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Posts posted by NathanBeitler
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9 hours ago, ricope said:or you know...you can shoot first
Good call, there! I forgot about that new card. I doubt I'd spend the two influence to gain the opening shot, but that's definitely a strategy worth noting.
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In the new Jabba's Realm expansion, one of the new command class cards in the Nemeses deck is called Punishing Force. The text reads as follows:
Exhaust this card while an Imperial figure is attacking to reroll any number of attack dice.
Ready this card at the end of each Rebel activation.
It's those last three words that have be a bit puzzled. Does the word each apply to each individual hero on the board (so up to three uses of this card per round - as the heroes always go first and this card would already be in a ready position after the first hero activates)? I just want to make sure I play this right when I employ it tomorrow during a game.
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One of the new characters from the Jabba's Realm expansion - Onar Koma, has a specific trait that doesn't allow him to rest twice per activation. However, once wounded, this trait is removed, so he CAN then rest twice per activation once he is in a wounded state. He is the only hero with this limitation that I am aware of.
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It was a short game, to be sure, and we were both a bit disappointed by the abrupt end to the game.
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So it sounds like we played it correctly. I moved ground and space battles to the Rebel Base system, we had combat - space, then ground - in which I eliminated all of his forces, which ended the game prior to the command phase even beginning. He did not have any opportunity to use Rapid Mobilization.
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I just played my second game of Rebellion, yesterday, and I was playing as the Imperials and nearly this exact scenario arose. In the third round, I happened to both capture a Rebel leader and then release them using the Homing Beacon card. This led to me learning the region of the base. I already had one [under construction] Death Star in that region (Ilum) and two fleets adjacent to that system (Mandalore & Coruscant). At the end of the round when we did our recruitment, I happened to pick up the Catch Them By Surprise card. During the following assignment phase, I placed my corresponding leader on Ord Mantell - correctly deducing the location of the Rebel Base and moving two Death Stars and two large forces into the system. My opponent wanted to use his Rapid Mobilization card to evacuate his base, but I said he couldn't because we were not yet in the Command phase. He said this didn't seem right, but after reading and re-reading the wording on both cards, he resigned in agreement. He moved a leader into the system for the combat, but was totally overwhelmed. I wiped out his forces and he lost the game - in round 4.
Anyone else have this situation occur? Does it look like we played this right?
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I am confused by your statement about "using strain to move to attack twice." Are you referring to instances when you are only using two Heroes who both possess double activations? Otherwise, moving and then attacking twice would be three actions in one activation, which isn't possible when using four Heroes.
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Predictably, my friends were pretty unhappy to see me adding so much threat each round, as I played this game differently after being corrected on the way I was doing it. they received a pretty good beat down, and asked if we could go back to playing it the "old way" so they would have a chance at winning. We will probably do that. I'd rather take the slight hit in my ability to reinforce than to have them give up playing the game. I don't see how they could ever win any games at all if I can reinforce and deploy so frequently.
During the last game, we were playing the Twin shadows mission Canyon run and I used some of my Influence to put the card As You Wish into play and deploy Darth Vader right behind the heroes. Trapped between barriers and Vader, and taking many hits from the Tusken Raider at the top of the map, they were absolutely pummeled by the time they reached the top of the map and the time ran out for them. It wasn't pretty or fun for them. Honestly, it wasn't that much fun for me, either. I'd rather have close games than blow-outs. I've got plenty of influence to spend in the last chapter of this campaign, so I'm pretty confident I can beat them, again, without spending very much threat to bolster my forces.
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Well, a big thanks to everyone for the helpful information/clarification. I'll be changing the way things are done, from here on out, though I don't know that the Rebel palyers will be all that happy about the changes. They savor every win they get, and it seems like there will be few of them while playing the game this way. Hopefully they won't be too demoralized to keep playing with me.
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Ok, it looks like I have been playing several things wrong, then.
1. I have been increasing threat at the end of a round and then doing my optional deployments. This should be reversed, right?
2. I have been starting the game(s) at the threat level that is shown on the back page of the campaign guide. At the end of each round, I have been turning the dial(s) one space each - one on the round counter and one on the threat dial. If what I am reading in the replies, above, is true, I should be adding a whole lot more threat at the end of each round. And if that is the case, I don't see how the rebels can ever win. Honestly, the way I have been doing it has made it challenging for the Imperials to win, though I am still winning about 50% of the time. If I have that much extra threat to spend on more deployments, it is highly improbable that the rebels will ever win any games.
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My first question:
I want to make sure I am playing the game correctly, and I had a disagreement with someone the other day about the phrasing "Increase [threat] by twice the threat level." I read this as basically tripling the threat level. (For instance, 4 would become 12 (2*4=8, so 8+4=12.) Another player was trying to tell me that the threat is just doubled, not tripled. This doesn't seem to be accurate, though, as other places in the campaign guidelines the Imperial player is instructed to "Increase [threat] by the threat level," and in those instances it is doubling. He was wrong, and I was correct, right?
My second question is this:
Let's say the threat level is 12, and the Rebel Heroes decide they are bringing Chewbacca in as an ally. His cost is 15, which would also be adding 15 threat points to the Imperial player. How do you manage 27 threat points when the dial only goes to 20? We've basically just house ruled it that the Imperial player has to immediately deploy something to get the threat level down under 20, again. I realize that there is probably an established rule for this situation, but I can't seem to find it. Can someone help me out with this dilemma?

Quick junk droid clarification
in Imperial Assault Rules Questions
Posted
Not sure how everyone else feels about this ruling, but I like it. Ugnaughts are tough little scrappers that now are pretty attractive to play in skirmishes.