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About Lemmiwinks86
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If none of the attacking minis can see a mini from the defender, this mini cannot suffer wounds at all from that attack. It doesn't matter if there are still 1 or 10 wounds to apply.
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Lemmiwinks86 reacted to a post in a topic:
The Fifth Trooper is spoiling Vital Assets LIVE tomorrow at 2pm EST!
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Imperial Army Trooper and Navy troopers??
Lemmiwinks86 replied to sergio1977's topic in Star Wars: Legion
Well, we do have an Imperial Navy guy as the Comms Technician, so I guess it's something. -
It's correct. Technically the defender has to roll the die, but if it's a block it will be cancelled by Pierce, so in that particular case it's the same as not rolling defense at all.
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It all depends on who you're going to play with and how. In the Legion forums I see a lot of people talking about which units you must and mustn't use, but that is all to be competitive, which I think it's fine if you're planning on playing tournaments, but if not it could get a little boring, at least in my opinion, because it extremelly limits which and how many units you take. I usually play with the same guy and neither of us care about what is competitive or not, so we build lists of whatever we want to play that day and have tons of fun always using different units. So playing this way I love the game, but if I had to play someone that wants to use every unit that makes his army more effectvive points-wise every time, then I think that I would get bored of the game as it conditions a lot which units you can and cannot play and to me that's not fun. But it's just my opinion based on how I like to play games and it's not more valid than the one from someone that likes to be competitive. What I mean by all this is that it all depends on how you like to play it.
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RITR Refit and Expand Fleet Question
Lemmiwinks86 replied to DCG's topic in Star Wars: Armada Rules Questions
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Anyone else think Marksman is a little too good?
Lemmiwinks86 replied to buckero0's topic in Star Wars: Legion
I've not played any unit with Marksman yet, but at least in the papers doesn't seem too good, just good. If you reroll 2 white dice on a unit that converts attack surges the probability of getting at least 1 hit is not too low (and not to speak of rerolling black or red dice), Marksman just gurantees that 1 hit, so it's a bit better, but not much, at least in my opinion without using it. The crit thing could be good if you're attacking a unit with armor, because if you just want it to bypass cover or dodge, a reroll to get more hits normally helps you to get more damage through cover and dodge (unless your opponent has enough dodge tokens to cover all remaining damage. So I'm curious as to why in your experience, actually having it played, you think that it's too good and not just good. Could you give examples as to what happened during those games? -
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I know, but Pao can help the other Pathfinder unit with Inspire. The OP mentioned he was thinking on running 2 units of Pathfinders.
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The Inspire abbility because it helps you to remove suppression. Leia has Inspire 2, and you will already have Pao which has Inspire 1.
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What I do with Pathfinders is forget they have Infiltrate and focus on keeping them at long range as they have a good range 4 attack and better range 3 than most imperial units. Duck and cover is great for helping keeping them alive longer and for the suppression, it's good to have Leia or some commander that can help them keep suppression under control (Pao also can help your other Pathfinder unit with that).
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There are some that are not THAT bad. Mine is not perfect but it's OK, the difference is almost unnoticeable.
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For refference, you can find the rule on page 77 of the Rules Refference. It's under "Upgrade cards": "Some upgrade cards feature the hard point (), grenade (), armament (), crew (), or ordnance (), upgrade icons; these are weapon upgrades. These upgrades do not add any minis to a unit; instead, every mini in that unit may use that weapon when attacking the enemy."
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Just to clarify, with GT it cannot attack the same ship with both ignition and front arc. The "same hull zone" restriction is from the Advanced Gunnery objective.
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Interdictor & tractor beam
Lemmiwinks86 replied to Draconis80's topic in Star Wars: Armada Rules Questions
OK, what got me confused was that the card says "before resolves" and not just "before the determine course step". I wasn't sure that that "resolve" meant, if it was before you start resolving it or before you fully resolve it. -
Interdictor & tractor beam
Lemmiwinks86 replied to Draconis80's topic in Star Wars: Armada Rules Questions
Since we're on it, I always had a doubt with the timing of the G-8 and as yesterday came up I remembered that I actually was never sure. Is the G-8 declared before the opponent decides to change the ship's speed or after? I'm not completely sure what "resolves the determine course step" means.
