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Hatting

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Everything posted by Hatting

  1. Regarding focus, a good rule of thumb is that if you Focus your unit with Show of Force or another affect, that attack WILL be dodged if the defender has white die
  2. Havent played ST class yet, but I found Show of Force really powerful compared to Experimental Arms. It's useful every round when you want it to be useful. Compared to EA that you have to attack, has a somewhat serious drawback and is only useful when you dont roll enough surge
  3. Reading up on tactics for specific missions is kinda sh*tty behavior. I discuss general tactics with other Imperials here, but avoid spoilers for missions I havent played. Taking a hero out is great. That's two complete actions for the rest of the mission they wont be getting. Denying the rebels usefull activations is what it's all about. Any action spend resting is an action not spend moving, killing or completing objectives. That's also why stun and bleed are great. Royalguard/nexu combo is great. An attack that stuns is damage + action denial, for just a single action on your part. .
  4. Remember to user all of your units abilities, it is easy to forget that the troopers and officer can reroll die when adjacent to other and in the end that can amtter a lot. Good use of Troopers reroll makes their a attack a steady 3-4 dmg instead 2-3
  5. Stone, just using allies could work, but it wouldnt really satisfy the need for a 5th or 6th real hero with skills, xp and such.
  6. My strategy in this mission (first side mission) ended up being clogging the hallway to the champer with the nexu, royal guards and later troopers. Added a droid and an officer to my hand, but didnt not really use the droid, the officer came in handy when Vader spawned. The only AOE they had was Wookie cleave, bu a combo of stun and bleed kept him occupied for a few turns. When Vader spawned he unleashed hell on them and retreated to get a bit out of ranged forcing Diala to spend all her strain to get to him and attack without removing a die which left him with 1 health at the end of the mission
  7. Slightly related Spoilers for mission Temptation: If DIala is stunned at the end of turn 1, 3 or 5 when she MUST choose one of the two action, one being that she must discard a token then move and attack, the other being claim a token and heal. Can she choose the first one, even though she wont be able to perform the move? While playing we ruled no, but in afterthought I think she should be able to choose this option just not be able to execute all of it
  8. When I played the tutorial for the first time I also just skipped the objectives and focussed on fighting, moving troops with the officer and blowing up the droid to give the rebels an idea of what kind of mechanics they can expect
  9. It's not ucommon for Vader to deal about 7dmg+3pierce in attack on two targets with brutality, and in early missions the rebels have a really hard time damaging him. SPOILERS: We played Temptation as our first side quest. In a bad planned out move they opened Vader as the last action of their spawning him and then Vader taking his turn in charging out, wounding a hero and damaging another. It was the end of round 5 and Diala was down to 1 token so she had to claim another and make Vader attack again. Just brutal.
  10. What about abilities that gives Vader an attack, e.g. an elite officer, he would not be able to use brutality there will he? As brutality is not an attack, not a seperate ability
  11. I think it is under the point "Ending the missions" or something like that. Anyway, the goal for the rebels is to eliminate all Imperial units, the Imperial Player must wound all heroes or interact with both temrinals. Don't pay too much focus on the tutorial, it is only a tutorial to familiar yourself with the basics of moving, attacking and such. It is not balanced or very fun.
  12. Also, I would argue that non-sentinent being can control things. I there's a tiger in my room, that tiger controls the room
  13. I think it is pretty clear. "You cannot interact" means you cannot perform interact action, anything else is go.
  14. The threat level is the amount of threat you gain each roundm e.g. 2 for the first couple of missions, then 3, 4, 5 and so on. When a mission tells, in the setup box, you to increase threat by double the threat level you increase your threat in the dial by 4 (if the threat level for the mission is 2) only for the setup of the mission
  15. Also a qestion, if Diala is stunned during the end of turn 1, 3 or 5, then so MUST choose to heal right? The rules says she must choose one of the two choices, but when stunned she cannot voluntarily exit her space.
  16. player a few missions yesterday. Focusing on Gideon was a very viable strategy. He is low health with no defensive abilities Which makes him a good target for a withdrawal. During A New Threat my rebels spent a few tyrns chasing droids which cost them the game. The mission almost seems impossible with the hard doors, double ability checks and huge threat bonuses when doors are opened along with the big map
  17. I won this as IP but it came down Bader blocking all dmg in the very last attack and surviving with 1 hp left. As the very first side mission the heroes were very squishy and a combo of bleed and stun kept the wookie locked a couple of turns. I had some troopers focus on Dial a wounding her which made her play more carefully. When Vader was deployed he quickly ran out and attached the wookie Dial a being on one token was forced to reclaim one and allow Vader to move and wound the Wookie bringing them down to one again. Next turn he survived and attack and then ran, was attacked and then officer ordered to run. St last Diala ran and strained to get close to Vader and then made and unsuccessful attack on him as the last action of the round and then he mission ended
  18. I believe the shock grenade always stuns as it activates outside of an attack. Just like Sustained Fire can stun your unit without causing damage to it
  19. Could you copy the text from Suustained fire and show of force?
  20. Just interpretet it litterally. When the door opens you deploy the E-web at a yellow point and the troopers anywhere in the storage room. This does not cause the red deployment zone to become active. If you lock the door it becomes active and you can use it to deploy and reinforce to.
  21. I use Vallejo Game. I made quite a lot of error that had to be corrected and probably should have thinned the paint a little more, but I got quite impatient at times
  22. Yes View it has he "tranfers" one of his actions to another player
  23. When you use Command the target must use the interupt immediatly
  24. That's just for the tutorial, for the real campaign the deployment works a bit different. Don't spent too much time on the tutorial, it is mainly there to teach basic movement, attack, abilities and sch
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