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About HaakonX

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  • Birthday 07/08/1989

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  1. Leaks in a fan from FFG France: Mirumoto Hitomi, 4 cost 4/2 Dragon character The Fires of Justice - Lion Clan Event 2 Fate, 2 Influence Void role only. Reaction: After you win a ? conflict, your opponent chooses a participating character he or she controls. Select one – remove all fate from that character, or move any amount of fate from your opponent’s fate pool onto that character. Aspirant Challenger 2 cost 2/2/? Bushi. Duellist. Mantis Clan. Composure - This character gains +2 ? Action : During a conflict, initiates a duel (probably military ?) - Resolve the duel. Honor the winner. Hida Yakamo 4 cost 4/2 Bushi. Berserker. Duellist. If you are less honorable than an opponent, this character does not bow as a result of :mil: conflict resolution and can’t lose duels. (*This character is not the loser of the duel but the character of its opponent stay the winner of the duel*)
  2. I think this is certainly something that rotation is going to help. So, for instance, in Old5R, the Lion went through about 4-5 different champions after Arasou in a small period of time (Toturi, Tsuko, Tsanuri, Motso). What if the 7th cycle, right before rotation, the Champions were killed off and each booster had a new champ to add in?
  3. Team Cov Demo video. There's this image from it that's been doing the rounds
  4. HaakonX

    The Wishlist

    I'd like to see Air Support (X-Wing/TIE Strafing runs, Y-Wing bombing runs etc.) included at some point
  5. HaakonX

    Wave 1

    Thats so obviously shopped. Davy has namedropped Leia as a Commander, Scout Troopers as Special Forces and AT-STs and Snowspeeders as Heavys. I'd say they'll be in Wave 1. Extrapolating further, I'd say One Expansion per 'slot', per faction, per wave is the plan. So Wave 1 would then be: - Leia (?) and ????? for Commanders - Rebel Troopers and Stormtroopers for Troops - ?????? and Scout Troopers (?) for Special Forces - AT-RT and Speeders for Support - AT-ST and SnowSpeeders for Heavy
  6. Agreed but its still a ways away imo. From memory, the current story events look to be shaping up to be: 1. Meishodo Y/N? (Ongoing) 2. Who gets Emerald Championship? 3. Who wins the impending Civil War of the Lion? (Tsuko vs Toturi) 4. Coup? Also, you could say that Hotaru finding out about Satsume, and the Dragon's war with the Perfect Land sect could also be chosen as Story Decisions.
  7. ATM I'm looking at running; Scorpion/Crane - Political BS and Fun deck. Still deciding between Political Rival and Height of Fashion for the splash. or Rival, Duellist Training and Admit Defeat. Unicorn/Lion - Sashimono and For Greater Glory are great boons here. And nothing is quite as good as Cavalry Reserves into For Greater Glory. Lion/Phoenix - Kimono and Pacifism. Because making your guys all the more glorious and better at being militant is just the way of the Lion. Bonus if you Kimono Eiji to make a nice catch-22 for your opponent.
  8. Personally, the days of Biggs walk the dogs were the best. Generics were able to be up there with aces in those days, which was always nice to see. My local meta is either a lot of Palpaces, BountyBus or Flying Dutchman (Dutch/Ghost). Mind you, IV has *just* come onto the scene, and I haven't had a chance to run down and see whats happening with it.
  9. WOW 9 DICE Norra Wexley (29) Opportunist (4) Advanced Proton Torpedoes (6) R7-T1 (3) Guidance Chips (0) Alliance Overhaul (0) Shara Bey (28) Adaptability (0) Alliance Overhaul (0) Jan Ors (25) Squad Leader (2) Autoblaster Turret (2) Nien Nunb (1) Total: 100 View in Yet Another Squad Builder Still only 8. AO doesn't work with secondary weapons
  10. If you're talking about the Rebels one, that was really just tie fighters with the front panels removed. They were loaned out to a mining guild. As for my predictions: Tie/sf - First Order Tie Hunter - Imperial Scurrg H-6 Bomber - Rebel Skipray Blastboat - Scum and I *really* don't know what to do with the Resistance. T-85?
  11. Also, I don't think it's at all unlikely for the rebels to secure 5 sympathy points in 8 rounds when you're leaving lots of barely defended garrisons to destroy. Even if you take it back immediately, it doesn't undo their gain. Exactly my point above. Further, the Imperials simply can't lock the Rebels out of the shipyards turn 1. You only have 4 leaders to Move, Block the inevitable 'Create Alliance' (and this has to be done with your biggest piece, Palpatine which imo is a waste), and Rule by Fear. It simply doesn't work like that. I think a viable tactic for the rebels is to create alliance Ord Mantell straight away (blue circle, orange circle) and then wait and see what the imperial player does. If he moves his coruscant fleet, something like an incite rebellion or hidden fleet well net you 2 points. If not, then keep pumping those valuable airspeeders/corvettes.
  12. I think I still have a copy of this lying around at my grandparents somewhere. Great game.
  13. If by "not in North America" you mean Europe, then sure. It's already been at the Australian Distributor for ages.
  14. Forgot to mention: there are also the starting Action Cards (the two drawn before the first turn) that can influence Rebels building ships. One confirmed is 3P0 - who allows for an auto-success on a diplo mission just once (Make an Alliance with a blue circle and/or blue square), and another confirmed is having Mon Mothma do a Temp alliance where she can just build using any planets build mechanics as a once off anyway.
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