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About Vineheart01

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  • Birthday 04/10/1988

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  1. so im rather confused about this wording. Most effects state "spend" to resolve an effect, which of course flips a green to a red and a red is discarded. But some effects specify flatout "discard" - until Agate showed up i always assumed it was a typo, but Agate makes no sense if its a typo because otherwise the card is literally describing the usual effect. Can you opt to "discard" a defense token, even if its greenside, for these effects and bypass Accuracy blocking or something?
  2. Perhaps they'll delve into the Old Republic and break away from all the current movies entirely, both the factions and the story, effectively starting new. I always preferred the Old Republic stories BECAUSE it wasnt holding the Trilogy's nutsack the entire time.
  3. Snoke's main power is his poweraction not his die. People pretty much only used his 2nd die because it happened to fit. I suspect people will just ditch his Elite status and keep using him.
  4. theyre ok but not great. I find it pretty easy to slip 2 Trickshot generics in with ion turrets with some kind of proper threat. They just lock turret sideways and float around rocks flanking everyone, causing ion tokens. Definitely not best option, but better than say...Decimators by a long shot
  5. brockets and ptorps are not a problem. Theyre fine where they are, very threatening but expensive enough to not be auto include. Heck barrage is only a problem with Jonus around. Jonus bumped up 5pts -> 41pts base. Someone who is literally a superior Howlrunner should not be cheaper than Howlrunner...this prevents the 5 bomber bs some people been doing, dropping it to 4 which is still a threat but more manageable. Scum Han Gunner -> 10pts. Dude is comparible to Force Crew in levels of efficiency, but cost of stress so he isnt the 12-14pts Force crew typically are. He should be just behind them in price, not half. Bombletts -> 4pts. Proton bombs arent broken at 5 but the gauranteed crit is often better than potential 2 noncrit. Shedding a point is sufficient to squeeze it in a list that Protons wont fit but Seismics are undesirable.
  6. thing about Redline is literally not a single ability, 1.0 or 2.0, has ever mentioned acquiring a lock to be an action. They've always worded it that way. "Acquire a lock" instead of "Perform a lock action" - its literally always been the only action lock is the normal actionbar or that droid that basically merged lock + boost in one action with a condition. I dont see Redline being that big of an issue. Major threat, yes, gamebreaker no. Punishers still die easy. Scum Han Gunner is the king of the easy-play cards. Put him on a turret ship, dial a green, free focus every round nobody can do anything about (depending on timing with other start of combat abilities) and to top it off hes pennies cheap. Other comparable insane abilities are priced through the roof (anybody remember Luke Gunner flak before we saw his price????)
  7. Vineheart01

    And tlt is?

    Vader atleast is arc bound and can be dodged, also its R0-2 so it can be outranged. TLT could not be avoided unless you managed to dive into their face, which wasnt easy to do unless you got shot the last turn already. Its issue wasnt making dice superfluous, its issue was it was completely unavoidable barring the attacker rolling like crap since ONLY the hyper evasive ships could even attempt to dodge it or chase its deadzone to avoid the shot. Like i said earlier, i dont see it being as big of an issue with arc limitations being a thing. Still a threat, not a practical auto-win threat.
  8. Vineheart01

    And tlt is?

    it was a crazy reliable turret in 1.0. Which i dont think would be as broken in 2.0 due to the mobile arc mechanic on every turret now. Its problem in 1.0 was it was not only reliable to hit, it also was virtually impossible to NOT get shot by it on top of its reliability. Now that theres deadzones its easier to dodge.
  9. predator, crackshot, marksmanship, and outmaneuver dont even work on ships without a native front arc. Well, technically the 3 bullseye cards do since thats not a firing arc thats just a printed area to check with, but theyre also primary weapon only so turrets for the most part cant use them anyway. Trickshot isnt a problem though imo. The only targets that it feels strong against are 0-1agi ships, which are suffering for a myriad of reasons not related to trickshot.
  10. arguably way stronger on QD than in 1.0 since this happens at the end of the turn now instead of upon red token received and locks are red tokens. So if you lock QD, even with a friendly ship, you can baffle it if it doesnt trigger normally. Juicy.
  11. i actually did not notice she caused damage if she stole your last resource. Kinda ups her value a little to me. Initially saw her as trash.
  12. upgrade rules also only mention characters for valid targets for an upgrade. Its simply they havnt updated the rules yet...for some reason.
  13. It says 1 because that just means you have normal access to a single action. If you have a way to branch off that action, its not preventing you from doing so. Its not saying "You may only perform 1 action" or anything directly stating "No more actions" Much like other such interactions, thats doublestressed and it doesnt bypass "cannot action while stress" clause, so most situations you might not want to do that.
  14. The fact that theyre including the conversions for Fo/Res is confusing to me. Why allow those but none of the reb/imp stuff?
  15. FFG's idea of a limited format is "what was released normally, and whats in the conv kits" right now. Like what Fickle said, limited formats are fine if theyre actually balanced right. Standard is boring because theres no options and 2 of the really big dogs are legal and dont depend on illegal upgrades to be that mean.
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