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DerangedShadow

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Posts posted by DerangedShadow


  1. All I see in the book is instructions for building the deck, with nothing about drawing from it. Are we just supposed to infer that we draw one along with our side missions?  Or do we get the instructions over the course of the campaign?  If that's it, just say yes and leave it at that - no spoilers please.

     

    Yes, in addition to what Baer said.


  2. 1) As long as the threat mission is an available side mission to take, the Imperial player will receive those BANE cards even during story missions.

    this is due to the fact that story missions are dependent on the amount of BANE and BOON rewards are on the table

     

    1a) Yes

     

    2) You will not draw new threat missions if the Rebel player played one. You will only draw a new one if told to draw one throughout the story.

     

    2a) It is a side mission chosen by the Rebels and will fill a side mission slot. Ex. After Battle of Hoth, you can choose a threat mission as your side mission, then you will play the corresponding story mission whether the Rebels won or lost the Hoth battle.


  3. You increase threat as normally during the increase threat portion of the status phase.  During the end of round effects, for each terminal that is still active the Imperial player receives 1 threat.  Turn 1 you would increase threat to 3, decide not to deploy, at the end of round before turning the round dial to 2, you increase threat again for each terminal (which we are going to assume that all three are still active) which would put you at 6 threat going into round 2. 

     

    The Mission Briefing states that at the end of each round you get threat for each terminal on the board.  This additional threat is the main way for the imperial player to have a chance at winning this mission due to it taking 15 spaces for the cargo to get to the extraction point, without it, it is dang near impossible for the Imperial. The rebels have to split jobs to do multiple things: they have to kill figures, stay near the cargo and healthy to keep it from getting additional movement, and they also have to destroy two terminals to have a chance.


  4. Did you also increase threat at the end of each round for the number of terminals still on the map?  Each terminal gives you one additional threat.  That gives you an additional three to spend for next round.


  5. We incorporated the errata in our ongoing campaign and played Target of Opportunity (Rebel Saboteurs as reward) yesterday.

     

    It seemed the side mission was created to abuse the Saboteurs' Pierce 2 ability, and the nerf considerably made it much harder for the Rebels to win the mission. I nearly lost, if it weren't for Saska Teft's device tokens.  

     

    My group has the same thinking now. They are just not worth taking as a cheap green option anymore due to their missions becoming harder since you need their Pierce to get through anything.


  6. THIS IS AN AMAZING THREAD!!!!

     

    THIS CHANGES EVERYTHING WITH MY GROUP!!!

     

    WE HAVE BEEN PLAYING THIS WRONG SO MUCH AND THIS REAFFIRMS THE LACKLUSTER THAT IMPERIAL OFFICERS ARE AT ATTACKING!!!

     

    *cough*

     

    Excuse me...sorry...got a little excited there...

     

    We've always played the Officer as getting FOCUSED when he sucks so bad on his attack rolls. This nullifies at least half of the campaigns we have played with Imperial victories.

     

    EXCITING!!!!


  7. If you look at the list Baer, it shows two Elite Snowtroopers and two Elite STORMtroopers.

     

    From my meager view on Skirmish, since I am still new myself into this realm, it looks like a fun beginner list to get the knack of how to play skirmish, but would probably not work so well in a tournament setting. If you want the most out of snowtroopers, you would want to trade out the Elite Stormtroopers for two regular Snowtrooper squads and a pair of regular officers for some extra activations and movement shenanigans.


  8. Forced missions, whether from a Side Mission or from the Main Mission are played immediately at the same threat level of the previous mission. 

     

    Hypothetically, after the Imp wins Aftermath and plays a forced mission, that mission would activate, and since the last mission played was at 2 threat, the threat level for the forced mission would be 2.  When the mission is completed, you continue on path on the back of the book which would be a side mission, which is what you are supposed to play after Aftermath, and the heroes will choose one side mission to play.  

     

    ^_^  Hoped that helped


  9. Played a campaign mission of Return to Hoth last night with a friend and an interesting concept came up and was wanting to get a confirmation from people if we played it right. We played the mission to rescue some refugees and the "mini-boss" Jann came out to start slaughtering some innocents. The mission rules state that instead of ACTIVATING normally, the officer gets one action after each hero's activation. I had the opportunity to throw a stun on the officer, but decided against it because he would have been able to spend his action and remove it. Instead, I put a weaken on Jann since the card says to remove it at the end of the activation, but since Jann does not activate as normal but instead gets an action, we played it as a constant effect that could not be removed (we could each see it the other way as well of being removed after the first action). 

     

    This would also add to the question about the Bleed condition. Since the card says that during your activation once you do an action other than to remove the condition, take a strain. Since the special activation is only an action and not a full activation, one would guess that bleed would have no effect whatsoever on the target model.

     

    I come to you guys for help with this conundrum.


  10.  

    A big help in Aftermath, is to take out that second terminal (next to the E-web) when you open that door by the end of that round.  So we open the door as our first action, usually at the start of round 3.  We will have someone focus on killing the E-web and then have everyone else focus on that terminal.  It still only has 4 health, then at the end of the round it goes up to 7 and you only have two terminals at 7 health to deal with. 

     

     

     

    That is what we thought as well, thought never did actually test that out for us.  ^_^  going to have do that next campaign.


  11. Always fun to see what other play groups have with the missions. For my group, the Rebels will lose Aftermath because the terminals up to 7 health becomes hard to take down with only a 6 turn limit.  I am curious as to how your group plays it as the Rebels to see what could be done differently.  My group usually blows through the Imps on the board turn 1 and the terminal, not always the terminal but the Imp figures are off. Turn 2/3 they open the door and get bogged down with the reinforcements from the E-Web and Stormies that spawn in the structure. End of round, the terminals go to 7 health and that usually closes the book on any chance for the Rebels.  The Imp has to throw the mission for the Rebels to win. 

     

    When we have played the mission A New Threat, it usually comes down to last round for them.  They do lose, but the group splits the heroes to hit all three terminals at once and every time have come within 1 die roll of winning the mission, Biv sucks at rolling for Insight (eye). When they do the split, the Imp has an issue with trying to get enough threat to the board and where to place them to offset the three pronged attack of the group. 

     

    Fly Solo...as an Imp player I hate this mission cause I feel it is slanted for the Rebels to win. I have only won it twice out of the five times we have played it; I've always been the Imp.  The only two times that I have won is through sheer numbers on the table and the Heroes unable to get Han the extra movement needed to get his butt off the map.  Once was through Technological Superiority where I had the ability to swap out a die for a color of my choice. Stormies with Green/Red, Trandoshans with Green/Red, Probe Droid with Blue/Yellow/Red just chewed through the heroes where they got bogged down in the dining room area and was able to overrun them with guys.  The other time I just got lucky with the dice roll, they rolled terrible and my dice were HOT!  Other than that, they went through me and we felt it was a waste of time setting up the mission.

     

    So maybe the missions are balanced. Different groups with different strategies that affect how things go. Still curious as to the strategy used for both missions for the Rebels.


  12. How does Technological Superiority have a useless starting ability? Sure you damage your model, but it gives that extra surge potential to push even more damage through. My group has decided to stop using that Imp deck until the Return to Hoth expansion because every time that deck is used, it snowballs with the eventual defeat of the heroes.


  13. I can understand the Gladiator 1 with the Demolisher title since it allows for easier access to get within short range to get the beautiful broadside. Other than that, I have to say the Gladiator 2 since it gives you flexibility to the ever flowing game. With the mechanic of moving then shooting, only rarely am I ever able to get a Gladiator 1 to effectively get a shot off that does not have the Demolisher title.

     

    The rebels like to rabbit where the lone red die could do damage, they can't brace a single damage and depending on the situation they may not want to use a redirect. With evade, always depends on the range that you are at; long range why bother, whereas at medium you never know what you might roll.

     

    With the Gladiator 2, I run them naked unless I am fighting for first activation where they then get Engine Techs to get that last little bit of movement to hope for a next turn activation.

     

    DEATH BY A THOUSAND STINGS!


  14. The example that is going into my head with this rule is the standard Stormtrooper unit. You can have 2 regular Stormtrooper units and 1 elite Stormtrooper. They have standard Stormtroopers in the expansion? I thought they were called Heavy Stormtroopers which, based on the name, would not fall into the basic Stormtrooper category which would allow you to not have to worry about going over this rule.

     

    I may be wrong, I do not have the expansion so I can only go off of what I have seen from the expansion.

     

    I agree with you Patrick that in a campaign it is a

    somewhat friendly environment :ph34r:

    and should just say what is possible and what is not. Though there are some that nitpick the most trivial things and the rules are there to keep them in line.


  15. I would say that certain rebels are absolutely worth bringing to the fight. The allies give threat to the Imps which can use that to bring more models to the table, my response to that thinking is "So what". If the rebels have the ability to eliminate the extra threat given by the allies then the additional activations and Imp model removal is worth it. If the Imp waits to deploy, then they are letting their models on the table go into the grinder. If they do deploy additional models with the extra threat, then you have the same mission with a little bit of extra flavor in it.

     

    Also depends on the allies that you have accumulated and if their abilities mesh with yours. Chewbacca, in my opinion, is a horrible ally to bring to any fight. That is mainly due to him never meshing well with teams that make it worthwhile to bring. The saboteurs, are one of those units that are a nice meat shield in addition to be able to take out some threat for their cost.

     

    To make a long story short, the idea of bringing allies to the table is if they are worth it to the main group or if they are just dirt cheap to bring. In one of my campaigns, we have Gideon and were able to rescue the Troopers which made them an ally to us, Gideon's card also reduces their cost by 2. We bring in three models for only 4 threat which is a steal. Then we got the side mission that reduces the cost of an ally card by 2 more (can't remember the name of the mission). We get to bring three models for the low low cost of two threat for every mission. At that point we have no reason to not bring them since the Imp basically gets nothing of value from them.


  16. It seems like you've either been ridiculously lucky or have done something wrong to get this result (unless you're exaggerating quite a lot). It should usually take starting rebels about 2 attacks to kill a stormtrooper or officer and 3 to kill a probe droid. That's 11 actions before movement and you should need at least a couple of moves to get some people into range and LoS. I can imagine blast and/or good luck trimming off a couple but not getting it done in the max 9 you have available. That said I'm not at your table so what do I know?

     

    We usually set Jyn in the front to get off a Quick Shot at one of the Stormies which averages at least a damage on the guy, once the troopers are done we have Fenn and Garkhaan usually doing cleanup while the last character usually does whatever for the turn. With the Stormtroopers, I would say are activated first 99% of the time, we don't have to worry about major damage coming our way where we clear the enemy out. Might also depend on the hero team that is assembled.


  17. Interesting thoughts..

     

    What did the Rebels do as their priority? Did they try to kill the Stormtrooper unit so it would take three turns to bring it out again or did they just kill a couple so it could reinforce one every turn? Did they prioritize the terminal/door to push the story forward and force the imperial to decide if they close the door and activate the red spawn or did they beef up the terminals and use only the one spawn in the rough terrain? How did the Rebels go about in the attacking of this scenario (more information would be nice to know)?

     

    The handful of times that we played this mission it has been an overwhelming Rebel victory each time. The Rebels destory the outside forces first turn, then the outside terminal and possibly the door, depending on the terminal destruction rolls, on the second turn. Third turn they face the E-Web and additional forces in the complex, which the Imperial has both closed the door to activate the red spawn and the beef up to the terminals. Each time the threat level of two has kept the imperial pretty hampered in the mission. We've used different heroes, but the main ones being Fenn and Jyn, with at least one melee which is usually Diala since our group has fallen in love with her late game.

     

    The only time the Rebels have failed this mission is when the Imperial player cheated; and it being our first time playing thought that was how it was done and only realized the folly the subsequent time playing. He beefed up the terminals AND used the red spawn location. Sadly we eliminated everything on turn 6 and was one activation away from winning the scenario which would have been turn 7.

     

    Interesting to see the sample size and the results.

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