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loup167

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Everything posted by loup167

  1. Take the money before they realize the only amber control cards of the deck are 2 Shooler
  2. He played Library Acess twice, so he drew one more. I have seen this combo in action. I was in control of the board on my way to a third key, while my opponent had none, but had seed in play + probably a couple other irrelevent artefacts or creatures: he won on his next turn. Like probably a big bunch of decks, mine had no easy way to destroy artefacts. Now, this was far from a first turn win (we were well in the late game), but there was nothing I could do to stop my opponent form getting that win. It is clear that its a NPE to lose this way, but more importantly, the combo is extremely easy to pull of, as you only need the seed in play + library access and as much Logos in hand as possible to start it. But lets forget a moment that combo and imagine instead that a player has only seed and library access, no way to forge a key or else in his deck. What is possible to happen next, assuming enough Logos card to play? 1- That player has its entire deck in hand and the end of the turn 2- Each Logos action card got played 6 time (exemple: twin bolt thus made 24 damage to creatures and generated 6 amber. Labwork generated 6 amber and archived 6 cards, etc.) 3- Have generated more than enough amber to forge all your keys of the game in one turn (it only require 3 cards with an amber bonus to generate 18 amber) 4- this can happen every turn after this one Os course you will need a bit of luck or a good amount of non-logos in play to make sure the loop does not stop ( phase shift and wormhole help extremely), but the points are: - that it only require 2 cards to possibly put yourself in a situation where the game will be hopeless for the oppenent unless they were so far ahead already -the deck can be super good without the combo ever going off, as those cards are good by themselves, so there is no real cons of having this (unfair?) win condition - I do not see any way this can do any good to the game Now that this is said, I do not have any way to deal with that situation easily. What I know, though, is that this combo would be the only one affected if we were to put a hand limit to 10 or 12, as normal Logos never accumulate big amount of cards anyway. I also know that it would be a shame to get rid of my decks that cant deal with artefacts just because of this...
  3. off topic: if you want to start a discussion, I'd think you should copy the content of the article here (with the link to your blog if you want). It would be easier to us to discuss. on topic: The price of the 4H decks is probably due to the fact we all assumed that the special rarity was rarer than normal rares, but they were not: 4h are as common as any other rares up there (there are some exceptions, but in general all rares and special share the same amount of presence around decks). That said, I agree that 2 horseman are totally vanilla most of the time (War and Death) and 2 can easily do more harm than good (Pestillence and sometime Famine). As far as Sanctum creatures are considered, their power is quite average, some may say less than average (Sanctum has a lot of 5 and 6 power with 1 or 2 armor). In short, having a 4h deck only guarentee that you have 4 ok creatures in the deck, nothing more.
  4. I have a hard time believing they would endanger the balance of the force. The most likely scenario is that those negative plots would only be playable if certain caracters are included. (that way it would be impossible to do unkar + Thrawn again). Like they did with Imperial Assault.
  5. My guess for negative plot would be more like: -3: can only be included if you have Ig-88
  6. Let me quote myself. A dice with Greedo face on it is not a character dice UNLESS it is Linked to a character card, exactly like in the official rulling on Krennic : the dice he gives with his skill is not a character dice even if it has a character face on it
  7. Its funny how I provided a perfect answer and suddently no one cares
  8. Allow me to solve this... dice in the set aside zone are not considered character dice For exemple, krennic's death trooper dice cannot be targetted by Isolation I cant believe you all missed that basic ruling...
  9. Greedo vs Greedo us a hilarous scenario. I think the second to be defeated would win, because its skill would go on hold while the first die after having killed the other without winning
  10. Last article: The time for talk is over. Seize your chance to get the Rivals Draft Set next Friday, December 15th from select retailers in the United States, with a wide release in the first quarter of 2018. Do you have what it takes to create the ultimate draft deck?
  11. Imperial assault created upgrade cards that reduce the cost of characters. Maybe plots cards could do the same
  12. Can you share Nute? Too much previews lol I do agree 2 traitors would be enough. You activate 2( most of the time all their characters) and make sure they wont have upgrade that turn
  13. My lgs has her at 10$ CAN. I can give you the link if you want
  14. Working on a deck with Gamorean Guard. Yellow offers a lot of interesting options. I really like the Hiden agenda + It will all be mine. For now the guard is the only melee yellow worth it IMO, and it pair well the Inquisitor(or rather it is the best option to use the remaining 20 points, as far as I know).
  15. As it is worded, I dont see any reason to just equip this on the starting weapon and use your main weapon with all the upgrades you want. There it nothing that specify that you need to use the weapon with the bayonet for the ranged attack part of Close and Personal
  16. Note that Gaarkhan's Charge use the Move X spaces rules, so he can ignore figures and other obstacles when moving, wich give him hight mobility. In fact, with the extra speed from Unstoppable, he has the best mobility of the heroes (as long as he can charge, if not, the same mobility as Jyn and Saska). I dont agree with DTDanix, Fortitude is awesome, as trading one strain to remove Bleed or Stun is an enormously good trade. You should factor in the tests skill in your analysis. Tech is the most common in the campaign, folowed by Strength and Sight (barely usefull)
  17. Gaarkhan also has a skill that can remove 2 damages or a condition for 1 strain, so he is pratically immune to stun. Obviously stun is by far the best condition to inflict to a hero, but other than the (let's be honest) OP royal guards, there aren't many pratical and reliant ways to inflict it.
  18. It's highly possible they are already in the warehouses and they are just waiting for the right moment to finally ship. If they ship by the begginng of the next week, we'd get the packs for the release of Episode VII or Christmas.
  19. Stormtrooper Probe Droid Hired Gun Officer Royal Guard Rebel Sabateur Rebel Troopers Wookiee Warrior All of those at least maybe more. The point I'm making is changing the value of the royal guard will hinder less creativity than changing the entire team building structure. If your arguement was: keep team building the same but errata royal guards to say "No more than 2 of a reg. royal guard deploymeny card" and the same for elites. Then I think you may be stepping towards a solution and not further hampering creativity. It honestly doesn't matter whats competitive and whats not. Why balance the game for competitive players if it limits the choices for everyone else. You are slapping a fix on every unit when only a handful are out of balance. All of those units also have an elite version. If you really want to play 4 sabs, why not play 2 elite and 2 regulars ones? Sure, you can no longer play 6 sabs in a squad, so you could say that it hinder creativity, but someone could make the opposite argument about this: you can no longer just spam the same unit and need to be more creative in your squad building. The only elite versions that would probably not be considered most of the time are Officers and RG, and we all know the reason why: the regular versions are just way too good for their cost....
  20. This! New cards are a great idea, that way we aren't nerfing, which sucks, banning them entirely, which sucks, or limiting all deployment cards to 2, which eliminates other list ideas. This way, it's a simple fix that does its job without ruining other things. Do we have to pay to get these new cards? Meh, even if it's free I still don't like it. I'd rather see a limit on the number of deployment cards... I'd rather pay for a pack full of new goodies than 3 extra copies of the core game..... Think of it like this : you pay for 2 copies of the skirmish card of RG (you have 4 figs from the core game already), a new Han Solo version (the pack you bought is now WAY more usefull), new elite versions of the heroes (Diala, Biv, Gaarkhan and all can now be used competitively in skirmish!) and more.... and a lot of other figures can be used as they no longer suffer for the disadvantageous comparison to the RG. Would anyone really prefer to buy extra copies of the core game instead of a skirmish pack full of new deployment and command card? They could also limit all deployment cards to 2. If you really want more of the same unit, just play the elite version. Most of them aren't bad at all and do basically the same job as the regular version. This would also solve one of the bigest problem of this game (the need for extra RG and maybe officers, AKA the need for extra copies of the core game, which everyone hate)
  21. A simple errata that would not destroy the current RG would be to simply put a "campaign icon" on the existing ones and release a skirmish version. Just increasing their cost by one would (probably) be game changing. I agree with those that hate erratas, so it would be a nice idea to get new cards at least. This could be included in a RG villain pack or in a skirmish special pack (I'd like to see a new card for Han and elite versions of the heroes for exemple). Let's be honest, an errata is the only option if they dont want to affect all other units, though, like I said, I'm not a big fan of the idea, unless it is done properly.
  22. It's definitively A. As stated in the rules : Step 4: End of round effects: If there are any abilities or mission rules triggered at the end of this game round, players resolve them at that time. So it will happen after the deployment step, thus, yes its a second increase in threat, but not one you can use to reinforce during that round.
  23. I could see why you'd preffer one version over the other, but I honestly dont see much difference with the older heroes. In fact, if I wanted to go deeper in the problem, I'd say that Diala and Saska's faces are more conform with women beauty standards; Verena is more masculine/less sexy than the other two. In any case, it's too late for any change, as it's already listed as on the boat. Just photoshop yourself a new hero card using the box image, because you'll never get more that;
  24. Imperial officers are the only non-masssive/large/unique with only one figure The wookies had a second Mission card that was face down and actually never existed.... Considering the upgrade card is unique, I doubt they'd give 2. It could well be a regular version, but would also be the first time we see the Elite version instead of the regular one on a preview image. If it wasn't from the fact that I doubt they'll create a new non-unique 2-3 point very usefull unit (because we all know what it did to the Imperials to get one...), I'd say that a regular version is the best bet.
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