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TerrorScream

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Everything posted by TerrorScream

  1. have you tried selecting the extended button in the official builder? it has almost everything for 2.0
  2. take a full unit with sniper and hunter, split fire the sniper first at their wounded commander/operative/guard unit to get a free aim token which you then save for the main unit shots
  3. B1's could just be white/white with surges but have a larger unit size of 8, basically making them a horde fodder unit
  4. well name of the game currently is troopers, doesnt nessesarily mean you need corps, currently the only way to get more troopers is just max corps, but commandos/scouts and the royal guards give more scoring units that can give you an edge over corp spam, give it time
  5. considering the most problematic unit for the rebels to beat - the atst, is often armed with the grenade launcher i hardly think that gun will do nothing if at least make it keep its distance
  6. cape+jetpack, what could go wrong interesting tidbit though is if your hand is just his cards and neutral cards if say veers dies(like to a stiff wind for example) you can promote boba to your new commander as hes a trooper and issue commands off him and he gives an even higher courage than veers!. assuming they dont add special rules to operatives in general when they update the rulebook
  7. hopefully they give the national champions from other countries an invite to join worlds aswell
  8. extremely unlikely, armada specifically stated that it was going up to 400 since there wasnt enough out at the time to play the game at 400pts which the game is balanced around. same for legion, the game is designed for 800pt balance in mind and we can already hit that easily with wave 1. wave 1 armada with 1 of each expansion only got you to around 320-330 points with a fair few bells and whistles, game was designed with large sized ships in mind
  9. no, unit abilities dont stack, just multiple weapons in attack pools
  10. just want to point out while the impact rules as written do work on all units and applies before armour cancels hit just remember cover/dodge is used before impact is applied, and turning hits to crits after that point is only relevant for the armour rule.
  11. on the flip side can a snowtrooper unit on standby respond by using it to "move" gaining a free attack action from steady?
  12. yeah pretty sure the esteemed commander upgrade for them gives trooper units at range 1 - guardian 1, so they defend their generals with their squishier profiles
  13. so far im really liking the armoured cruiser, that extra hull point really matters, but so far in the 5 or so games with it, mostly vs avenger is that lando is mandatory
  14. apparently its also on the same boat with the new armada wave
  15. well he WAS an imperial officer before he became a smuggler so makes sense
  16. ive heard talk of late January for some store in AUS
  17. its more comparable to the firespray where it has better speed, hull and antisquadron trading bomber for assault for 2pts more. when you look at it like that its well worth its points, if it was speed 3 it wouldnt make the firespray look soo bad when its already competing with the decimator
  18. fixed, these arent rebel ships anymore
  19. also disney already has partnerships for digital star wars, ffg will not be allowed to
  20. Yes that is legal to price him, cause even if he has 100 damage on him he's still on the table and a valid target for price of failure
  21. to my knowledge defeated has nothing to do with damage, suffering damage equal to your hp value causes you to become defeated, defeated being a state, so magma guard if you would become defeated due to damage condition would interrupt to delay it to end of the round which happens when both players have passed.
  22. running interference with sabine, you guys say they cant play a card, sabine is playing thermal paint from the discard pile, whereas if you read the rulebook the actions are: Play a card from hand Activate a character or support Resolve dice Discard a card to reroll dice Use a card action Claim the battlefield playing from discard using her ability doesnt stop me playing a card from my hand, just saying
  23. looks like best way to play it is play a 2 cost upgrade turn 1 and roll out looking for a resource, take your 2 next turn and override
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