Jump to content

naitsirk

Members
  • Content Count

    323
  • Joined

  • Last visited

Posts posted by naitsirk


  1. 13 hours ago, buckero0 said:

    Force Surge is one of my favorite. Ahsoka will literally be all over the map with these cards. Honestly I think a boost in spy cards makes some of the assassin cards more manageable

    Yeah force suge and force rush are great cards.

    Thw point is spy cards can inutilizr force users cards too... And more easy than hunter cards due to the cost. But i'm agree more spy cards are needed to prevent free "+3 damage cause i'm a cool hunter" and free "remove your defense cause i'm a cool hunter"


  2. 1 hour ago, NeverBetTheFett said:

    It's true. Hunters have the best cards followed by Smugglers. I'm surprised we haven't heard about more love for Brawlers either. Some Brawler figures could use the help.  

    Well, force jump and force push (if you can use it in friendly dudes) would help a little to force user movement. But certain, the hunters have game breaking free cards *cof* assassinate *coff*

    i'd love something like "force speed: use at the start of a round. You gain 2 movement points and can perform multiple attacks during your activation."  This would be awesome in vader combo with "Lord of the Sith".  I think the two would eat 6 command points, so no OP but nice. Perhaps in a better way vader can perform 3 attacks + driven by hatred in a round.

    On the other hand this card would be awesome to all force users.


  3. With some spoiler articles and the announcement ones we can see a lot of command cards.

    My point is there aren't so much force user command cards in the stuff we know: force jump and force push(for rebels)

    There is only one secret card in each ally and villian pack and two of them will be the unique character command card so this let us with only 2-3 force user card in all blisters wave.

    In the HotE articles we already have seen about 7-8 commands (well we didn't see two unique rebels but we know it) so there are only slots for 2 more force user cards...

    I thought this wave will be a powe up for the force but seems like not. Ok, i love the work they did for iconic characters. Vader will be great, but... His command card is useless right now and my hopes to fix it  are more force user cards that combo with his card. Perhaps no.

    What are your thoughts people?


  4. 11 hours ago, dietz057 said:

    Nice articles! I enjoyed the "driven by hatred vader" and this one so much. Thanks.

    There is some question that disturb me since the rogue smuggler spoiler (ok this was answered in other topics but i still have the doubt)

    At the end of the round han can interrupt to perform an attack but... Can he interrupt the normal flow of the "en of the round" actions? I mean can he shot first a driven by hatred vader even if the vader player have the iniciative at end of round??

    Hope your answer clear my mind.


  5. 4 hours ago, Soulflame said:

    The cards also don't say 'during end of round' (like 'while attacking' or 'during your activation') but *at* the end of round, which is a specific time (like 'at start of round'). I really think it is one window per player, based on initiative order. 

    I think like some mentioned, it has to do with other future cards.

    Perhaps a future card or character can unexhaust an attachment (which makes sense with some of the attachments already out there)

    Is there any official channel wich we can ask the designers?


  6. 1 hour ago, a1bert said:

    The attack abilities in Driven by Hatred and Rogue Smuggler are both End of Round effects. (The word interrupt is mostly superfluous.)

    If Han's player has initiative, Rogue Smuggler can be used before Driven by Hatred.

    If Vader's player has initiative, Driven by Hatred can be used before Rogue Smuggler.

    Having exhaust as a cost makes viable future abilities which exhaust skirmish upgrades...

    I think the designers don't put keywords like "exhaust" and "interrupt" by free.

    Han can interrupt driven by hatred vader in my opinion.


  7. 4 hours ago, ImperialOfficer said:

    So Han's card says to Exhaust the upgrade at the end of the round.  anyone know the significance of this? 

    Vader's doesn't say to exhaust the card.  Any ideas on why Han's would? 

    I can tell you one use of this:

    End round. Vader go to use his driven by hatred to kill han (vader himself has low health left) so Han can interrupt and shot first. If he kills vader and prevent to die this would be so wonderful to han player.

    Exhaust yo interrupt means there is no order so han can attach just when you wish.


  8. IA has a more narrative component due to the campaign (the main and very fun mode) also you have skirmish in wich you build a list of 40 points (vader is 13 and a regular trooper group around 6-9 and incluides 2 or 3 figures) then you might to built a command card deck (15 cards and 15 points) this cards shakes the normal game and let your troops to do special things like surprise attack, heal others or force lighting a squad. All the missions (campaign and skirmish) are preset grillet tiles map. In canpaign the 4 rebel players cooperate against the empire player to do some objetives in order to win the mission and then earn credits and xp to level up. In skirmish you might to gain 40 vp to win. Points are earned killing enemy troops and doing concrete objetives.

    On the other hand, legion is all about battles and you don't have restrictions building your army. You can play 800 or 1000 or more points per side. The strategy and positioning component is higher than IA. Troops kill each other more quickly. All game has variants depends on objetives, deploy and special effects (like fog). During 6 rounds you might to gain more points than your enemy and is so important the leader poaitioning and the orders/initiative timing.

     

×
×
  • Create New...