Jump to content

Spector1331

Members
  • Content Count

    87
  • Joined

  • Last visited

Posts posted by Spector1331


  1. My daughter loves her eJango/eVeers...especially when she can play Infamous when Jango auto-activates (assuming we are reading the card right granting her a second action). Then she taps Crime Lord onto him and if you cant stop her from getting resources your doomed PDQ.

    Jango works like this:

    Opponents action: I am activating character "X"

    Jango player: I am activating Jango's ability. After the opponents action of activating a character is finished, Jango rolls his dice into the pool.

    Now you get your normal action. If she is using Infamous to play Crime Lord as an ambush that is fine, but if Crime Lord is going on Jango she cannot roll the Crime Lord die this turn as Jango has already activated. However if Infamous was played on your normal action, you still do get the ambush action as you normally would. Let me know if that clarifies things.


  2. eJango/eVeers is strong I agree. I'm curious as to where you are making the judgement call that Han and Vader are overrated tho. The general consensus that I have gotten online from people who have logged quite a lot of games is that they are likely 2 of the stronger characters and possibly part of the 2 strongest decks.


  3. So let's take a look at what has to happen for cunning to kill the AT-ST (2 scenarios):

    1. A yellow character must be in the deck.

    2. Cunning must be in hand.

    That is the things that must happen.

    3A. Yellow character must be alive.

    4A. Cunning has to be paid for and played.

    5A. The special has to be rolled.

    6A. You have to not have the special controlled while your opponent takes his action.

    OR

    3B. Poe is in the deck and rolls a special. He resolves the cunning special side.

    So in the more common A scenario, there were steps you could have taken to not allow cunning to kill your AT-ST. In the less common B scenario Poe did his thing.

    So you're upset that your extremely strong card has a counter? That seems to be what I'm hearing unless I'm mistaken. Counters are part of the game.

    Also the AT-ST die is quite strong. 5 damage for 1 is the highest in the game, only tied by launch bay where my opponent doesn't discard. So I would not say that the die has no extraordinary sides.

    Also 6 resources is quite doable turn 2. I've seen crime lords go off on 2 and that takes 9.


  4. I use the "deck boxes" from the pre-release and like FFG deck boxes I have. You can fit 60 dice (20x3 layers) and if you put something in on the side it will keep them from sliding around in the loose space. Working well so far.


  5. As a mini gamer for 16 years, I touch my stuff and do not touch my opponents. I have sunk a lot of money into my toys and if someone were to touch my die and scratch it or roll it off the table I would be pissed.

    Now if I ask someone to move a model or tell them it's fine that's different.

    But the courteous thing to do is not touch things that aren't yours unless given permission by said owner. If a die of mine needs to be rerollde, tell me and I'll be happy to.

    In my mind there is no argument or rules lawyering to be said on this topic.


  6. You would need a judges approval. I'm of the opinion that with as many dice being rolled as there are, the odds of one of your tracking dice getting knocked and a dispute for,king in competitive play is high. Use tokens is my recommendation. In casual play use whatever.

    As far as fiddly goes for transport. Most deck boxes now have an area for tokens. Atleast the ones I've been using do.

×
×
  • Create New...