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MadFuhrer

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Posts posted by MadFuhrer


  1. You can bet your butt I'm going to use glory of the kill for the inquisitor! I also think that feeding frenzy will be great on the rancor because of its brutality + cleave. Get the extra damage off in one activation!

    On another note, I think on the lam could actually make smugglers run a very doable option combined with slippery target.


  2. I played it in my very first campaign.  It was a blast... and arc blast to be more specific.  When you have arc blasters and cloaking device on a group of storms they become super effective combat units, and having superior augments is icing on the cake.  The deck is a little bit of a slow starter as your first upgrade makes you lose health, but once you get other upgrades it really starts to roll.


  3. I've made due with one copy of everything.  I decided to pick up another ISB infiltrators because I love them as a unit, but only needed 1 more because the elites are great, the regs not so much. I would probably pick up another set of rebel sabs or echo base troopers if I played rebels at all.  I will also probably pick up two sets of the dewbacks and the alliance rangers.


  4. well, don't discount the fact that the AT-ST has range, a built in targeting computer and will always have 2 defense die.  if you want to attack twice with the rancor you lose its double defense dice and it still has to close to melee range.  I'm not saying that maybe the AT-ST should be a point or two less, but it isn't something to ignore.


  5. I know you may be hesitant about the big boxes, but they do add the most bang for their buck, but I may be biased as I love playing imperial.  But the hoth box also you gives you HK assassin droids (units that I think are too good for their cost) the almost auto include command card "Negation", and those sweet sweet targeting computer attachments which, if you are a rebel, go great on sabatours!  For skirmish purposes twin shadows and bespin aren't extremely optimal, but I like the heavy troopers and tuskens once and awhile, and I love the urgnaught as a fill unit for scum.


  6. Here is what MOST of the packs come with: Ally packs give you a plastic mini, some deployment cards, a side mission, a skirmish mission, and command cards.  Villian packs give you a plastic mini, some deployment cards, an agenda set, a skirmish mission, and a command card.  Most components aren't meant to be added mid campaign, but with that said, I recommend playing through a whole campaign to get a feel of any extra add ons  that you want to get.  There is a pretty good sight that gives recommendation for buying stuff which is this (http://boardwars.eu/ally-and-villain-packs-for-star-wars-imperial-assault/) wonderful site. Welcome to this great boardgame and I hope that I helped a little bit.


  7. I was playing 

     

    Luke

    Leia

    Obi Wan

    Davith

    Gideon + Diplo

    3PO

    R2

     

    and got pretty handily destroyed by the following imperial list that is sort of similar to your above one: 

     

    9▪ The Grand Inquisitor

    6▪ Agent Blaise

    9Elite Stormtrooper

    1Cross Training

    7Elite ISB Infiltrator

    7Elite ISB Infiltrator

    1▪ Rule by Fear

     

    Though I think it would do even better if you just replaced Quizzy for another group of eTroopers. 

    That was a good game and it is a list that I switched things around on multiple times.  This iteration of the list was born out of my friends grabbing something that I wanted such as the second group of elite stormtroopers and zillo, however; this list did run really well and I do think I will use the iteration of this list again.  

    The inquisitor will always draw some amount of attention so if you can dance him around just at the edge of threat range, it forces the opponent to react to his position in some way while the spies wage a war of attrition and hits of opportunity born out of the position the inquisitor gives.  

    Also due to friends grabbing things I went without take initiative and negation, but with blaise negation really isn't as important but take initiative would have helped. 


  8. From what i can tell so far with all the legal maps is that every starting location is equivalent distance to every door and every objective or relative terminal.  the sightlines might be screwey which gives one side a better advantage over another, but all maps seem to have an equal amount of spaces away from an equal amount of objectives.

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