Bron Ander Haltern

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About Bron Ander Haltern

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  1. Expansion rules say: "If a player ever has more than 8 leaders in his leader pool, he must choose 8 to keep and eliminate the excess (remove them from the game)." I've highlighted two most important things in that quote: a). it doesn't matter when the condition is met, b). if you look at your faction sheet, there is an area named "leader pool" - just count how many leaders are there. I think this is enough to answer all your questions except 3A. If you're really scared about Sweep the Area in Dagobah, there are several ways to mitigate it: - play RM beforehand several times, if you saw Dagobah, sent it the bottom of probe deck and you know it stays there, then the system is safe; - prepare rescue mission (or Millennium Falcon) in advance; - make sure the closest system that contains Imperial units (see card text) is a system you can easily rescue him by brute force (i.e. few Imperial units, with you having some possibility to hit and destroy all of them). Etc. (there are probably others) The probability to have this system trapped with Sweep the Area is is relatively low in the first place (it is an "Immediate" action card, so when it's drawn, the Empire usually shouldn't have more that 8 probes), so I'm only listing theoretical possibilities, not saying if it's worth it or not.
  2. Except it's slightly different to "Death Star vs. 2 Ion Cannons" situation, where both sides couldn't damage each other at all (not even a theoretical possibility). Here, the Empire has a steady source of damage in form of tactic cards. Not to mention that Rebels may still have U-Wing and deploy Vanguard [edit: or Trooper] to destroy Bunker. Additionally, both sides may still want to cycle through tactic cards. So until Corey rules otherwise, I would play the combat out - which might be long and tedious, admittedly.
  3. No, you have all projects in deck in expansion (13 cards in total, including all cards you mention).
  4. Great! Many, many thanks! : )
  5. Normally I wouldn't (probably...) jump on the bandwagon of asking reviewer for some very specific info, but I feel that when it comes to advanced tactic cards, lack of complete information stifles serious conversation about new combat system - with its rock-paper-scissors aspect playing a significant part, it's hard to discuss paper without knowing what rock is, exactly... I feel it's not a significant problem with other aspects of the expansion, like new missions. Like others said, really appreciate the preview and all info in this thread. No hurry and if you're unable to, then no worries, GenCon is surely an exhausting experience. At this moment there are only 6 tactic cards left that we don't know anything about, so if you would be so generous to fill in some blanks or maybe verify the ones marked as uncertain - so as not to spend time/effort to duplicate something that was already leaked/announced, you might take a look at this list: https://boardgamegeek.com/thread/1832705/list-advanced-tactic-cards-progress Thanks a lot! By the way, is Rise of the Empire available for purchase on GenCon? Would be a bit strange if it wasn't, but no one is bragging online about their brand new copy yet...
  6. I don't think we ever got an article as late during the day - and with base game the article with full rules was the last one before "hey, game is now available" one. On the other hand, they could still realistically crank out one more article with new objectives.
  7. I'd suggest discussing here, this way others can enjoy the answers. I'm curious how the new Sabotage works (destroying Shield Bunkers, perhaps, as an option?). No review/preview so far shown any tactics cards that can prevent direct hits (as opposed to regular hits), I wonder if there are any.
  8. I read RogueLieutenant's post as "there are four copies of Subversion and no matter which faction you are and which mission set you choose, you always get exactly one copy".
  9. It seems that Escape Plan from expansion will allow to effectively bypass ground battle. Requires some preparation, though, so you can legally "retreat forward".
  10. See below (card from the same news article), there will be other options as well, including healing with dice. Note that Tow Cables deal damage, they do not destroy a unit outright (unlike, for example, Support of the 501st). Additionally, thanks to Imperial Might you can theoretically drop 4 AT-ATs in a system and move them on the same round. Easier said than done, of course. [edit: ...and depending on full rules.] By the way, AT-AT is 3 health. Article implies that ground and space decks will have 8 cards each, i.e. 32 cards in total for both factions. So far we saw only 13 of them in previews.
  11. Sure, liking one mechanic over the other is subjective and I have no problems with that, but I just don't see how old tactic cards lack theme, but rerolls are suddenly thematic. I consider both devoid of theme. One could take two words in your entire post, "tactic cards", substitute it with "rerolls", and it would still apply.
  12. I don't know, when I hear "thematic" in relation to Star Wars, "reroll" is not the first thing that comes to my mind... ; )
  13. Never wished you could move one fleet and play Build Alliance, Sabotage, Infiltration and Rapid Mobilization all on the first turn? ; ) Having one more leader might also help in achieving the last turn advantage, for things like Sabotage (Empire cannot immediately remove it with R&D) etc.
  14. There are only 3 green dice in the expansion, but yeah, that's how I believe it will work (it was not yet explicitly confirmed by FFG). So you count all standard icons on leaders and roll 1 black/red dice for each of them (limit of 10) and count all minor icons and roll 1 green dice for each of them (limit of 3).
  15. Not exactly, Ambitions of Power action card clearly says you can have more than 8 leaders in your leader pool, so I doubt it's anything as straightforward as "you can't recruit more once you have 8 leaders".