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TryerImp

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Posts posted by TryerImp


  1. Ooo  just reread the rules for the placement of large figures (or pounce) (p27 RRG) and im reading it that any Large figure can have part of its base outside of the deployment area as long as the chosen square is covered by its base. This will usually mean 2 squares in the case of Nexu, Repulser Tank, Bantha and 1 square for the E-Web and Wampa. with the remaing parts of the base outside of the deployment area.

     

    Is this correct or am I grasping at straws? Might make moving to cover objectives a bit easier if it is correct. :)


  2. I was originally looking at getting a tusken raiding force with 2 Banthas and Tusken Raiders, (1 of them elite) (only have 4 figures) and then add in Gideon. Thought about adding in Dengar as he is dressed in desert robes, but it didn't look right for competitive play.


  3. Thought about the elite Tuskens as well with the Nexu but then you are losing out with getting a stun (Punishing Strike) whereas the Wampa gets this along with Bleed.

     

    fast and good hitting Vs slow (but maybe quck) and hard hitting  :)

     

    The command cards seen to be a good spread of damage and movement so not sure if I would change anything there though.


  4. Bantha

    Beast Tamer

    2 x Tusken Raiders

    Temporary Alliance

    Leia

    Gideon

     

    This leaves 8 points to spend. Would you go Elite Nexu + Punishing Strike or Elite Wampa??

     

     

    Command cards are:

    Jundlant Terror  x 2

    Crush

    Ferocity

    Take Initative

    Negation

    Opportunistic

    Element of Surprise

    Planning

    Take it Down

    Recovery

    Behind Enemy Lines

    Single Purpose

    Urgency

    Field Tactician.

     

    Urgency, Field Tactician and Beast Tamer are there to move the Bantha and Wampa around so they will both cover more ground than opponent is expecting. And then Leia hopefully gets some Surges to gain Urgency and Field Tactician back again along with other useful cards.


  5.  

    Wait ... does that mean, that a player can't play 2 Reinforcements in the same turn?

    You cannot play 2 reinforcements on the same turn.

     

    People are making it harder than it needs to be. Think of each thing as a trigger. 

    Start of Turn each players gets a turn to play as many start of turn cards / effects as they like / can. BUT, since it is just one trigger 'start of turn', you can only play one of that specific card.

     

    End of the round is the trigger for Jundland terror so you cant play both of them in same round. You don't play one, then play the other afterwards.  Same with start of round trigger for Reinforcements. There are not 2 'start of a round'  You cant start a round twice its either started or it hasn't. So you cant use 2 of the reinforcement cards as you can only play 1 of the same card from the same trigger.


  6. It mentions that you cant play the same card from the same trigger, ie 'End of Round' so they have to be played over 2 rounds.

     

    I tried that in a game as I had only skimmed the rules and not read them as wanted to get straight into playing it and got picked up for it, but if I hadn't been I would of thought it to be ok. :)


  7. As long as it could be done that's the main thing.

     

    That's what I was thinking regarding the movement. As its activation has finished the movement comes at the end of the round via the 2 cards as interrupts, as you say, and an interrupt is not that models activation.

     

    It would be nice if it worked just to see their face as it happens.  lol


  8. Am I correct in thinking the follow is doable.

     

    At the start of the round play the following card.

     

    SET A TRAP - 1 figure on the selected tile can interrupt to attack another figure on the same tile at the end of the round.

     

    At the end of a round you play the following cards,

     

    FEROCITY - Choose 1 creature to make an attack

    JUNDLAND TERROR -  Select either a Tuskan Raider or Bantha to move 2 squares and interrupt to attack or Trample

     

     

    Can I get a Bantha to attack with (SET A TRAP) then, Use OPPORTUNISTIC to gain 3 movement (if damage caused) to move on top of a figure/s causing 1 damage from Stampede. Then use CRUSH (When end movement on top of a figure to give 4 damage to 1 figure). Then, Use FEROCITY to attack again and then finally use JUNDLAND TERROR to move 2 squares (hopefully causing 1 damage from being on top of a figure) then use Trample for a red die attack.

     

    As they are all different there is nothing to say no in the book under Command Cards and since each attack if an interrupt from its own card can this be done. Would take some positioning but could certainly do a lot of damage if workable. Or am I waaaaaay off in my thinking??

     


  9. We had a game tonight where the Bantha moved on top of enemy figures. Where do these get moved to? (They are in a 2 square wide corridor) Bantha moved 4 squares to the right to end up on top of figures 1 + 2.

     

    I said the figures get moved by the Bantha player as its his activation, and moved to the nearest place adjacent to the Banth (ie minimum displacement), even if this forces other figures to move to make way as in the diagram below. Other person says it should be him moving his figures and me moving mine if this also happens.

     

    Also, who decides on which figure gets moved 1st and the order of the others as this could be important for other actions as you can end up getting figures 'pushed' and end up gaining a few squares in the process.

     

    Example 1 shows minimum displacement including chain push on the trooper. Example 2 shows no chain push but figure 2 does not move minimum displacement as he has moved 3 squares and not the 1 square as in example 1. What is correct?? 

     

     

     Start                            Example 1             Example 2

    BBB _ _ _1T_               _ _BBB1T_              _ _BBB1T

    BBB _ _ _ 2TT              _ _BBB2TT              _1BBBTT                                   

     

    _=Empty square

    B=Bantha                    

    T=Trooper

    1=enemy

    2=enemy                                        


  10. When you have the 2 side missions revealed and the IP plays a forced mission, (which is then played). What is the next mission to be played?

     

    The Rebel side mission or is this now missed and it goes back to the story mission??

     

    Only asking as on the Campaign sheet the forced missions are written at the bottom of the page (in red) under the list of missions played. Is this also written above in the list of missions?

     

    So is it                'Forced Mission' -  Story Mission.

    Or does it go       'Forced Mission' - 'Side Mission' - Story Mission.


  11. Having it as a sheet of paper/card would be a lot faster. but it doesnt take long to set up our games. All the tiles are in separate ziplock bags 1-10, 11-10 etc and another bag labeled 'next mission'. It takes no more than 5 mins to set up the map and start playing. After the 1st mission while the rebels are deciding what to do with the upgrades and how to spend the xp, i am setting up the 2nd mission of the night. The next mission is then chosen for the following week and the process is repeated.


  12. Having played 3 missions of the core game im still not sure I am doing things right when it comes to post game tidy up.

     

    Regarding the class cards and tier 1,2 3 cards.

     

    After a mission has been completed, money and XP assigned what happens next?

     

    1, they get to see all the relevant tier cards for the mission completed ie 1, 1+2, 2, 2+3 or 3 plus the card for each hero. or

     

    2, A random number gets dealt face up for them to purchase (Tier cards) plus all their hero cards.

     

    I cant find anything in the book.

     

    I would say its number 1 but on a couple of videos its number 2. Which is correct??


  13. Being a new player to this game and only having player a few games (less than 10), I need a little help putting together a competitive deck.

     

    I have one set of everything so have pods 1-126. Any multiples of pods are how they come in the packs.

     

    What would be a good competitive LS and DS build? Everyone says you needs 2 x core  etc but I wasn't going to pay out the money just for the extra pod here or there.

     

    Thanks in advance.

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