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emmjay

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Everything posted by emmjay

  1. emmjay

    Rebel Shuttle

    Anyone think about making a Rebel version of the space cow? Or even a title to allow the current shuttle to work with rebels? TITLE Shuttle Tydirium Lambda class shuttle only Omicron Group Pilot Only Rebel Only This ship can be used with a Rebel faction squad. This title adds a (crew) slot. Cost 4 Simple title that will allow the rebels to use a space cow. The added crew slot allows the rebels to compete and have a 3 crew ship like the imps have and the scu, will soon have.
  2. Until the beginning of May, I was a major Imperial player, using Soonter and Cherpie. Now? After two regionals loosing to Han/Chewie/Dash/Leebo combo's (either 2 ship builds or mini-swarms), I have since switched over to Chewie and Corran. While Corran Horn's build doesn't change, there are a couple of ways that I have played with Chewie. One is more offensively built, and the other is much more defensively built. Corran Horn (48) - Push The Limit, Fire-Control System, R2-D2, Engine Upgrade PTL, FCS, and R2 are somewhat standard. I absolutely love Engine Upgrade on him so that he has some basic ways to arc dodge, or even use a green maneuver to clear stress/recover a shield and the boost/barrel roll to get into an acceptable firing arc. OFFENSIVE Chewie Chewbacca (52) - Veteran Instincts, C-3PO, Gunner, Millennium Flacon I put VI on so that Chewie has an attempt at an Initiative bid over Brobots, and even tie a lot of the PS7 scum lists, and hope to win initiative. Gunner, of course, has it's own use. Generally, I will use the title to Evade each turn, and getting a 2nd with C-3PO, which is what most players do with their Fat Han's. I put Chewie in instead of Han Solo just so Corran can be fully upgraded in ways that I enjoy playing him. DEFENSIVE Chewie Chewbacca (52) - Push The Limit, C-3PO, Lando Clarissian, Millennium Falcon Using PTL and Lando, you have the ability to generate three Evade tokens, or even two with a focus token. You have the ability to generate 5 dodges in one roll of the dice (3 evade tokens, 1 C-3PO, and rolling an Evade) yes, using PTL does limit your movement if you wish to continue to perform actions, and playing a purely defensive ship does change your overall style of game play. However, using Corran to run around the board and using Chewie to take a ton of damage in the meantime is an effective strategy. Many times I will focus fire down a target like Soonter Fel and use Corran to strip 1 (or 2) tokens from him, Chewie to take the last token(s), and then kill him with Corran's double tap ability w/ a target lock. I know you said you have no C-3PO, but you may have friends that would let you borrow one? If not, Kyle still works to get a Focus token, or even a Recon Specialist for 2 tokens for the high PS meta and having to probably roll defensive dice against more than one attack before being able to shoot at all.
  3. A thought is putting a weapon engineer on the shuttle as well as the title. That way you can maintain two target locks as well as target lock anywhere on the board. That way you can possibly counter builds with higher PS or even arc dodgers. It gives the COL more options when targeting enemies as well.
  4. Both Rebel Epic ships. My 2nd, 3rd (and sometimes 4th+) copy of all my other ships. Hell, I have 4x Defenders only for the Predator card..... And I still have NO idea what to do with my 6 X wings (4 cores, Epic, and X wing expansion pack). The ONLY ship I have NEVER EVER played is a Phantom...
  5. Are you tired of 40 point builds where Han, Luke, and Chewie can't fight together and be competitive? Ever wonder what it would be like to have 3 AT-ST's in a fight with Darth Vader? Want to know what having 150pts to do with as you please feels like? Well, I have an idea and want to run it past the IA group. I want to convert IA into a 40k/warmahordes style battle where players play on 4'x4' or 4'x6' game boards. 1. All speed/range/accuracy/spaces numbers are doubled, and are counted as inches. For example, the Royal Guard Champion now has a speed of 12" and his executor ability now has a range of 6". Reach is now 4". 2. Line of Sight - because actual hills/mountains/trees/buildings will be used in created terrain, line of sight is now "looking through the model, can you see your target?" If you can, you have line of sight. a. Unless MASSIVE or MOBILE the distance seen through trees/brush/foliage is 3". b. Partial Cover - if the targeted figure is obscured by terrain by more than 50%, or more than 1" inside trees/brush/foliage, the figure rolls one additional [bLACK] die. c. Buildings - In buildings with windows, figures may shoot into the building (using partial cover rules) or out of the building with no penalty. 3. Terrain Movement - Elevation Change - figures may climb - both hills/buttes/stairs/buildings at the cost of 2 inches of movement per 1 inch of elevation change - there is no bonus for shooting from an elevated position. 4. Terminal tokens - Players create a "pile" of terminal tokens for each 2'x2' square game board area. Starting with the player who has initiative, before figures are placed, each player places a Terminal Token on the game board at least 12" away from any edge. 5. Mission types - players may make up their own mission rules, or even just have a total battle to destroy the enemy force. a. Control Missions - player may place 2,3, or 4 control points (no bigger than 3") on the map, again no closer than 12" from any game edge using initative deployment rules. With 2 control points they are worth 10 points at the end of each turn, 3 are worth 7, and 4 are worth 5. b. Carry Misions - players form a pile of crate or "holocron" tokens equal to twice the number of terminal tokens in play. Deploy as normal with 12" from edge and intiative. Crates reduce speed by 1/2 when picked up and must be returned to the deployment edge to score points. "Holocrons" are scored at the end of the round, and limit one per player per round, they do not limit movement. Crates and Holocrons are worth 10% of the total point value of the fight. For example, if players are using 150 points, they would be worth 15 points. 6. Victory conditions are met the same as in a normal skirmish game - when points are met or exceeded, play ends. 7. Players may play any faction. However, the Mercenary faction may work with any faction without restriction on number of units, and without any special deployment card. They are still limited in the number of specific figures as noted below. a. Unique figures are still limited to one per army fielded b. Elite figures are limited to 2 copies per 50 points played, rounded down. c. Regular figures are limited to 4 copies per 50 points played, rounded down. 8. Command Cards - Players form a command deck consisting of 15 cards and 15 per 50 points played. a. Unique command cards are still limit 1. b. Command cards that have a "1" limit box now have a "2" limit box, and goes up to "3" if playing 150 points or more. c. Command cards that have a "2" limit box now have a "3" limit box, and goes up to "4" if playing 150 points or more. 9. Players setup their figures no farther than 6" from the edge of the game board, following normal initative rules of unit deployment. Each player has their own side of the game board. Without overly complicating things and having more than a 2 page rules conversion, is there anything I left out? Again, this is all about having fun and not becoming rules nazi's.
  6. Relentless goes off BEFORE dice are rolled "When you declare an attack...". Because the target is killed at that time due to Relentless, no dice are rolled.
  7. Great idea, however, you get 1 more activation and still keep 4x officers with my build above. You need to ask yourself if having an elite Officer outweighs what you would get by having a regular officer AND a regular probe droid. Is the Elite Officers ability to move OR attack make it worth that tradeoff? For me, I like that ability to have that one probe droid and its nice attack, which is great for taking out 5/6/7 health enemies. Also, that extra activation is nice as well.
  8. I am going to try this build, and it can be done with just 2 core sets.... Elite guards Reg guards x2 Reg probe droid Reg officer x4
  9. Again, yes or no? I ask this because it was, for me, a big issue at Regionals and I was forced by my opponent, after rolling and he "won" to take initiative. A couple of maps, with his list, I wanted him to have it.
  10. We just finished up our Kansas City IA Regional turnament. FFG sofware was used. By round 4 it was so messed up that was ended up happening was that pairings were entered manually. The problems faced: 1. Giving a "bye" during a play round to the same person more than once 2. Having the same players paired against each other for a match. Anyone else having problems with the FFG software?
  11. Page 4 of the Skirmish guide states: "Determine Initiative: The player who has the lowest total cost of Deployment cards chooses which player begins the game with the initiative token. In the case of a tie, players determine initiative randomly. The player with initiative will choose deployment zones and resolve the first activation during the first round." To break the tie, per the rules it says to roll 1 blue die (using range at the number, highest wins). Ok, here is my qustion. If determined randomly, is the player who is determined randomly to start with iniatiave allowed to NOT accept initiative and pass it to their opponent? I ask this because the only time it says a player can pass iniatiave is if they have a lower point total. If determined randomly, it does NOT say the winner can pass. It is two very seperate statements and I really want to get this cleared up. The Skirmish Tournament Rules say that Iniatiave is determined as defined by the Skirmish Guide and has nothing further to say on the matter. The FAQ has nothing to say either.
  12. Yes I have. The Game Shoppe in Bellevue, NE hand them when I went up for their x wing regionals. There are FFG style ones and generic ones......
  13. For those of you who don't know, Massdrop sells items at a steep discount due to the number of people buying into it. IE a volume discount. Last week the finished up a X Wing bundle that was well worth it for new players. Now they have a great deal for players getting into Imperial Assault. And I mean CHEAP! As of this posting it is $134 for the core game, all expansions (wave 1), and a set of dice. Retail $190. This includes US shipping cost. This is a fantastic way to get new players interested in the game and get everything on the cheap side. https://www.massdrop.com/buy/star-wars-imperial-assault-bundle
  14. No offense, but I really wish I could find something official about this. We're driving down from 3 hours away and I'd really prefer to not show up at noon, only to find out that they decided to start at 11 instead. The link from the Regionals page has zero information and this Steve guy hasn't returned any of the phone calls my group has made. And the secondary contact listed didn't have a clue about the event. This is a horribly run event so far. Totally agree with you. I have been trying to contact Feral Games for a couple of weeks now via email, facebook, and phone calls. I have heard back from Collectors Cache where it was originally suppose to be run. What they said? Get ahold of Feral Events. The Overland Park Convention Center shows events for the day, but nothing specific. I don't even know about pre registering or cost info. Feral Events doesn't have the greatest rep here for being able to talk to real people. My good friends owns a game store and wanted them to run an event, ie make them money, and they would even return a phone call. I am planning on being there early, like 9 am or so. If need be I will wait at Tabletop Games and Hobbies which is very near the convention center. It is getting to the point where I am thinking of getting ahold of FFG and complaining. Please Show up. There isn't a lot of Imp Assault players here in the Metro.
  15. I can't play in the evenings as I work 2nd shift. I am able and want to play from 11am to 2 PM weekdays, and most Saturdays and Sundays. By the way, there is a Mokan Imperial Assault Facebook group. If anyone wants in to setup meeting times and such please join up.
  16. You happen to get a cost or if/how to preregister? I have been trying to get a hold of FeralEvents for some time to get an answer... Also, as to when to play and practice. My normal FLGS is The Geekery but I am happy to go to Tabletop or Collectors Cache. I am free most weekends to play. How about we get a group together this Saturday the 9th at Tabletop and do some Skirmish practice before Regionals on the 16th.
  17. What??? In the FAQ it talks about how Boba Fett - imperial - and navigator work together. State your source.
  18. Nope. I emailed the guys who are suppose to be running it, no response. I may have to go to Collectors Cache and talk to the people there, but they aren't my FLGS.
  19. I play it all the time with Jan and Recon. For more umph I also run Cracken in his Z and give the Falcon another evade for a total of 1 focus and 2 evades.
  20. They work together. You declare that you are attacking using the cannon. Change 1 hit to crit. That crit cannot be canceled by dice. Now, I don't know, but am pretty sure, that spending an evade token doesn't cancel the Numb crit. Just like it doesn't with auto blasters - a guaranteed damage.
  21. Here in the KC Metro area there are several major meta squad builds. With the Regional season starting up in a couple of weeks (here Imperial Assault starts on May 16th), and players do come from hours away, what are the types of squads that other areas feature as their meta? There was no store championship season for IA, and for many players this is the first time that they will be attending any official tournament. IMPERIAL Royal Guard Champion Regular Royal Guard Elite Imperial Officer 3x Regular Imperial Officer 2x Regular Probe Droid Note: To make it a "Vader" Squad remove the RGC and the Probe Droid. Hands down the RGC and Vader squad is the most common builds, making up over 50% of the squads I have played against. Of that, its 70/30 Vader to RGC. What makes this style of squad nice is that there are a couple of extremely high damage (3 dice) figures and Officers to get them into position on turn 1 for shooting/striking. General Weiss 2x Elite Stormtrooper Regular Stormtrooper While far less common, there are quite a few players who enjoy playing Imperial Trooper builds. Most go with General Weiss for extra dps, several more use Imperial Officers for the "Order's" special actions.... What makes this a nasty squad list is all the trooper command cards that make them super efficient. Also, there are command cards like Endless Reserves and Reinforcements that allow players to gain back a defeated trooper. REBEL 2x Elite Rebel Trooper 2x Elite Rebel Saboteur Jyn Odan Gideon Argus While few and far between, most rebel squads forus on some combination of Rebel Troopers/ Saboteurs along with a Unique or two to round out the squad. Everyone uses Gideon just to give out extra "Focus". Another thing Rebel squads have in common is the excessive use of white defence dice. That 1/6th chance to completely dodge an attack is a powerful draw for some players. MERCS 2x Elite Trandoshan Hunter 2x Regular Trandoshan Hunter Elite Nexu While IG-88 builds have cropped up, the sheer potential power of a hunters build makes them far more common. Being able to force your opponenet to take up to 8 strain each turn can first quickly deplete their command deck and then damage their figures. Played correctly, this style of build has been known to give every opponent pause. COMMAND CARDS While each persons command deck varies, even when playing the same squad, there are a few things in common. Most players put several cards in their deck dealing specifically with their chosen squad, like unique figures specific command cards or command cards targeting a specific type of figure (leader, hunter, brawler, etc). The remainder is composed of 0 cost cards, and this is where personalization comes into play. These are Take Initiative and Recovery. Sit Tight is also used in squads with few deployment cards.
  22. We had a guy, and I'll be honest up front that he never won a tourney but has always made the cut with this group, ran the following A wing group. 4x Green Squadron Pilot (19) A- Wing Test Pilot (0) Chardaan Refit (-2) Push The Limit (3) Outmaneuver (3) Auththrusters (2)
  23. While everyone loves a standard 100 point tournament, there is something to be said for mixing things up. It can also be good for newer players as playing a theme can force good players to play lists that they don't normally (if ever) play and puts players on a more equal footing. It also breaks up the monotony of the game by not having so many "Meta" lists. For casual tournaments IE not SC's or better, I freely admit that I mix things up and come up with a "theme" for each tournament, some examples listed below. What I am asking from the community is for suggestions on other themes that I haven't yet run that might be fun. 1. Escalation of Force - Instead of submitting the full 60, 90, 120, and 150 point lists before the tourney starts, they only have to submit the 60 point build and after each round they can add what they want with the next set of 30 points. That way players can modify their strategy after each round. This is done BEFORE the next set of pairings is announced so players don't know who they are playing. 2. Red Shirts - Absolutely nothing in the players squad can be Unique (ships, crew, titles, etc)- limited is ok. 3. Red Shirts with Limited Resources - everything above as Red Shirts BUT every OTHER card says limit 1. So only 1 Academy Pilot or 1 Ion Cannon Turret in the entire list. 4. While this may require players to borrow ships and cards, I have also run tourneys where the objective is a mission from the FFG official expansion packs. Each player brings a Rebel AND Imperial list that is legal for the specific scenario that is being played. This is done usually as 4 rounds and each player will play rebel twice and Imps twice. I score this one by hand. And while players may (and sometimes do) play against the same opponent during the tourney, it is always with a different side list. Any other good theme ideas out there to run as a tourney?
  24. I would suggest not using any apps to organize your tourney. For ease of use, I highly recommend Cryodex, and it runs on ANY type of pc laptop. Its does everything you want, including Strength of Schedule and full MOV. It is also set up specifically for X wing. The best thing I have ever done when running my own turneys is that I bought a large countdown clock so everyone at any time can see how much time is left. As far as squad lists go, I make everyone either bring in a squad list printed out from http://xwing-builder.co.uk/build# OR I make them do it at the tourney itself and I will print it out (I bring my own laptop and printer for all my TO needs). That easily verifies that all lists are legal. Also, make sure that you have plenty of official score sheets handy. The best advice I can give is be professional. The more professional you are and how the tourney is run the better it is for all involved. Also, make sure that players know everything ahead of time, like if there will be a meal break or not. As TO if you do play in the tourney, make sure that you let someone else be an alternate TO (especially someone you trust and who knows the rules). Do not take to long between matches. Input the scores into the tourney software and the setup and run the next pairings. The longer that takes the longer players are there each night. When I run casual tourneys - especially those with a theme - I don't run a cut. Instead I run an additional round more than is posted in the Tourney FAQ.
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