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Daht

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Posts posted by Daht


  1. Just now, thecactusman17 said:

    the only thing we're certain of is that the kits will include copes of the World Series alt-art cards.

    Yeah I've seen the xwing kit and it does have 2 Reys.. I should know tomorrow night but I'm impatient and surprised it's not on the interwebs yet

     


  2. We have parsed this down to a simpler form.

    In a battle that is not a base defense, if there is a handicap in points the lower-point fleet may purchase for this battle only up to 1 ship, 1 flotilla and/or 2 squadrons (z95/xwing or tie fighter/tie advanced only) up to the handicap in points.  No uniques or upgrade cards may be purchased.  These are friendly, but ships do not benefit from Admiral abilities. 

     


  3. I would bring it to tournaments and tell every opponent my Admiral is  Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna Dodonna.   Every time he took a face up I would pick whatever I want out of his deck.


  4. Are playmats for the tournament provided?  Figuring out my baggage/transport so if I don't need one I would just as soon not fly it in with me.

     

    Also how big was last year's tournament and what was the cutoff size this year (if known)?

     

     


  5. This is what we are working with now, with more tweaks on the way:

    Armada  CC  Expanded Rules


    Campaign can support 4 vs 4 or 5 vs 5.  8 fleet games have a final victory score of 16, 10 fleet games have final victory of 20.

    Strategy Phase: When setting up a turn's battle, the Grand Admirals each take the upgrade card for each Admiral.  When declaring an attack or defense, name the system and place the Admiral being used face down.  Grand Admirals may spend  diplomat, spynet, or skilled spacer tokens to flip cards face up at any time (1 token per card).  After all battles are set, flip all the cards face up to assign matchups.  Imperials may spend diplomat, spynet, or skilled spacer tokens to scout rebel controlled systems to see if there is a base or outpost there before attacks are declared. 


    Refit and Expand Fleets: Admirals may trade in unscarred ships or squadrons (not upgrades) for their base cost in resource points.  Uniques that get traded in are lost for the rest of the campaign.  Instead of one upgrade per ship on turn 1, use the rule a ship can only equip one upgrade on it's first battle. 


    Diplomats: May be used on any system when an attack or scout is declared to prevent any type of attack, the attacker or scout must choose a different system.

    Skilled Spacers: Rebels can spend a skilled spacer to replace Hyperlane Raid special assault with a Base Raid. Attack an imperial base, instead of playing a base defense scenario, treat it like an unoccupied square.  If the Imperial wins, gain 1 CP.  If Rebels win, the Imperials cannot gain resource points from that system (including the base) or use any special tokens/repair yards.


    Hyperlane Raid:  Any tokens on Imperials who are  not completly out of their deployment zone on turn 6  give the rebel player 20 resource points and a victory token.

     
    Victory Tokens: A squadron can discard an unspent (green) victory token when activating in the squadron phase to gain the rogue skill for that round.
     


  6. Since it's a FAQ not errata, and does not *replace* any card text, the "instead of" on the main card is still in play, so the  RLB faq is just clarifying that  after placing a docked fighter instead of activating a fighter, you have the option to activate it.   If the FAQ had meant to say you can place and activate with 1 squad point, it would have worded it specifically to say the placed fighter can shoot but not move, rather than that it cannot move on this activation.

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