TryerImp
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Everything posted by TryerImp
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2016 Regional Championships Results
TryerImp replied to tropoFarmer's topic in Imperial Assault Skirmish
They lose the 5 health at the end of the round. So they could all die if they are on 5 or less health when this happens -
I tried this list last night in 2 games against different lists closer in the 2nd game but I wasn't getting the strain going as he just took the damage instead, and as it was only 2 damage max he was happy with that. So I will change back to my old list but add in Unshakable Bantha Rider HK Assassin Droid HK Assassin Droid Elite Tusken Raiders Gideon C3PO Temporary Alliance Beast Tamer Unshakable This worked well against the 3rd list. The HK's rerolls worked well in changing the White 'X' to anything else. As long as damage was going on it didn't matter how much it was.
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What's the origin of your username?
TryerImp replied to Felswrath's topic in Star Wars: Imperial Assault
Mine was from when I was testing out some bits for X-Wing. Hence TryerImp. 'Trying Imperials' -
Here is a reply from Paul regarding this with my question. Thought I would post it here as it has been asked again on the fb page and others may not be aware. On Leia's map the mission : In Constant Motion, How are the droids activated? Player with Initiative moves droid 1 Player without Initiative moves droid 2 Player with Initiative moves droid 3 Get points or Player with Initiative moves droid 1 Player without Initiative moves droid 2 Get Points I have been playing it as option 1, but others on the forum say its option 2. I am at a Regional on Saturday and would like to know the correct answer to this to avoid any confusion in case both players play it different ways. Regards Rob Hi Rob, I apologize for not being able to get to this before your regional. I hope everything went well! Your option 2 is the correct option. Only 1 droid per player gets moved. Thanks! Paul Winchester Game Developer Fantasy Flight Games pwinchester@fantasyflightgames.com
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Group cost and attachments
TryerImp replied to holmesaggie's topic in Imperial Assault Rules Questions
As the only bit regarding the scoring of attachments has been in the ISB pack (only just released), that would mean that everyone has been scoring the game wrong as it mentions nothing about adding on the cost of an attachment when the last figure in a group is defeated in any of the rules to date. Yet everyone has been adding the cost of the attachment as it is removed when the deployment cards last figure has been removed from play. Therefore the attachment has been added onto the cost there by increasing it. In every other game out there (not just ffg's games), the cost of the deployed unit is increased when attachment/upgrades have been added to the unit. That is my point of view. This game has not said anything different That's why I could not find the rules regarding the attachment cost is separate to the deployment card cost as I have not used the ISB's yet. -
Group cost and attachments
TryerImp replied to holmesaggie's topic in Imperial Assault Rules Questions
Can you put up the page as I have read the skirmish guide and the RRG and cant find any mention of it? -
Group cost and attachments
TryerImp replied to holmesaggie's topic in Imperial Assault Rules Questions
I'm not saying that the attachment is scored twice. I know that attachments can only be scored once. Would be cheating in trying to get double points for it and I don't think anyone would try that. Well I hope no one would try that. But Ignoring the scoring part (as that was not the original question.) But are you not increasing the overall cost of that deployment by adding an attachment? -
Group cost and attachments
TryerImp replied to holmesaggie's topic in Imperial Assault Rules Questions
It mentions 'The combined cost of both groups' You have added an attachment to a group increasing its 'cost' So instead of having 2 groups of 7 points, you now have 2 groups of 8 points. Attachments are added to the cost of the deployment card. If they don't add to the cost then when you kill all the figures in that deployment you would not get the cost of the attachment. -
Now that the new wave is legal in events im looking at changing out some units for Bossk and Trandos, but keeping some of the old guard still there. Bantha Rider HK Assassin Droid Trandoshan Hunter Bossk Gideon Temporary Alliance Beast Tamer Under Duress Headhunter I'm Trying to squeeze in Unshakable so the Bantha is never stunned at the start of its activation. Trouble is, Headhunter is so good. Also dropping the HK for Elite Tuskens/regular tranoshans, but the reroll of opponents dice is too good as well. Swap Gideon for C3PO. But Gideon is a lot better with the LoS 'Focus' and 'Move' bonuses he gives. And trying to wait for the 'Rally' card to appear can be ages and is a once only effect. What would you change out and why to enable you to field the card?
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Wouldn't a skirmish box be good for the game.
TryerImp replied to EpicBubbleSA's topic in Star Wars: Imperial Assault
They could provide alternate figure sculpts in new expansion packs of the ones in the boxes like what they have done with the Stormtroopers. This provides different looking figures, an elite and regular deployment card along with a new map and some new cards for Skirmish and Campaign. Or if that is not an option for FFG, you can look on Ebay, split a box with a friend or two or borrow the cards needed for the Tourneys. For friendlies amongst mates, then you can just photocopy the card. But another box just for skirmish is not a good idea. -
My bad. thought you could still spend movement points after special action and before 3rd action. Would be better worded to say 'After your next action you become stunned' That way you could spend your movement from earlier action that was not used.
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You could use the rest of your movement points after playing 'To The Limit' if you have not already spent them. Then do the attack, then become stunned. Any movement points you have left after completing your last action are wasted due to being stunned immediately after the action.
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Ended up 3-1 in the swiss to finish 2nd, then lost in the final after a top 8 cut. (40-18 I think.) Will definitely need to swap out 3 or 4 of my command cards as they were rubbish and not used at all even though I drew then in every game. On paper they are good, but not in practice. They were to do with strain production. 2 were 'merciless' cant remember the others. As I needed both actions to move and then shoot, I didn't want to use them and then lose out on the shooting as there were no opposing figures next to any of the 4 HK's at the start of their activations in any of the games. Time to change something to enable me to add in Bossk to the list or even go with a totally new list. Someone did use 2 e Trando and 2 reg trandos. They chewed through their opponents deck in a lot of their games. they ended up 2-2 and didn't make the cut. That was also something I was looking at. Bossk with Trando's + Gideon if could fit him in and then make a punishing strain list. have a few evenings and 1 spring event to practice before another Regional in a few weeks.
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Ill let you know how it goes. Have a couple of night practice against a couple of people with different lists and experience then a Regional at the weekend. Followed by Spring event on 11th June then 2nd Regional on 18th June
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2 of my local stores have it in for purchase yesterday (Tuesday)
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Reprogrammed - Training Ground map
TryerImp replied to gran_orco's topic in Imperial Assault Skirmish
Also a figure can only carry 1 token at a time not 2 as posted earlier. -
Apart from the mission which says 'In constant motion' If only 2 droids move, then they are not in constant motion. An answer either way would be good though.
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Every time I have played this at OP's all 3 have been moved with the player with initiative moving droids 1 and 3. Would be nice to confirm before the Regional on Saturday Question sent to ffg. Will post here with email reply once received.
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I was thinking of dropping the nexu and the HG for another set of Regular HK's. This would give me 4 attacks where the rebels White defence die can be rerolled from the 'X-men' result. C3PO was handing out 'Focus' tokens every turn near enough like it was going out of fashion, so certainly got use out of him. I would lose an activation and the cats ability of being anywhere on the board in 1 turn.
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2016 Regional Championships Results
TryerImp replied to tropoFarmer's topic in Imperial Assault Skirmish
Regional, Nationals and Worlds (and to some extend Store) Championships would be classed as 'Premier Events' You don't play Basic Structured rules at Premier events. Basic rules would be played at intro games / Seasonal events (Spring etc) Or games down your local club etc. This just 'devalues' the event as a Premier event. imho anyways. Are you supposed to put the rules up beforehand not make them up on the day? Which is what happened in this case. -
Ended up winning the event with a 3-0 record. So that was good. 1 very close game against the twins where I needed to kill either Luke((4 damage taken) or Leia(3 damage taken)and not lose the 2 tuskens or the last HK to win. I ended up getting the 6 damage to kill Luke (just) for the win as Leia with the remaining Sab were in no position to reach the HK. PHEW Its the 2nd time using the HK's and 1st against Rebels and their 90% 'X-men' rolls I seem to get. Being able to get the defender to reroll the white die is AWESOME. Only once was it rerolled to another 'X' Due to this im thinking of dropping the Nexu and HG's (HG's were fast and helped grab objectives on 1st turn ) Is this a good idea losing an activation (Nexu) for better damage output and a reroll of defence dice?? I'm 50/50 on this as my next time to try out my list will be at a Regional.
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2016 Regional Championships Results
TryerImp replied to tropoFarmer's topic in Imperial Assault Skirmish
I think part of the problem was that the whole weekend was Star Wars. Imperial Assault started Friday at 6:00PM (maybe a little later). This meant to play 6 or 7 rounds at full time we would have been there until 2AM-3AM with X-Wing starting at 9AM. Armada was Sunday. The TO didn't decide to play basic, he let the players vote on what format they wanted to play, basic or advanced, and I think 7 or 8 picked basic mainly because they were playing x-wing the next day. I would have liked longer games and picking new maps each round rather than using the same one twice after it was decided we were only playing 4 rounds, but I was mainly just happy to be playing. People knew the timings before entering the event. If you don't want to play until 2am+ (if you good enough to make the final table) then don't play the event. The TO should of played by the rules pack and not changed it because the players voted to change it. Otherwise, why run it in the 1st place if you are going to make up your own rules and not follow the official rules like everyone else on the planet is playing. You either play by the rules or don't play if you don't like them. It IS that simple. The TO is at fault here by allowing it to happen. -
Sorted now. Cheers guys
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TryerImp's painting page(s)
TryerImp replied to TryerImp's topic in Imperial Assault Painting and Modification
Last we have the Rebel Scum -
TryerImp's painting page(s)
TryerImp replied to TryerImp's topic in Imperial Assault Painting and Modification
Then we have some friendly Mercs to assist them in hunting out Rebel Scum wherever they may be.
