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Posts posted by DerangedShadow
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I came for the humor, but...this just needs to stop
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The issue with that Lyraeus is if the opponent gets to flip the damage card. That box allows the opponent to see what you have in addition to not seeing what attachments are on the ship.
I would disallow my opponent to use one of those since it is hiding information that should be known.
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1) He should be used considered an Imperial figure even though he is technically a filthy Merc. There should be a rule in the core rulebook that specifies this cause when I had him I did the same thing where he was a friendly fig and considered an Imp.
2) Must be taken as an Open Group choice, which always makes me second guess if doing specific missions for Villains is a waste of Influence.
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Our Imperial keeps telling us "the Internet says Subversive is the weakest" ...
What is he reading? Certainly not here or BGG, because the overwhelming impression is that ST >>> MM > TS so far.
Wait...Technological Superiority is supposed to be the weakest of the three decks? I agree that Subversive Tactics is ungodly, but Military Might wins out? When I ran a campaign, I used TS and was able to win almost every single mission, except for the wookie party where they won Chewbacca (how in the world do you even win that as the Imp). I guess based on what I have seen and done, MM is by far the weakest of all three decks but perhaps the most fun when able to spam Stormtroopers.
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So, does this mean that the heroes have to activate the red terminal, go into the compacter, go out the compactor door, activate one of the yellow terminals and then go BACK to the compactor, or did they just leave off how they're supposed to open them?
You are correct there Doctor X. The rebel players have to interact with the red terminal to go through the red disc to go into the Compactor. From there they have to open up the door in the Compactor, by interacting with it, to be able to access the yellow terminals. Once they interact with EITHER TERMINAL, then they must race back into the Compactor to be near the yellow discs to escape.
All this to disallow an experience point/influence for the Imperial player. A lot of work and very difficult for the rebel. When I ran this it took A LOT of looking back into the book to understand what the heck is going on.
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If you can't open it early enough in a turn to deal with what gets deployed inside before they can act (and I think lack of info isn't a valid complaint regarding the mission design, 'doors open, enemies deploy' is a thing rebels should expect and opening a door as your last activation on a turn is generally a bad idea), then yes, but Han hitting the board with some health gone isn't exactly terrible for the imperial player.
I personally think this mission favours the rebels, relatively speaking, subversive tactics makes every mission difficult for the rebels.
What DEBO said
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Don't havethe campaign book on me, can anyone, in spoiler tags, tell me what the penalty is if the rebel open the door in time? What effekt does that have?
if they open the door before the end of round three, the Elite Stormtroopers, the Elite Officer, and Han Solo are all deployed onto the table exhausted.
I just cannot find the Spoiler tag when making a post?!
To do the spoiler tag, you must do this:
[ spoiler ] (insert text) [ /spoiler ]
but you MUST remove the spaces inbetween the brackets or it doesn't work
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Don't havethe campaign book on me, can anyone, in spoiler tags, tell me what the penalty is if the rebel open the door in time? What effekt does that have?
if they open the door before the end of round three, the Elite Stormtroopers, the Elite Officer, and Han Solo are all deployed onto the table exhausted.
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I don't know if anyone said this yet, but if FFG was able to get it okayed by Catalyst Games, I would have to think the space naval aspect of BattleTech would be pretty sweet.
You have each of the different classes of ships, you have the fighter aspect, and you get to include an in-between aspect of fighters to ships based on the DropShips.
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After looking at this mission again in the book, I can see two basic strategies.
The obvious one is the blitz: get Han out as fast as possible. If you're going to use that strategy, then having Han do anything except double-move seems like a clear tactical error, so i.e. "dropping one before bolting" is not going to work, because then he only moves 4 spaces, and the elite troopers move 4 spaces and shoot him down. Rather, Han should go first and move 8, so the elite troopers can never get in range. But that will only work if the Imperial has failed to deploy anything dangerous near the entrance, or if the Rebels are in position to block their LOS while Han sprints out (ideally with the help of Masterstroke, Force Push and/or Tactical Movement).
But looking at it again, I wonder if the real trick to this mission is just the opposite: take it very slow and steady, killing everything in Han's way until it's safe for him to run out in one activation. In particular, note that the mission does not end when all heroes are wounded, nor at the end of any particular round; the only way the mission ends is if Han escapes or is killed. So the Heroes just need to body-block for Han while they kill the elite troopers, and then slowly move in a group toward the entrance, killing everything on the way and resting only to recover strain or avoid being withdrawn. It doesn't matter if every hero is wounded, they can keep on killing and slowly moving up; all that matters is preventing shots at Han.
I'm inclined to agree with your assessment of the strategies available.
Unfortunately for us, we couldn't simply run with Han. One end of the corridor was covered by an elite E-web and plain Imperial Officer. The elite stormtrooper squad that had just entered the game with him was at his back. We had not opened the other door, so all he could do was get out of the hallway he had spawned into and hope for the best on defense rolls.
The lack of knowledge going into what is about to happen gets him killed, because you have no idea what to be prepping for, and you are not given any time to adapt to the board situation when he shows up. He appears, and you have one activation to save him from 3 incoming shots by the elite stormtrooper squad.
I guess if he can't run, he's just dead (barring crazy lucky defense dice).
We did note that this was the first untimed mission we had played in the campaign. None of us realized that we could all be wounded and still be able to press on. You're programmed to simply accept that as a lose condition by this stage of the campaign.You can argue that is what most of the first time playing any of the missions are. The Rebels have little to no knowledge of what is going to happen until it does. The next time you do play it you know what is going to happen and when, that is where you can plan to hopefully change the outcome.
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Ah, misread what you said there SeaRaptor. Thought you implied they all deployed in that room.
Silly me -
Just played yesterday, and yeah, it seems brutal for the rebels (I was on the rebel side). Firstly, to make it to the door in time seems really quite hard (we got one player who had enough time to get one test... which he failed), and near impossible if you want to work on the existing forces. If you do make it you probably have a ton of enemies still on the board and then have to herd Han through 3 fresh stormtroopers and an officer. And then if you don't make it you have a Han who can be taken down in one turn not that unreliably by 3 Stormtroopers (as happened in our game, though I will admit one of the defence dice rolls was a total flub). He died in the first Imperial action of turn 4, and our Imperial player went to check everything again to make sure everything had been done correctly. While I don't see that as normal, two decent groups of guys look like they could take him down.
This is exactly what happened to us last evening. We failed our one attempt to open the door, so Han came in wounded. At the same time, the Imperial player placed an elite E-web and an Imperial Officer, along with IG and the wounded elite Stormie squad that comes in behind Han. None of that mattered though, because Han died in the next Imperial activation after dropping one of the stormtroopers chasing him. He rolled 2 evades on his white rolls, and with only 8 health versus about 15 incoming damage, that was it.
Easily the stupidest mission we've encountered to date. I thought "A New Threat" was bad, but we probably could have chosen better tactics, so I don't feel like that one was stacked against us as badly as this one was. We only lost "Breaking Point" on the last die roll, so I felt like we did okay there and it could have gone either way.
We had zero shot at winning from the moment we sat down to play "Fly Solo", we just didn't know it yet. Very, very badly designed mission (unless you're the Imperial player). If they're all like this, I don't think I'm going to purchase IA after all. I had hoped to run a campaign of my own with some friends, but I wouldn't want to inflict crap like this on them. That mission wasn't even remotely fun. By the time you find out what you are supposed to achieve, the game is over (unless you make a series of amazing white die rolls).
Tis been awhile since I played this mission as the Imp, but I am fairly certain that there is no deployment zone in the room with the Elite Stormtroopers + Officer. I am also pretty certain that IG-88 has to come in through the Hero deployment zone. Well, that is where I placed him due to my reading of the mission.
I won this mission as the Imp the turn after Han got out injured. I was running the attachment deck where the Elite Stormtroopers got an extra movement point on them, and in addition to the die that allowed me to switch dice colors to how I see fit, took two shots into Han's back and took him down. From what I learned from the mission is that the Rebel has to get to the room which would allow you to create a barrier to protect Han as the group becomes a moving wall. The Rebs have to shoot and move to the door, if they use both activations to attack then they aren't getting near Han to protect.
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When I run as the Imperial, I try to bring the Nexu at all times that I am able to. Yes it is repetitive and annoying, but at 4 points for the standard version, WHY NOT!
The regular officer is good at getting your units places, but with the royal guards it might seem not so great since they work well together giving each a free block to adjacent friendlies. I would say instead of the officer, bring a Nexu. With 4 threat you can bring the Nexu or wait a round and get the royal guards.
Yes, I am biased to the kitty, but it is a beautiful kitty that can get where it needs to go.

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Please don't throw that phrase around without good cause.Yaaaaaay! Now to let the wallet know its going to be raped again soon....
This is good cause....
And stow your political correctness. It's a word.
I cannot believe you'd be such an staggeringly unsympathetic person to think using the word **** is acceptable when buying toy soldiers, that's disgusting.
Whoa whoa whoa whoa....whoa
Alright everyone, let us all take a step back. Deep calming breaths. Count to ten.
Now...HOW DARE YOU TETSUGAKU-SAN! Calling these ships of war, "toy soldiers." I am offended and disgusted at your lack of acknowledgement for what they truly are.
Tetsugaku-San and Strigon reacted to this -
Drop one ISD + upgrades to get two Gladiators. The Gladiator is supposed to be a support ship anyways to the bigger Star Destroyers.
Heck, when we know more about the Raider class why not throw a handful of those in instead. They are to be the front line skirmishers while the ISD comes up the rear smashing a hole into the enemy fleet.
Commander Kahlain and DarthBadger reacted to this -
I'm not a big fan of the Rebel player's token and fleet setup. It can be seen during the game that 3 ships were out of range for most of the time.
I have to agree with chilligan. I was always confounded at people saying that they win with such huge margins at tournaments where they go 10-0 multiple times. Every game that I have played has been close with only a very rare instance where the results are 8-2 or more. Now that I see pictures of such an instance, it concludes my thought about poor tactical sense being a major contributor to these epic victories.
Congrats on the victory Steven! Makes it exciting and hopeful for what the new ships will bring to the mix as well as to see how scary the Victory Class Star Destroyer truly is. With three, just terrifying.
Question, how often did you get Leading Shots off on the Victory? Every time I have it on a ship it never seems to get any use and I feel it to be a waste of 4 points.
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we forgot to plug it in....

how do you forget something like that...
Otherwise, pretty sweet

nice find
Darkblade113 reacted to this -
I don't know but I may be crazy here.
Personally, I like your first list more. An idea for it would be to swap out General Dodonna with Garm Bel Iblis and get rid of the Paragon. Same point value but Garm gives you three tokens to start the game on each of your Frigates which gives you flexibility based on whatever your opponent brings. That way you can also maximize any of your rounds with a double of any of the commands that place upon your dials.
I dunno, as I said, I may be crazy.

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For the Rebellion, I would have to go with the Neb B. Though I am biased since I love the look and the feel of piloting one of them. (Corvette is way too quick for me with my current level of experience).
For the Empire, I would say get the Victory expansion since, if I am not mistaken, it has some upgrade cards that you can't get in any other packs. Which includes Admiral Motti if you want to play the health game.
coastcityo reacted to this

Damage cards on ships?
in Star Wars: Armada
Posted
Don't make mountains out of molehills huh?
What is wrong with just placing them on a table? Never have I or anyone that I have played against has had a space/room issue where the cards couldn't be on the table and not have to worry about potentially interfereing with the game.
To be perfectly honest, the holder seems to try to solve a problem that doesn't exist in addition to creating even more of a headache. If you have multiple upgrades on the ship then you have the problem of having to pick each of the cards to see what they do instead of having them flat on the table which does it perfectly for you.