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Posts posted by MadFuhrer
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I've contemplated running both of them together. Shyla to better position opponents to allow bossk to hopefully do both IF and an attack.
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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.
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I ordered mine from CSI on the 28th and it shipped the 29th. Even with choosing ground service it was cheaper than going with MM standard shipping. FedEx is predicting the 4th as a delivery date, but I often get things before the scheduled date.
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So let's say that the inquisitor is next to a royal guard when he gets attacked and he rolls a blank on his white die. Would he get two blocks (1 for defensive and 1 for protector) or just 1?
Along the same lines, could a jet trooper convert the block that the guard gives to a surge protect?
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the eISBs are pretty good too.
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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.
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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.
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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.
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I would personally go wing guard+ rangers since keep the peace doesn't work on other guardians. It is a surprisingly good ability and since they have the surge for recover 2 you can make that health back up real quick.
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I mean, do what you like friend, I took second in a tourney here and lost the last game 40-39 with the following list:
Inquisitor
eStorms + cross training
eISB x2
Blaise
rule by fear -
I will always argue that HKs are one of the most (currently) overpowered unit in the game. Yea, if you get on top of them they crumple, but good luck getting to them and ignoring the rest of your opponents army while those dps cannons destroy your team.
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What are you hoping for your snowtroopers to acheive? Are they heal bots for your other troopers, are they objective runners? are they damage dealers? If you plan on using them as heal bots or objective runners, I would downgrade them to regular snowies which opens up 3 points for you.
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the hoth box comes with a token for leia, not an actual model.
For the tiles, you could, again, grab the maps that FFG makes, or get someone to print them for you. there are several threads on doing just that.
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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.
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so now that the rebels have long range shooters, and the scum have HKs, I want the empire to have something, so I want scout troopers, and i'm certain they WILL come out at some point.
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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.
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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.
Rogue Dakotan reacted to this -
I thought somewhere it was posted he had pierce 3, so i'm ok with this.
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Is posting lists and placings a thing here, or is that more shunned? I personally would like to see what people are winning with and what isn't do some well, and the different "metas" from different regions.
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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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Is the Rancor really the standout unit from Jabba's Realm?
in Imperial Assault Skirmish
Posted
I've had great success with it on terro, granted most of my armies consist of equally impoing figures and he doesn't draw a lot of fire, but with mounted he can get the flamethrower off and still get the extra damage giving him the same damage pool as new luke.