of his exhausted Class and Deployment cards. Each hero also readies all of his
activation tokens by flipping them green-side faceup.
-- Hero Class cards and Item cards are readied at the start of that hero’s activation, not during the Status Phase.We have allways untabbed all cards during Status phase. All campaing videos on youtube that I have watched show that most of players seem to untab cards in same phase. But this rule means that activation order is even more important. Think about abilities/items that can be used or are used during other heroes activation, like Gaarkhams Wookie Loyalty, Gideons Called Shot, Saskas Toolkit etc. This means that if Saska used toolkit last round to help other hero to pass Attribute test, toolkit isn't avaivable to use until Saska activates. If she is last one to activate, other heroes can't use it until next round of play.
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Maybe no need to make a new topic for this... Are two figures adjacent if they share an edge with impassible terrain (dashed red line)?
In RRG s.4 - Adjacent it says: "Two spaces that share only an edge that is a wall, blocking terrain, or a door are not adjacent."
And RRG s.7 - Blocking terrain: "Blocking terrain is represented by a solid red line surrounding a space of the map."
And RRG s. 13 - Impassible terrain: "Impassable terrain is represented by a dashed red line surrounding a space of the map. A figure cannot enter a space containing impassable terrain... ...Line of sight can be traced through impassable terrain."
So I dont find anything that would say they aren't, but would that be little weird? Adjacent rule doesn't say anything about dashed red line (=impassible terrain) and surely you can shoot through it. Can melee attacks be made through impassible terrain? What if attacker has reach? Mainly desert tiles (big one with canyon) has this issue. What about abilities then like Way of Sarlacc (jedi) and Rampage (wookie) that would work on adjacent figures?
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I dont know if someone has mentioned this before, but IMO easiest fix would be to make a correction in main rules that defender rolls one less agility dice against ordnance attacks. That would benefit all ordnance, including homing missiles. Re-roll fixes don't help homing missiles so much. That would be thematically ok too - locked missiles/torpedos aren't so easily evaded.
Ordnance would be best attack choice, when defender is in range 3. Even better than canons and that is thematically ok too, ordnance should be better than other attacks in long range. Wedge/Outmanouver elite with ordnance would be 2 less agility dice for defender. Tie Defender/Advanced/Z-95 (N'dru anyone?) with cluster missiles probably with outmanouver/predator would be a nice threat too. How about GS A-wing flanker with both predator + outmanouver abilitys? Still ordnance would be "one use only", so I think it wouldn't be too powerful.
No need to change pointcost of cards this way, and if someone still thinks ordnance isn't powerfull enough - lets add Predator/howlrunner ability to reroll one dice in ordnance attacks, but IMO that would make them too powerfull.
I like this idea alot. It's simple and to the point. So your really saying ignore the range 3 and subtract 1 agility, and for range 1-2 subtract 1 agility.
My idea that our group uses: Is When you have secondary weapons that require you to break a target lock, you do not remove the Target Lock until the end of turn and you may use that target lock in the attack.
This helps all around at all ranges
Yep, thats what I suggested. -1 agility against all ordnance in all ranges where that ordnance can be shot at.
There is one proplem with "you can keep the target lock" fix, namely Homing missiles. Our only missile in current rules that lets you keep the target lock. They would need a big point cost fix, if rules are changed so that one can keep target lock with all ordnance.
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I dont know if someone has mentioned this before, but IMO easiest fix would be to make a correction in main rules that defender rolls one less agility dice against ordnance attacks. That would benefit all ordnance, including homing missiles. Re-roll fixes don't help homing missiles so much. That would be thematically ok too - locked missiles/torpedos aren't so easily evaded.
Ordnance would be best attack choice, when defender is in range 3. Even better than canons and that is thematically ok too, ordnance should be better than other attacks in long range. Wedge/Outmanouver elite with ordnance would be 2 less agility dice for defender. Tie Defender/Advanced/Z-95 (N'dru anyone?) with cluster missiles probably with outmanouver/predator would be a nice threat too. How about GS A-wing flanker with both predator + outmanouver abilitys? Still ordnance would be "one use only", so I think it wouldn't be too powerful.
No need to change pointcost of cards this way, and if someone still thinks ordnance isn't powerfull enough - lets add Predator/howlrunner ability to reroll one dice in ordnance attacks, but IMO that would make them too powerfull.
XAQT78 and eagletsi111 reacted to this -
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I have a TIE Advanced in the blue-grey.
Looks very nice that way.
My interceptors are of the grey-grey sort.
Nice to know someone else has these "wrong" grey ships and that they exist in other Ties than Interceptor too. I envy your Tie Advanced.
All kidding aside, if you are genuinely perturbed by the different shades of gray, send FFG the serial number on your Aces box and they'll make sure the Chinese kid being paid 9 cents an hour to paint your Interceptors is thoroughly caned for his loafing.
Well my Saber squadron Interceptor is painted with this blue grey hue. And considering normal Interceptor; I think it is nice to have 2 different Interceptors. Not so many neutral-grey Interceptors out there. So I should thank the kid who got mixed up with all these greys. =)
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Noticed few days ago when I got my copy of Imperial Aces that I own now 4 different Tie Interceptors. I had 2 regular bought earlier, but I haven't noticed before that they are painted with different greys.
Other Interceptor is painted with light grey, same as my Tie Fighters and Tie Advanced's, and the other with blueish shadow grey, like my Tie Bombers. In traditional GW:s paint colour schemes other is painted with Fortress grey and other with Shadow grey.
I just wonder, do these different grey colours appear in other Tie's too? Does someone have Tie Fighter painted in shadow grey (man that would be great model for Dark Curse), or Tie Bomber painted with light grey? Or Tie Advanced in shadow grey (that would definetly be Vader). If I assume right there is 5 different paints on Interceotors out there. Normal with light and shadow grey, Saber Squadron with light and shadow grey and the crimson red Royal guard.
Does someone know is this change in colour accidental or intentional? Does FFG have 2 different factorys that use different greys or is this change in grey difference between orginal print and reprint?
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Is there a place hidden somewhere in the web, where I can find good quality scans of backsides of all types of upgrade and pilot cards? When making own custom cards it would be nice to make backsides too that the card can be turned over too.
Edit: Thanks Hinnyboy! Thought the tool would only help to build face-up sides.
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IMO:
Tie Defenders stats & upgrade bar were a little disappointment. After all, TIE defender was perhaps the most technologically advanced starfighter in the galaxy after the battle of Endor. Technologically advanced and no system upgrade? Gee.. even B-wing has one. In PC-game Tie Fighter Defender was very well shielded, so 3 shield tokens dont feel that good. It has 3 agility to make those shields last longer, but I would have loved to see 4 shields in Defenders stats. But maybe it's a balance issue. If it had shield value of 4 in basic stats shield upgrade modification would make it to 5 - maybe too much. Lets hope the dial is good. Btw in news it only says: "and a maneuver never before seen on a dial.", so it isnt necessarily a new one, it could be only speed 1 K-turn, but we shall see. I hope its a new one.
Tie Phantom is the one I like least. I would have much rather seen Assault gunboat or DX-9 stormtrooper transport in its place. Primary weapon attack value of 4 doesnt feel right either. How can it have more firepower than X-wing, Tie Interceptor and Tie Defender which are all equipped with four laser canons? Attack value of 3 should have been enough.
Z95:s is probably the one I like most and feelings towards E-wing are pretty neutral. Mara Jade would be nice to have pilot in Z95, eventhough: "How pathetic, they must really want to die flying those Z-95 Headhunters" (citation from Tie Fighter Pc game)-
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Hey, look, they updated the Upcoming page finally to include the Rebel Transport and Tantive IV.
http://www.fantasyflightgames.com/edge_upcoming.asp
Both are listed as in development and neither has an expected release date yet.
[edit] And they took the Starfield Tile Kit off completely, haha.
Starfield Tile Kit isn't there anymore, because it's status is now: "Buy now!"
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Actually X-Wing: Starfield Game Tile Kit is now "in sale". Dont know if it truly is, but status is "Buy now!".
http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=174&esem=2&esum=225
Filthy Pierre reacted to this -
i store all my pilot cards in CCG binders, the upgrades too. easy enough to flick through and view stuff before pulling it out.
id be more intersted in limited edition SW card sleeves than cardboard boxes.
Id prefer FFG to do more acrylic tokens and maybe mix'n'match them in the same game night kit especially the high use stuff luke acrylic shield tokens and range rulers.
what about an alt art unique upgrade card like R2D2?
I'm so used to playing Magic that I refuse to let my X-Wing cards touch the table unsleeved, so putting them in binders would be more of a hassle than a simple deck box. Binders are more of a long-term storage solution anyways. Assuming the quality of these SW boxes isn't complete garbage, I'll be trying to bribe my LGS into buying me a kit of my own.
Exactly my point. My LGS can get me 2014 S1 TK too, but it has to be preordered before 1.17.14. That is why I wanted to see if SW boxes are worth the bucks. Being official storage boxes (yep it is the SW-theme I like in them) and ment to be given as a prize for a winner and runner-up I dare to assume boxes aren't that crappy.
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Does anyone have a good picture of tournament/storechampionship card boxes? Or has someone seen them opened?
I would really like to know what kind of storing system these boxes have for cards and tokens. FFG has announced them to be: "Card box – one Imperial and one Rebel Alliance – for storing ship cards, upgrade cards, and tokens".
Best picture I have seen is this one:
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Well Hexis, I ain't no fortune teller, so those tealeaves serve you much better if you make yourself a cup of tea.

Sure this won't help us to know what Wave 4 includes. It's just that the numbers dont lie. In industrial production you have to have strong reason if one need's to skip patch numbers. As far as I can see there is no reason to skip patch numbers here. So patchnumbers SWX16-19 are clearly reserved for some yet unseen releases.
So far all waves have included 4 ships with four successive patch numbers. The fact that there are four reserved subsequent patch numbers and an announcement from FFG (that we should think aces, transport and corvette releases more like as a wave 3,5 than a wave 4) tells imo that they have allready decided what four ships wave 4 will include and the planning has gone so far that they have giveng products patch numbers. Why else there would be a cap of 4 numbers if there wasn't products in planning?
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Maybe WTF stands for Wedge - Tycho - Falcon?
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Hey, just wondered the coding of expansion packs. Didn't see anyone else taking note in these.
Codes are:
(Game Core Set)
SWX01 - X-wing Miniatures Game Core Set
(Wave 1)
SWX02 - X-wing Expansion Pack
SWX03 - Tie Fighter Expansion Pack
SWX04 - Y-wing Expansion Pack
SWX05 - Tie Advanced Expansion Pack
(Wave 2)
SWX06 - Millenium Falcon Expansion Pack
SWX07 - Slave I Expansion Pack
SWX08 - A-wing Expansion Pack
SWX09 - Tie Interceptor Expansion Pack
(Accessories)
SWX10 - X-wing: Dice Pack
(Wave 3,5)
SWX11 - Rebel Transport Expansion Pack
(Wave 3)
SWX12 - HWK-290 Expansion Pack
SWX13 - Lambda-class Shuttle Expansion Pack
SWX14 - B-wing Expansion Pack
SWX15 - Tie Bomber Expansion Pack
(Wave 4?)
SWX16 - Missing!
SWX17 - Missing!
SWX18 - Missing!
SWX19 - Missing!
(Accessories)
SWX20 - X-wing: Starfield Game Tile Kit
(Wave 3,5)
SWX21 - Imperial Aces Expansion Pack
SWX22 - Tantive IV Expansion Pack
(Accessories)
SWXX - Star Wars Dice for Android/iOS
So seems to me that Wave 4 ships have been decided before the decided what ships they would include in so called Wave 3,5, because there are products missing in codes SWX16 to SWX19. Rebel transport has even lover code than any Wave 3 ships, so it has to be decided in pretty early state of planning of releases. If I assume right then wave 4 would definitely include 4 ships. =)
Edit 9.2.14. Wave 4 announced and the product codes were:
Wave 4
SWX16 - Z95 Headhunter
SWX17 - Tie Defender
SWX18 - E-wing
SWX19 - Tie Phantom
now the line of codes is unbroken. =)
Galactic Funk reacted to this

Final Mission - Spoilers
in Legends of the Alliance
Posted
I necro this topic, because header is fine and includes text "Spoiler".
Does anyone else find it stupid, that application doesn't care how many of rebels escape from the Star Destroyer in the end? When interacting with shuttle and selecting "Leave" instead of "Wait" there isn't any question which heroes are adjacent to shuttle and able to escape and which ones still are at the hands of Darth Vader? IMO there should be some fame/victory bonus if everyone escapes instead of just first hero reaching the shuttle selects "Leave" from the interact.