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Posts posted by DerangedShadow
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First thing to note, is that you have 2 Elite Heavy Troopers called out as 18 points, when they should only be 16.
Very well thought out and explained piece detailing the units and their strengths and weaknesses. I would love to hear how well this runs at World's and I would also like to know what your command deck will be with this list. Spit-balling, but it sounds like you would be running most of the standard Trooper cards, curious if that is close or not.
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1 hour ago, Smashotron said:I would be curious to hear more thoughts on why ePigs might be unplayable on this map. I haven't had the opportunity to count spaces on anything like that yet, but it feels like melee would be strong on this map with the short distance between zones.
The only good place is around the Jabba statue in the middle. Other than that, you have to open the doors, and even then the eGams still have to double move to cross, potentially only a single move if the opponent has moved a significant distance from their deployment zone. Followed by the long hallways which play into the hands of other units, the HK's like he is thinking of swapping into.
It was just a discussion we had and we will definitely be play testing the map more before worlds.
ryanjamal and Smashotron reacted to this -
I've played this map a couple of times with both objectives, and last night, our Thursday gaming group started to talk about this map. To us it seems Imperial Jet Troopers will almost become mandatory due to the center of the map and how they can skip past it and run back. Out Merc player pretty much thinks eGams are useless on this map and he will have to swap his list up for Worlds.
Our group agreed that the Red deployment zone is the best deployment zone, though how much stronger is still up to debate.
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I will respond more in depth, but have to get this out first (will edit later). Your son's list is invalid to be used if following true Skirmish rules. He has to have Temporary Alliance to bring in Gideon and C-3PO, which means he would have to drop Beast Tamer on the Wampa.
Looking at his list, I would say that the easiest way to a win would be to ignore the rWampa and go after the rWingGuards and rTrandos since they will also be close to the Wampa. It seems he wants you to be afraid of the rWampa which makes you target him instead of his easier to kill units.
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With the blue die, his minimum range should be 6. 2 on the blue, 1 on the green, and 3 from the ability.
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I personally feel that BT-1 might be too cheap for his points, though not going to complain too much about it before play testing. Triple Zero I feel is in a pretty good spot with points for what he does, less of an attacker but more of a weaken/bleeding support.
With Triple Zero, does his Shocking Palm ability override the white die X-Man?
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4 minutes ago, draco193 said:I will say the Imperials do have a chance to add some of the Mercs heavy hitters with temp alliance to add versatility. Taking a pair of eWeequay Pirates with the Inquistor gives a solid core group with all the nice hunter cards, and room for either some spies or troopers. eGamos and Vinto could add some toughness and fire power as well to a Terro trooper group.
I never thought of using the Temp Alliance to add in Hunters to help out the Inquisitor and to take the most benefit for the sweet command cards! That is amazing to just think of the new possibilities.
I want to thank brettpkelly for making this post because it does seem to confirm the thoughts that I had with lists and command cards that I have played against. I just want to put a point on here that these are all viable currently with the current rotation of maps; when the new rotation comes out we shall see if it might not bring other units back into the fold or to push more units out of viability.
PS. I can not wait to get BT-1 and Jawas! I will make Droids viable!
brettpkelly reacted to this -
Clix is very apropos for the Super Hero genre.
Regardless of how well the IA system would or wouldn't work, this statement is definitely false.

Agreed!
MechWarrior Dark Age Clix Game
No super heroes, just a bunch of giant robot destruction goodness.
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Wait, source? I've never heard of that before. It makes no sense that FFG would R&D a game like this well in advance and it's been out for a year, only to lose the battle on if it's considered a "board game".
For a member with one post, I'm calling shenanigans.
More likely, people have just picked up on the game and the new stuff is just doing really well.
It was an issue...over two years ago when the game first came out. As you can see, the issue is now a moot point.

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Is it just me, or is this mission ridiculously in favor of the heroes? they have 7 rounds to kill all the imperial units, which stop reinforcing after round 3? how could anyone think this is IP favored?
p.s. I don't know how to open a "spoiler" paragraph, if that's even possible. Can someone show me how to do so?
Thanks!
[ spoiler ][ /spoiler ]
Without the spaces inbetween the brackets.

Like this!
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From reading the text of the card, it says "Instead of being defeated, that figure recovers 1 damage and gains 3 movement points." Going by that text, Vader is never technically defeated, he remains undefeated with 1hp remaining.
The annoying thing is that he doesn't go down, the benefit is that he has to exhaust the card and use two threat. If he has no threat he can't use it, and if it is already exhausted, he can't use it. All you have to do then, is just put a point of damage into him.
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I would love some Gungans, especially for the SCUM so I can always say this when I lose.
Rogue Dakotan and HoodieDM reacted to this -
I doubt they would give you a Focus + Hide on the Elite ISBs. That would be insanely powerful, maybe if it was two different surge effects. My money is on Bleed and Hide.
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*sigh* Gotta love Star Wars fans, they sure hate their Star Wars.
I wish i could like your post more than once. and your sig.

Don't worry...I'll add a like for you
Rogue Dakotan and ForceSensitive reacted to this -
I would love to be a part of it. Downloaded Vassal and the module, but have no clue yet as to how to actually work the program.
azrael1415 and TryerImp reacted to this -
Eh...goes to show how much I play of Skirmish
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It's not just the first turn though. It sets the rhythm for initiative for the whole game. And I don't want initiative on turn one most of the time, I want it on turn two. Easy way to get that is to win initiative decision and give it to the opponent. And then hopefully on turn three with a Take Initiative.
I say ineloquent because it doesn't allow a gamble. X-wing and Armada and most every game that offers a first turn between two sides allows the initiative winner to pass initiative. And thanks to the existence of devious scheme, which is awesome, I'm not really incentivized to spend a point on initiative when unlike mercs,I don't get a fringe benefit. I feel like I'm spending that point suboptimaly right out the gate. Just bugs me is all. Kind of like how there are at least the ways to move a figure. The lack of intuitive design irks me for as much as I love the game.
You can still play Take Initiative on turn three even if you were to get the Initiative token. You start with it on turn three, they play Take Initiative and exhaust one of their cards, then you play Take Initiative exhausting one of your cards and still having it for turn three.

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Never got to that point when I was the rebels...that mission is heavily weighted against the Rebels in my opinion...
My group thought of it like this, it says to test Insight AND Engineering. We agreed that it was the #2 option of yours. For one interact action you use both in the order that you deem, Insight then Engineering or Engineering then Insight. The reason the text says Prior to the test, is that the Imperial can choose not to spend the two threat on one of the rolls. If you have a terrible dice pool for the test he can save the threat for the test which you have a decent dice pool. Looking at you Saska for the Engineering test.
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Wait...what...you guys are serious? I thought the only ways for heroes to regain health was from a rest action or by an item card...
*head exploding*
Well...this sure has been an interesting year so far with the RRG
I wonder if we should tell DerangedShadow about the ability to spend up to one surge per attack to recover 1 strain. (Campaign only, rebel heroes only)
Nah, let's wait for her head to grow back first, watch it blow up again.
Does not surprise me one bit that I never thought about using a surge to recover a strain...oh look I have no strain, let me just take this health chip off instead.
I am going back home and just pouring over that RRG again. So many missed rules that dramatically change most of the missions that my group has played with the campaigns.
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Just curious but why are we assuming the next one is a big box? Are we going off the descent order of release or?
It could very well be a small box or something in between small and big box, no? Or has there been an announcement I missed?
I am under the assumption of a cheap small box is the next release. To be honest, if there was an announcement than I missed it as well.

The reason I assume a small box since the Core was a big box, Twin Shadows was small, followed by Return to Hoth which was a big box. Going by that process is why I assume small.
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Got a response back from Paul on this subject with Executioner.
Question:
Hello, this is a one in a million chance of happening in the game, due to being lucky with reward cards and the classes and heroes being used, but came across an interesting aspect between Jyn with the Quickdraw Holster and the Imperial class card Executioner. Executioner states that when declaring an attack you exhaust the card and spend the threat; Quickdraw Holster says when targeted by an attack you can spend a strain and deplete the card to make an attack. Jyn fires first and is able to Opportunist to get out of line of sight of the attack. Does the Imperial player still have to spend the threat and exhaust the card cause his attack was interrupted, or because the attack was not valid he doesn't have to spend it anymore? Thanks
Response:
Hi Adam,Yes, since the Imperial Player, as the attacker, would need to select and resolve all abilities he wanted to use in the window of “when an attack is declared” first, and then the defender would resolve his. So, the IP would have spent the threat for Executioner and then Jyn would have the option to use Quickdraw Holster and then Opportunist.Thanks!So you must spend the threat from Executioner before the defender gets to do any shenanigans. With the Quickdraw Holster you could potentially spoil the Imperial players action.
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This is also for the Spring tournament kits. Didn't they say before that they have single errata'd cards in the Winter kits with the updated Royal Guard information just on the one side?
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Wait...what...you guys are serious? I thought the only ways for heroes to regain health was from a rest action or by an item card...
*head exploding*
Well...this sure has been an interesting year so far with the RRG

Heart of the Empire - At worlds reveal pics - Now with more pics
in Star Wars: Imperial Assault
Posted
Wouldn't the owner of Leia be able to choose the target of the attack? I feel like there was a ruling somewhere that was similar to this, FAQ maybe, that was specified with Jabba the Hutt where you could only target your own SCUM figures to make an attack.