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Ghost Dancer

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Everything posted by Ghost Dancer

  1. The new skirmish army option doesn't get save with the list. When I reload the list it is set to standard army size.
  2. They look great. And the sort of colours I am aiming for on mine. What type of paints did you use and what colour(s) did you use for the fur?
  3. I've been playing jyn and pathfinders a lot and they're amongst my favourite units. The trick is learning to use them effectively (don't over infiltrate). Both are good objective grabbers, especially recover supplies. I deploy pathfinders next to the central supplies, and then grab and run with first activation. You can use jyn's teamwork card (or others) to get a dodge on them. Danger sense is incredibly effective against small dice pools - my opponents often give up trying to take them out and go for easier targets. I've been running these units with leia and sabine, plus rebel troopers (with uplinks and detachments). With the vets order shenanigans, you can get amazing results from complete the mission, and leia's no time for sorrows. I usually run the pathfinders with pao - his weapon is great and the inspire 2 really helps with suppression management. Plus having a range 4 unit really helps against the empire. @syrath good call on the teamwork + nimble. Like many people, I just leave the token so haven't benefited from this.
  4. Not sure about this one. They might be interesting to play, but don't want to drop $40 on a 2 mini unit (not interested in the terrain). I like the secret mission ability - couple with the right objective this could win the game. Whilst being an operative opens up some good stuff with command cards, I'm gutted that we can't run luke, leia, han, and chewy with the droids - was looking forward to that. The most likely solution to this would be a han operative with chewy counterpart.
  5. Ah my bad, I didn't notice as it put the new unit several spaces down so I didn't see it. In that case its fine. On a related note, how about listing like units next to each other, e.g. if I split a unit of vets, they are next to each other in the list.
  6. I noticed it now groups like units together. This is useful in some ways, but not so good when you want to equip them differently. Could you maybe add an option to group them or not?
  7. Totally agree with this. In fact I'm not sure why people have said they are temporary? To my knowledge there is nothing official that says the changes are temporary. They said they would review it annually and change as needed to balance the game. To interpret that as a temporary change seems crazy to me!
  8. We played a match with a 7 activation limit a few nights ago. It was so we could play hero lists with the bonus that the game would be a bit shorter (time constraints). It was one of the most fun matches I've played and would highly recommend it
  9. One of the problems with strike teams is they were too efficient in terms of cost per activation - this applied to snipers and sabs. Snipers were not an issue in a full squad, so increasing the cost of the strike teams is absolutely the right call IMO.
  10. +1 for printer friendly version. I literally just used up an entire colour cartridge and didn't even print the whole thing (the first 10 pages or so hadnt changed). That aside, I love all he changes. Should bring some diversity back to list building.
  11. The cards are still valid. Its only the points that have changed (in most cases). I don't see the big deal, use one of the several great list builders out there and the printed points are simply not a problem. For the few cards where the rules have changed, just print the erratad version from the pdf - I did that with the objective cards and slid them over the top of the real card in a sleeve.
  12. I'm loving all these changes. I thought it would mainly be vehicles, but good to see other changes too. Has it been confirmed that there are more changes than those mentioned, or is that wishful thinking from some players?
  13. Great, thanks. Just swapping them will make it a lot easier
  14. Just thought of an alternative to this (or could even do both). List the collection entries by faction, and each faction name expands/collapses the options for that faction. There are a lot of expansions now, so that would make it easier to use, and if the page loads with them collapsed, it would cut down a lot of scrolling.
  15. The mobile version is even better thanks. Lots of great changes. I like that we can now make a new list from our list/collection page. One suggestion. On the list/collection page, move the collection stuff to the bottom - that info is not used or updated very often, but the lists we've created are used most of the time. This would cut down a lot of scrolling
  16. I've had good success with her. When used with pathfinders, they are great at capturing objectives. Especially claim the supplies - can deploy next the he center supplies and grab them turn 1. I use the pathfinders to grab and move, and give them a dodge via Trust Goes Both Ways. Complete the Mission is also amazing, especially late game. I think Jyn has a bigger learning curve (as do pathfinders) which is why they are often overlooked, but both units great once it clicks how to use them.
  17. that's a good point. I hadn't considered that as I already had the detachments in my list. In conclusion, whilst the weapon isn't particularly bad, there are just much better ways to spend the points.
  18. Its not a big step down, but it costs a lot more points (9 points more, or 7 if you take out the costs of the actual person). As I mentioned in my original post, having two of these costs the same as a unit of troopers with a z6 which is a much more efficient use of points: an extra activation with good damage output (compared to an overpriced heavy weapon that doesn't actually add much to the unit).
  19. They work great with hq uplink: triggers Defend and Coordinate. With 2 units and 2 detachments, that's 4 extra orders on the table and out of the bag! Plus it works with several command cards (no time for sorrows, and complete the mission come to mind).
  20. This is part of the problem. Crits are great, but this is essentially converting a hit to a crit. Sometimes that's useful, but often the net result is the same after you remove normal hits to cover, dodge etc.
  21. So I had my first game using the veterans recently. I had 2 units with the CM-093 heavy weapon (plus comms specialist and hq uplink, plus the detachments to go with them). It may havbe just been bad luck, but they didn't seem to add much - I think I only used the critical ability once in the entire game, and the 4 white dice are... well white dice. I was building a new list, again with 2 veterans, and it occurred to me that 2 93s is the same cost as unit of rebel troopers with a z6 (62 points). Suddenly that's a no brainer - I can't ever imagine choosing the two heavy weapons over a z6 unit, and all the veteran lists I've built so far all have 2 units of them. So, unless I've maxed out my corp slots its unlikely I'll ever take the 93s. Anyone else have similar thoughts? Or has anyone found the 93s to be a good addition? On the plus side though, the order shenanigans with the uplinks, coordinate, and defend worked really well. Even better with the commands, complete the mission, and no time for sorrows - 4 extra units got the benefit from them. Overall I like the vets and the detachments, I'm just not sold on the heavy weapon option.
  22. I said it can help against pierce - the extra dice means you have a chance to roll more blocks than hits, so roll 2 blocks against 1 hit with pierce 1 means you don't take any damage. It won't always work, but its great when it does, and it acts as a deterrent so your opponent might not risk wasting an attack on them.
  23. One thing I found with danger sense is that it is very good against low dice attacks, even snipers. If maxed on danger sense, and after cover, only 1 or 2 hits get through there is a good chance you'll block them. It can also help against pierce as you're rolling extra dice. Because of this, I've found my opponent stops trying to plink them down and focusses elsewhere.
  24. I struggled with pathfinders but in my last game I played them much better and won the game. I think they are just harder to use but once you master them they can be very effective - they are excellent objective grabbers, especially when claiming supplies Fleets on the other hand I just don't gel with. The short range is bad enough, but their ability to get aims in standby is almost worthless due to how easy it is to remove standby. As mentioned above, if standby was better (I.e. not so easily removed) then fleets might see more use.
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