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Hatting

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Posts posted by Hatting


  1. I've only tried Military Might, Technological Superiority, Subversive Tactics and Armoured Onslaught. 

     

    Of the four, ST is definately the one you'll have most success with against new players. Unlike the other decks, this one requires the heroes to change their playstyle to become less strain dependant, or get better strain recovery. 

     

    The most fun I've had was with Armored Onslaught. Mortar and the ability the change a die to red, and then replace that die to gain +3dmg is fun!


  2. Also, as a recent Imperial Player who used the hell out of Mortar, I find it helps to change the flavour of what happens when you use it...

     

    An imperial officer speaks into a comm device, and a second later a mortar strikes the ground where he points.

     

    A Trandoshan has a grenade launcer mounted on his gun, and fires an explosive round at the target square.

     

    The Nexu hisses and arches it's back, firing spikes at the general area.

     

    Be creative.

     

    Just because something is called "Mortar" doesn't mean it always has to be a literal Mortar.

    And because the Nexu is an "imperial figure" for campaign purposes, and Mortar doesn't limit who can use it; BOOM. Nexu Mortar.

     

    Speak for yourself, when I get my evil empire up and running, Im mounting mortar launchers on cats. 


  3.  

     

    In my opinion the role of tank is: 

    1. Take the hits for your team

    2. Do this for as long as possible. 

     

    I think Onars has the possibility to do both

     

    You'll have to explain that one...

     

    Stormtrooper squad shooting Onar will probably do 10 damage.  To black die defense hero they'll probably do 6.

     

    Later in the campaign when Heroes get bonus health, Onar looks like he may be in the running for the most fragile hero!!!

     

    And since the healing he receives from outside sources like MHD-19 or Gideon's Rallying Cry or medpacks etc. isn't boosted, but the damage he receives effectively is... he's HORRIBLE to try to keep alive, he takes an entire emergency med kit in extra damage from 1 trooper squad, what a huge waste.

     

     

    Interesting... to Onar they do 10, to a black defense hero 6...

     

    Onar has 20 HP, a black die hero probably has 12. 12/6 = 20/10. Go figure :D

     

    Add to that the fact that he can't receive harmful conditions, gets 1.5 Rests for the price of one, and has abilities increase his defenses (not to mention HP), and he actually starts to look pretty reasonable in my opinion...

     

     

    This. Also, we havent seen all his class cards. We were promised to see an aggressive build and a defensinve one. 

    I think he will be quite decent. 


  4. Final Stand is awesome.  You get a move, a rest and an attack for the cost of an action, stun and 2 wounds.  Taking effectively 4 actions in 1 round is one of the better 4 XP cards.

     

    Also, with Shake it Off (and perhaps Survival Gear), Biv has a decent chance of removing the stun again


  5. Are you remembering that she cannot use it on herself? I see many people talking about it but I never understodd why it should be so powerfull, it has, what about 80% chance of succeseeding and then it's only three spaces of mevement and 1damage if used on enemies


  6. My main gribe about force users as playable heroes is that it thematically doesnt not make much sense that. A fully trained Jedi would not be of equal power to "better than average but still just regular"-soldiers as Fenn or Biv. All heroes in IA are more or less regular folk. A force with just some training would be much betters stronger than that. 


  7. Hey all!

     

    Played a few missions as Armored Onslaught and so far I love the damage output of this deck :D

     

    But I'm unsure of if you can use Explosive Munitions first and then remove the new red die with Heavy Firepower?

    Explosive Munition:

    • Exhaust this card when an Imperial figure declares a [Ranged] attack.
    • You may replace 1 die in the attack pool with 1 red die and the attack gains Blast 1[Damage].

    Heavy Firepower:

    • Exhaust this card when an Imperial figure declares a (ranged) attack. You may remove 1 red die from the attack pool to apply +3 (damage) to the attack results.

    Both where "When declare an attack" so I assume it is legal to first use the one and then the other as the "declare attack" window is still open


  8. Just finished this mission and rebels wiped the floor.

    First round they cleared the troopers, Nexu, Eweb, officer and most reinforcements.

    Then they called out Stark and almost managed to kill him (did 11 out of 14) damage. He ran and survived end of out, got healed by Restorative Supplies and the other effects nut it was way too late. Not nearly enough pressure on the rebels

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