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About grandmoffjoe

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  1. Normally I'd say if you don't start activation, there's not an end of activation, but the line in fire support: seems to indicate that you'd trigger "end of activation" stuff right then. "End of activation" isn't a defined step within a unit's normal activation*. Therefore, I reckon one should look at at what physically ends a unit's activation. The last thing the RRG tells you to do during an activation is flip the unit's order token face down. Fire support tells you to do this as well, once the ability has been used, and the text immediately following that in the RRG says that the unit is now activated. Physically that is the "end of activation". If I were officiating a tournament, I wouldn't let fire support skip stims. If I went to one where they were letting it do that, I wouldn't challenge it, because nothing is stated explicitly and I don't need to be the guy causing headaches at someone else's tournament over maybe two extra wounds on the one unit type that can pull it off. If I ran into someone at the games store who I'd never met and thought differently I'd roll off, like my ancestors did in their games of 40k around the cave fire. *Heck, activated vs un-activated aren't explicitly defined in the RRG. We just all know what those terms mean from context. Contextually, fire support indicates that the unit ends an activation when it finishes using fire support.
  2. They basically whiped away my fear that the SSD was our Reign and Reverie with the last article. This one is just lagniappe.
  3. And I had a game where my friend tried this on my AT RT's and nothing happened for two turns in a row You folks got really (un?)lucky.
  4. I dunno about the aim pilot, since it already lives in faction with veers/imp officer, but adding offensive surges seems pretty hard to pass up. Equipping the nade launcher & main gun means it throws a squad's worth of dice and ignores cover. I think that'll at least make it worth shooting at. As such, I would not bring too many repair droids, since that just tells the opponent to shoot your stormtrooper squads like they wanted to do in the first place.
  5. 2 blues with HLC and FCS, a blue with leia and FCS, and a blue with R3 astromech. 4 points for whatever. Blue Squadron ftw.
  6. Didn't FFG just change a tournament format for L5R because the community didn't like it? I mean I doubt they're reading this thread, but clearly they listen.
  7. Right now all the exhaustible weapons are for anti-vehicle use. Let's wait for some good vehicles before we judge them too harshly. When someone actually brings an at-rt or three, I always end up appreciating the one ion gun I find room for. If I can catch an At-ST pointed the wrong way, then it works on them as well.
  8. Sounds like fleets to me. I think this is a little late, maybe, but that's the horse I'd bet on. Firepower is king, and that low profile ain't gonna stop a flamer anyhow.
  9. If they drop any of the rebel crap I like by a few points, Poe and Co. will stay in my tacklebox. If not... man I wanna run some T70's. I keep wanting a 3 green straight when I go to set an X wing's dial, and it's not there. Hopefully they're not too much more per ship.
  10. Naked Saw with 4 Y's with proton bombs. EDIT: Make 2 seismics and put sabine on the U.
  11. grandmoffjoe


    The B-wing has a 3 straight green now, which means you can gain something from going 4 on turn 1 and 3 on turn 2. Add afterburners to be on your opponent faster than a mynock on a power cable.
  12. "Overlap" - Page 14 of the Rules Reference [emphasis mine]: "While a ship executes a maneuver or otherwise moves, it overlaps an object if the ship’s final position would physically be on top of an object" Overlapping is only a thing that happens as a result of a ship moving. Dropping/Launching the obstacle under the ship is not "overlapping" in game terms. Debris fields don't do anything unless you move through or overlap them. The Hivemind is correct in this instance.
  13. Garven Dreis (X-Wing) (47) Trick Shot (1) R3 Astromech (3) Servomotor S-Foils (0) "Dutch" Vander (42) Trick Shot (1) Ion Cannon Turret (6) R4 Astromech (2) Veteran Turret Gunner (8) Horton Salm (38) Trick Shot (1) Ion Cannon Turret (6) R4 Astromech (2) Veteran Turret Gunner (8) Lieutenant Blount (30) Trick Shot (1) Ion Missiles (4) Total: 200 View in Yet Another Squad Builder So it's got more than a little control, provided I actually guess where that pesky ace is going with one of the three. Then the Y-wings can go all warthog on them once I get it to sit still. Garven and dutch support the other two. Blount usually just blocks, but he can switch to fighting or Ion-ing in a pinch.
  14. Proxy in casual. Borrow from friends for a tournament. You play this game with friends, right?
  15. Borrow it from your friends. Cards are still not at all required for casual play, and unless you live in some sort of strange hive-mind, your friends won't all be taking the exact same list to a tournament.
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