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sionnach19

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  1. Like
    sionnach19 got a reaction from Bojanglez in Ynot Squad Benchmark   
    Thanks for the consistent updates, and all the work you're doing! Is the Coordinate action on the Upsilon Shuttle one of the "easy" things to add, or something that will take a little bit because of how strangely it interacts with the timing scheme? I'm trying to gauge whether I can count on Benchmark (which I love!) to practice some of my crazy Upsilon ideas before upcoming events.
  2. Like
    sionnach19 got a reaction from Punning Pundit in Wave XI Speculation   
    I'm a fan of introducing some of the comic ships -- the Arkangel, the Wookie anti-slaver ship, or Sana's freighter for Scum; the N-1 starfighter for Rebels; and either the Sith Infiltrator or Nubian starship for Empire.
  3. Like
    sionnach19 got a reaction from Evenflow30 in Wave XI Speculation   
    I'm a fan of introducing some of the comic ships -- the Arkangel, the Wookie anti-slaver ship, or Sana's freighter for Scum; the N-1 starfighter for Rebels; and either the Sith Infiltrator or Nubian starship for Empire.
  4. Like
    sionnach19 got a reaction from VanderLegion in Wave XI Speculation   
    I'm a fan of introducing some of the comic ships -- the Arkangel, the Wookie anti-slaver ship, or Sana's freighter for Scum; the N-1 starfighter for Rebels; and either the Sith Infiltrator or Nubian starship for Empire.
  5. Like
    sionnach19 got a reaction from BlodVargarna in Looking for a good Upsilon list help needed   
    I'm eager to try a First Order Aces list:
    26 - Omega Leader: Juke, Comm Relay
    33 - Quickdraw: Rage, Electronic Baffle, Title, Lightweight Frame
    40 - Kylo Ren: Adaptability, FCS, Darth Vader, Inspiring Recruit
    I like Vader crew on Kylo, as your opponent has a damned if you do damned if you don't scenario. You ignore Kylo and let me maximize my use of Vader, or you try to focus Kylo down and I get to trigger ISYTDS with Vader. The real trick is Rage/Baffle Quickdraw with Coordinate -- you use Kylo to Coordinate QD at PS5 or 7, use the action to Rage, use Baffle to clear the stress and then make your bonus attack during the maneuver phase -- perhaps before enemy ships have even moved or gotten tokens. Then QD gets to move, take an action, and fire again at PS9... brutal burst damage. These big heavy hitters hopefully make a good enough distraction that Omega Leader happily survives into the late game to do his thing.
  6. Like
    sionnach19 got a reaction from Darth Onyx in Inspiring Recruit and Electronic Baffle   
    Great, thanks guys. So my best options at this point are to email FFG looking for a response, and get in touch with any tournament organizers beforehand to confirm this is their ruling?
  7. Like
    sionnach19 got a reaction from DR4CO in Inspiring Recruit and Electronic Baffle   
    Great, thanks guys. So my best options at this point are to email FFG looking for a response, and get in touch with any tournament organizers beforehand to confirm this is their ruling?
  8. Like
    sionnach19 got a reaction from Parravon in Inspiring Recruit and Electronic Baffle   
    Great, thanks guys. So my best options at this point are to email FFG looking for a response, and get in touch with any tournament organizers beforehand to confirm this is their ruling?
  9. Like
    sionnach19 got a reaction from Nyxen in How would an Expansion work?   
    I've said it a number of times, but my expansion idea:
     
    1) Flip the roles. The Imperial player hides the Death Star plans, and the Rebel player has to find and capture them.
    2) Changes the game length. Instead of tacking on more stuff and weighing and already heavy game down, make the expansion scenario < 2 hours.
    3) Adds some new stuff that could be used in the standard game as well. This could be new plastic units, or just heroes/projects/missions.
     
    Frame it in the Rebels/Rogue One timeline, introducing characters from that period (the crew of the Ghost, Jyn, Cassian, Saw; Thrawn, Kallus, Orson Krennic). Use the same core rules, but change the overall mission parameters. Make it less focused on development and building up forces, but perhaps instead start each side with a sizeable force. The Imperials are trying to complete the Death Star, so their "Projects" become analogous to Rebel "Objectives" (strip mining, harvesting Kyber crystals, rounding up new workers, etc.)... if the Empire can complete enough projects to bring the Death Star online before the Rebels find the plans, they win. Probe Droid cards offer the Rebels hints of where the plans could be, and they must use their leaders and their fleet to investigate. Once they've found the plans, they have to launch a successful invasion and complete a mission to steal them -- if they can manage it, they win. With a little less emphasis on building up forces and no need to explore the whole galaxy, it would play like a new game using the same core rules as the first one (and hopefully provide a quicker version of the game for folks who don't have three hours to invest).
     
    I don't think the game necessarily needs more plastic units, but if included they shouldn't be tied to planetary production but Mission and Project cards. For instance, the Empire can research Speeder Bikes, TIE Bombers, or the Interdictor-class tractor beam cruisers. The Rebels can perform specific missions to recruit planetary auxiliaries or steal a Nebulon-class frigate. This keeps the additional units special, allows players to incorporate them in regular games, and prevents them from unduly unbalancing the combat mechanics. But again, I think this risks adding more bloat...  a small expansion with mostly cards is fine by me!
     
    Allow some of the new heroes and mission cards to be used in regular games of Rebellion, and I think you have the perfect expansion. Enhances the old game without adding more weight, offers a distinct and new gameplay experience, and ties in well with other Star Wars releases going on right now (Rogue One, Rebels).
  10. Like
    sionnach19 got a reaction from Jobu in How would an Expansion work?   
    The only way I can see them adding new planets is via an entirely new board (unlikely) or, more likely, a handful of map overlays that replace existing planets with new ones. This could be kind of cool as a way to change up travel lanes as well, perhaps increasing or decreasing the importance and "travelability" or some systems.
    On the other hand, I really like the idea of planets that don't only offer military units on build turns. It could be cool to see a research base allow the Empire to draw a project card instead of providing a build, or some sort of listening base that let the Empire draw an additional probe card on a build turn. The Rebels could use the listening base to look at their next Objective Card and elect to put it at the bottom of the pile, and use the research base to randomly discard a mission card from the Imperial player's hand (though starting missions would just be immediately returned to the Imperial player's hand). Nothing too powerful, but small logistical benefits to each side that represent the way this conflict unfolded outside of the military arena.
  11. Like
    sionnach19 got a reaction from Trevor Goodchild in How would an Expansion work?   
    I've said it a number of times, but my expansion idea:
     
    1) Flip the roles. The Imperial player hides the Death Star plans, and the Rebel player has to find and capture them.
    2) Changes the game length. Instead of tacking on more stuff and weighing and already heavy game down, make the expansion scenario < 2 hours.
    3) Adds some new stuff that could be used in the standard game as well. This could be new plastic units, or just heroes/projects/missions.
     
    Frame it in the Rebels/Rogue One timeline, introducing characters from that period (the crew of the Ghost, Jyn, Cassian, Saw; Thrawn, Kallus, Orson Krennic). Use the same core rules, but change the overall mission parameters. Make it less focused on development and building up forces, but perhaps instead start each side with a sizeable force. The Imperials are trying to complete the Death Star, so their "Projects" become analogous to Rebel "Objectives" (strip mining, harvesting Kyber crystals, rounding up new workers, etc.)... if the Empire can complete enough projects to bring the Death Star online before the Rebels find the plans, they win. Probe Droid cards offer the Rebels hints of where the plans could be, and they must use their leaders and their fleet to investigate. Once they've found the plans, they have to launch a successful invasion and complete a mission to steal them -- if they can manage it, they win. With a little less emphasis on building up forces and no need to explore the whole galaxy, it would play like a new game using the same core rules as the first one (and hopefully provide a quicker version of the game for folks who don't have three hours to invest).
     
    I don't think the game necessarily needs more plastic units, but if included they shouldn't be tied to planetary production but Mission and Project cards. For instance, the Empire can research Speeder Bikes, TIE Bombers, or the Interdictor-class tractor beam cruisers. The Rebels can perform specific missions to recruit planetary auxiliaries or steal a Nebulon-class frigate. This keeps the additional units special, allows players to incorporate them in regular games, and prevents them from unduly unbalancing the combat mechanics. But again, I think this risks adding more bloat...  a small expansion with mostly cards is fine by me!
     
    Allow some of the new heroes and mission cards to be used in regular games of Rebellion, and I think you have the perfect expansion. Enhances the old game without adding more weight, offers a distinct and new gameplay experience, and ties in well with other Star Wars releases going on right now (Rogue One, Rebels).
  12. Like
    sionnach19 got a reaction from Lian in Mono Blue help   
    I'm actually kicking around this same idea, as I think it's the best use of Vader outside of eVader/Raider. My current decklist:
     
    Characters: Vader, eKylo
     
    Battlefield: Emperor's Throne Room
     
    Upgrades (12):
    1x Force Choke
    1x Force Throw
    1x Force Training
    2x Immobilize
    2x Kylo's Saber
    2x Lightsaber
    1x Mind Probe
    2x Holocron
     
    Support (2):
    2x It Binds All Things
     
    Events (16):
    2x Close Quarters Assault
    2x Deflect
    2x Enrage
    2x Force Strike
    2x Isolation
    2x No Mercy
    2x The Power of the Force
    2x Use the Force
     
    It's definitely difficult now, with so few cards available to a mono-blue deck; but it allows some cards that are usually duds (Power of the Force, No Mercy) to become pretty good. I think the upgrades section has some flexibility (ideally, I want to drop Force Training for another copy of Force Throw or Mind Probe -- but if I had a second Force Choke, I'd love to run that too. If I didn't have a second Kylo's Saber, I wouldn't miss that too much either), though I wouldn't sacrifice any events for upgrades. I'm not sure how I feel about It Binds All Things, which is normally a great card. But Sith Holocron is a more resource-efficient way to deploy your Ability upgrades. I think IBAT is a good inclusion for the lightsabers, as well as helping you play upgrades without Holocron (rolling that special isn't always a guarantee!).
     
    I haven't been able to really test it out yet, but it seems solid enough to me right now. It does require a few specific rares and wants a few legendaries, which makes it a little more difficult to build.
  13. Like
    sionnach19 reacted to Tvayumat in Jango/Veers Counter   
    People aren't running Veers to use his ability. They're running him because he has a 50% chance of rolling 1-2 ranged damage per die, which is magnificent for his price, and makes him a great partner for Jango when it comes to rushing damage.
    Personally, I find it very disappointing that his actual "Action" ability is so underwhelming compared to his raw damage. Using him to manipulate supports is a late-game move and usually a waste of time.
  14. Like
    sionnach19 reacted to executor in Kylo Vader   
    lol, did you just link him to his own thread?
  15. Like
    sionnach19 got a reaction from VanderLegion in Kylo Vader   
    And typically, since Vader leaves the discard up to your opponent, your opponent will actually thin his own hand out of his "weaker" cards whole holding onto the more valuable (and hopefully more expensive!) ones. Vader's ability is also optional, so if you really want to leverage Mind Probe you can elect not to have your opponent discard.
  16. Like
    sionnach19 got a reaction from davidumstattd in Action Cards - Can you play more than one in a round of combat   
    This situation is complex enough that I dug out my villain action cards to check. There are three relevant cards here:
     
    "Keep Them From Escaping" - Admiral Piett (@Leobarron, my card only has Admiral Piett here -- not Veers)
    "Target the Generator" - General Veers
    "Ready for Action" - Admiral Piett/General Veers (Start of Combat: Take this leader from your leader pool and place him in this system. This leader cannot retreat, and he returns to your leader pool at the end of the combat.)
     
    @Leobarron, if you had access to all three of these cards then you would be able to perform the actions you describe: Piett activates the system and initiates the combat. The Imperial player then triggers Keep Them from Escaping from Piett, triggers Ready for Action to move General Veers, and then triggers Target the Generator from General Veers. The problem is that you can't really have access to these three cards at the same time, since you would have already recruited Veers and Piett with the first two so would never get the third.
     
    So that means the situation you've described doesn't work. You can only do two of the actions -- if Piett activates the system, you can play Keep Them From Escaping and use Ready For Action to call Veers in, but that's it. If Veers activates the system, you can play Target the Generator and then use Ready for Action to call Admiral Piett in. But you can't use Keep Them From Escaping, Target the Generator, and Ready for Action all at once.
     
    Essentially, the action cards do not allow you to move leaders from the leader pool to the relevant system to use them... they must already be there. Ready for Action's effect does let you move a hero to a system, but that's its whole effect.
  17. Like
    sionnach19 got a reaction from davidumstattd in General Veers Action Card   
    I've replied to your other thread, but according to my cards General Veers is not on the "Keep Them From Escaping" action card. If he was, then the sequence of events you describe would work just fine. Nonetheless, the answer to the actual question -- can you use multiple action cards -- is yes. Nothing prevents you from using multiple action cards, so long as the heroes are already in the system. This means you could use both Ready for Action and Target the Generator in one combat, to move Veers to a system from the leader pool and then destroy a structure. If you had other leaders in the system, you could also play their action cards as well. Hope this is helpful!
  18. Like
    sionnach19 reacted to Lyynark in Rogue one plot hole, Yes ending spoiler.   
    Funny you should say Laser Moon
     

  19. Like
    sionnach19 reacted to mightyspacepope in FFG have failed   
    The same thing happened last year with the T-70 and the F/O.  My assumption is that they express ship a limited number early to make the release date for the movie.  You'll see stock up at normal levels in a few weeks.
     
    A lot of times, a FLGS will do a "I have no idea why my order isn't being filled" response, when in reality they didn't put in a preorder and they're trying to order after stock as already been allocated to stores that have put orders in early.  
  20. Like
    sionnach19 got a reaction from Bayushi Sezaru in Hyped but Hesitant - Waiting for those tourney results   
    I can do better than that. eVeers/eJango, eGrievous/Dooku, eKylo/eJango, 2x Stormtrooper/Nightsister/Bala-Tik... these are four competitive villain decks with no legendary characters; and the only rare character not represented here is the Tusken Raider. You have ranged aggro, melee aggro, a mixed damage midgame deck, and an attrition deck. Every possible color combination is represented here. Some of these decks benefit from legendary upgrades, but none of them require legendary upgrades to do well. There are many variations to these decks (eJango/2x Stormtrooper, eGrievous/Kylo) as well. I haven't even touched heroes yet -- Qui-gon based decks seem quite promising, and the most powerful mill deck makes use of only rare characters (Padme, Ackbar, Rey).
     
    Legendary characters are popular now, because they're typically some of the more major Star Wars characters... they're also a bit more prestigious, since folks have limited collections and are eager to show off their coolest toys. When folks turn their eye toward making the strongest deck possible, I would not be surprised to see some Rare-only contenders there.
  21. Like
    sionnach19 got a reaction from Stu35 in Hyped but Hesitant - Waiting for those tourney results   
    I can do better than that. eVeers/eJango, eGrievous/Dooku, eKylo/eJango, 2x Stormtrooper/Nightsister/Bala-Tik... these are four competitive villain decks with no legendary characters; and the only rare character not represented here is the Tusken Raider. You have ranged aggro, melee aggro, a mixed damage midgame deck, and an attrition deck. Every possible color combination is represented here. Some of these decks benefit from legendary upgrades, but none of them require legendary upgrades to do well. There are many variations to these decks (eJango/2x Stormtrooper, eGrievous/Kylo) as well. I haven't even touched heroes yet -- Qui-gon based decks seem quite promising, and the most powerful mill deck makes use of only rare characters (Padme, Ackbar, Rey).
     
    Legendary characters are popular now, because they're typically some of the more major Star Wars characters... they're also a bit more prestigious, since folks have limited collections and are eager to show off their coolest toys. When folks turn their eye toward making the strongest deck possible, I would not be surprised to see some Rare-only contenders there.
  22. Like
    sionnach19 got a reaction from RastaBot808 in Soooo.... Holocrons   
    I think trying to play against Holocron is a mistake. If you want, bring cards like Disarm. Better yet, just use the dice control you're already including in your deck to remove/force a reroll when the special comes up. The best option is just to kill the character with Holocron equipped before it can trigger, imo. The card is very very good, and basically auto-include in Villain Blue. But it's not forcing all Villain decks to run Blue, which means it isn't so strong that it's completely distorting deck-building. It's also worth pointing out that Holocron will sometimes prevent your opponent from playing upgrade cards he normally could, because he's relying on the Holocron special to avoid spending resources. Careful management of your opponent's Holocron can keep his stronger upgrades like Mind Probe or Force Throw out of the game.
     
    There are a number of potential changes to be made to the card -- make it so that it discards after use, instead of returning to hand. Remove the ability to roll the new upgrade die into the pool, forcing your opponent to sacrifice some tempo. Or make it a Blue character only, so that Holocron can't be used to circumvent normal character restrictions for Blue upgrades (by giving General Grievous or Jabba the Hutt Mind Probes).
  23. Like
    sionnach19 got a reaction from CooMasterCoo in Soooo.... Holocrons   
    I think trying to play against Holocron is a mistake. If you want, bring cards like Disarm. Better yet, just use the dice control you're already including in your deck to remove/force a reroll when the special comes up. The best option is just to kill the character with Holocron equipped before it can trigger, imo. The card is very very good, and basically auto-include in Villain Blue. But it's not forcing all Villain decks to run Blue, which means it isn't so strong that it's completely distorting deck-building. It's also worth pointing out that Holocron will sometimes prevent your opponent from playing upgrade cards he normally could, because he's relying on the Holocron special to avoid spending resources. Careful management of your opponent's Holocron can keep his stronger upgrades like Mind Probe or Force Throw out of the game.
     
    There are a number of potential changes to be made to the card -- make it so that it discards after use, instead of returning to hand. Remove the ability to roll the new upgrade die into the pool, forcing your opponent to sacrifice some tempo. Or make it a Blue character only, so that Holocron can't be used to circumvent normal character restrictions for Blue upgrades (by giving General Grievous or Jabba the Hutt Mind Probes).
  24. Like
    sionnach19 got a reaction from Jut in Hyped but Hesitant - Waiting for those tourney results   
    I can do better than that. eVeers/eJango, eGrievous/Dooku, eKylo/eJango, 2x Stormtrooper/Nightsister/Bala-Tik... these are four competitive villain decks with no legendary characters; and the only rare character not represented here is the Tusken Raider. You have ranged aggro, melee aggro, a mixed damage midgame deck, and an attrition deck. Every possible color combination is represented here. Some of these decks benefit from legendary upgrades, but none of them require legendary upgrades to do well. There are many variations to these decks (eJango/2x Stormtrooper, eGrievous/Kylo) as well. I haven't even touched heroes yet -- Qui-gon based decks seem quite promising, and the most powerful mill deck makes use of only rare characters (Padme, Ackbar, Rey).
     
    Legendary characters are popular now, because they're typically some of the more major Star Wars characters... they're also a bit more prestigious, since folks have limited collections and are eager to show off their coolest toys. When folks turn their eye toward making the strongest deck possible, I would not be surprised to see some Rare-only contenders there.
  25. Like
    sionnach19 got a reaction from Jut in Coolstuffinc.com is now buying   
    Folks seem to have such an allergy to eBay, but it's pretty effortless to use and I have 250+ gaming related sales with no incidents. These CSI prices are absurd, and I can't imagine any reason to not just sell the cards on eBay yourself for a much higher profit.
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