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Banditoralf

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  1. If you don't mind I would like to leave my comment I made in a previous post regarding LOS and Cover here. Most of it is roughly the same as yours, but it also covers a few extra points that you missed. Biggest most important part of LOS and Cover is determining the values before the game starts. Hope this helps "Best way I can explain it is when determining Line of Sight, you take the viewpoint at the very top center of the mini. When Determining Cover, you draw a line from the center of the attacking mini's base to the defender. if that line crosses Barricades or other Terrain, the defender is considered to have Cover X. Barricades provided in the Starter set are to be considered heavy cover. Other Barricades Cover is determined by the spread sheet on page 8 of the RRG. When determining Cover, if majority of the models are in cover then that unit will gain Cover X. If there are mini's both in heavy and light cover, then whichever Cover has the most mini's is the Cover they gain. For Example, If you have 2 mini's with Heavy cover and 3 minis with Light cover, the squad is considered to have light cover. These rules will have to be Errated because they don't make sense for some model EX; AT-ST. That's how I interpret the terrain rules. Please correct me if i'm wrong".
  2. I understand the reason behind the calculations I really do, but the odds are not 100% guaranteed to work out the way they are suppose to. When comparing 2 completely different units brings in many undetermined factors. But no matter what factors are introduced, the outcome is still left to random chance. The purpose of this example is to remove the RNG and added variables like skill, placement, etc.. and just crunch the numbers as if you were guaranteed perfect. A little off topic here but when you compare the AT-RT and the speederbikes together (both in the same category.) It comes down to who gets to go first because the AT-RT would destroy one bike before it gets to attack. This means the left over speeder bike is only dealing 3 damage to the AT RT. If the bikes attacked first with perfect dice, the bikes would come out unharmed and destroy the AT-RT. I am also guilty for crunching numbers too, however I know that they don't mean squat when it comes down to the actual roll. If I roll 3 dice with a 33% success rate, that would mean I get one success and 2 failures. However it's still possible for me to fail on all 3 or miraculously succeed on all 3 Though when it comes down to it there are to many variables to determine which would be better.
  3. Dice are random with any outcome. Sure you can modify the dice in your favor and calculate the statistics, but they don't mean jack on the table except for deciding a course of actions. Before reading further please remember that speeder bikes and AT-ST are used for entirely different strategies and roles. I look at it as if it were a perfect match between the 2. For instance the speeder bikes roll all crits against the at-st and the at-St. rolls all crits at the speeder bike, and neither are successful on their defensive shots. With that in mind I can already say the AT-ST. is far superior to the bikes. If the AT-ST has initiative it completely destroys one squad of bikes and destroys one on the other. Bikes follow up with only dealing 3 crits to the AT-ST. If the bikes have initiative, then one squad shoots and deals 6 damage to the AT-ST. then the AT-ST goes, in a perfect outcome the AT-ST would target the squad that hasn't activated and deal 6 damage with its main weapon, then follow up with the secondary laser cannon to destroy one of the bikes on the other squad. Now the AT-ST has initiative which follows up with an attack destroying the other one. Both scenarios the AT-ST comes out on top. Remember that this is a dice game and the outcome is determined by random chance. An AT-ST can lose to 2 speeder bikes if its rolls are **** and the same goes for the the speeder bikes. I haven't added any outside variables to this scenario cause obviously those would mean turning the outcome in others favor. People can calculate and create theories. However coming from an experienced miniature player, the only thing calculations and theory work for is determining a course of actions.
  4. Sorry for late reply, You measure LOS to each squad member, It shows in the RRG that if Trooper A is not within the LOS of the attacking squad. That mini doesn't get hit and stays put. EX... If a squad of 5 is being attacked by another squad of 5, if the attacking squad doesn't have LOS to any Troopers, then those troopers don't leave the board even if the rest of the squad gets defeated. It is in the RRG and uses a picture of an AT-RT.
  5. Best way I can explain it is when determining Line of Sight, you take the viewpoint at the very top center of the mini. When Determining Cover, you draw a line from the center of the attacking mini's base to the defender. if that line crosses Barricades or other Terrain, the defender is considered to have Cover X. Barricades provided in the Starter set are to be considered heavy cover. Other Barricades Cover is determined by the spread sheet on page 8 of the RRG. When determining Cover, if majority of the models are in cover then that unit will gain Cover X. If there are mini's both in heavy and light cover, then whichever Cover has the most mini's is the Cover they gain. For Example, If you have 2 mini's with Heavy cover and 3 minis with Light cover, the squad is considered to have light cover. These rules will have to be Errated because they don't make sense for some model EX; AT-ST. That's how I interpret the terrain rules. Please correct me if i'm wrong.
  6. You also discuss the terrain heights and cover types before starting. Atst's would for sure not be able to look over dense forests or other tall trees. You can just agree to make the heights on those trees larger. Same thing for buildings and hills.
  7. Then they have to edit that cause that refers to specifically troopers. Not the other units. My bad. Edit: disregard this. Again my mistake.
  8. Vader still takes suppression. He just doesn't have a suppression value for the sake of panic. The cover increase only applies to trooper units.
  9. I am brining this list tomorrow to play. I would like to see what you guys think. Rebels. Luke Skywalker: Battle Meditation, Jedi mind Trick. T-47: wedge, Long Range Coms, MoDK harpoon At-rt: Flame Thrower At-rt: Long Range Coms, Laser Cannon Rebel Troopers: Extra Trooper and Mpl5 Ion Trooper Rebel Troopers: Extra Trooper and Mpl5 Ion Trooper Rebel Troopers: Extra Trooper, Z-6 Repeating Trooper, Target scopes, impact Grenades. The idea is the flame atrt advances with Luke and troops while the atrt with laser cannon provides covering fire and protects flank. The T-47 harasses vehicle while flanking enemy. If I can get Luke to activate before the enemy then he can basically rout a troop for the turn. I brought ion cause it's additional red dice(separate attack) but can hinder flanking vehicles and pesky At-St or atst's. Z-6 will be used as support as well. Needed it to be slightly more accurate so I added targeting scopes and impact Grenades for when they get closer. Let me know what you guys think.
  10. Banditoralf

    Boba Fett Crew

    That may actually be in need of an FAQ. They both trigger on Chewbacca having been dealt a face up damage card. My instincts would be that Chewbacca receives the card, then flips it face down. Then Boba triggers on having dealt a face up damage card and kills whatever Chewie is flying with. I think he meant the chewie crew which, like integrated astromech, lets you cancel being given a faceup damage card, so Boba would not trigger. To clarify, Boba's ability activates after performing the attack, Thus Chewies Pilot ability and Chewies Crew card Will have a chance at activating first.
  11. Banditoralf

    Boba Fett Crew

    No. Your lists total points in the match is what it was at the start. Think of the upgrade similar to a torpedo/missile, When you flip a ordnance face down It's point cost still is in the game. Chaardin Refit as a target would be a waste because his list was legal at the start of the game.
  12. I use the shuttle as a Support Ship for a tie Swarm. The shuttle gets a systems slot so Fleet officer screams for one of the crew slots. Then you put Mara Jade/Rebel Captive for a bit of defense and BOOM, some of your tie fighters like Howl will have both a focus and an evade to guarentee a bit longer survival. Plus it's a base 3 dice attack ship which is awesome.
  13. Put 2 Gamma's with Tactician + Recon Specialist/Fleet Officer into a Tie swarm to make it more effective. I mean It's 6 ships instead of 7, but i'm willing to trade one Tie Fighter for a couple of ships that help the entire swarm as a whole.
  14. But that's Chiraneau and 3 gunners which would be wasteful. . Boba has no useless doubling up and so is king. The Forum Post ask for Single most expensive ships available, It doesn't say anywhere it has to be a heap of space junk or not True but a build without redundancies has to trump one with pointless multiples of the same card! Either way No one would run either in a Tournament (unless it's a fun tourney) so they are both equal
  15. But that's Chiraneau and 3 gunners which would be wasteful. . Boba has no useless doubling up and so is king. The Forum Post ask for Single most expensive ships available, It doesn't say anywhere it has to be a heap of space junk or not
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