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Crit Happens

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  1. Ok, I'm not crazy then. I looked for far too long yesterday... Thanks!
  2. @LagJanson do you know if there's a FB page for the event? A place to ask specific rulings etc.? Bryson and I are coming out east for it again.
  3. Nice catch, I scoured the "Action" section, and never thought to look for a "linked action" section! Carry on
  4. EDIT: Ignore this, it's corrected below. Passive Sensors does not instruct you to perform a lock action from the action bar. The PS card itself is the source of the lock action here, so you wouldn't be able to link to a rotate. There is a precedent set in the FAQ entry for Vizier's ability. This specific FAQ entry is referencing action difficulty, but it can be inferred that the location (card) of this action is relevant.
  5. Imagine Upsillons with a K turn. Yes, that worries me.
  6. I'm not sure that "positioning perfectly" is an accurate description. It's moreso positioning to keep as many options open as possible. This forces the opponent to split arcs or risk Han getting behind your entire squad. The opponent has a far greater burden for "perfect positioning".
  7. This is one of the grossest things I've ever read.
  8. Also, it is a mandatory game step, so you aren't allowed to miss it. Even if you're into the round, you still get it back.
  9. If you strip this down (every upgrade comes off), you can get a U wing with Leia crew as well. Those B wings punch hard, and the extra shot from the U wing makes up for losing the torp. I've been wrecked by this squad a couple of times.
  10. Vultures are definitely not broken. If your opponent isn't nuking two of them before they shoot, either dice went terrible, or they engaged terribly. Then nearly a quarter of your squad points have disappeared.
  11. That actually sounds hilarious. That exact scenario will probably never happen again to you. So I wouldn't worry about it too much?
  12. Yeah, that's essentially it. If your opponent has little or no Aember control available, it's pretty common to have two turns in a row that you can forge a key.
  13. What are some cards that don't really get the recognition they deserve? My favourite under-rated card right now is The Sting. I've seen people talk about how terrible it is, but it has won me far more games than I initially thought it would have. The first couple of games that I used it, I didn't quite understand the careful timing that it required, but once I figured out a strategy to make it work in my deck, it was a revelation. What cards do you think deserve a second look?
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