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Everything posted by ricope
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Skirmish Fixes For Older Deployments
ricope replied to cnemmick's topic in Imperial Assault Skirmish
Like this? Removed all abilities' names (Assault, Shield...) because of room constraints -
New Group Challenges (Suggestions Welcome)
ricope replied to bdgolish's topic in Imperial Assault Campaign
This is exactly what I'm talking about Whenever I look at houserules or fan-made creations I just look at it from both sides (Imp and Rebel) and think about what's the worst case that could happen, i.e. how can I best exploit/abuse it. If I can't do much then it's probably fine. Otherwise I bring it up. Here I could totally see myself if I'm the Rebel deliberately making Gideon sit out for the first ~3 missions then swap him in starting in 4th and Masterstroke away -
New Group Challenges (Suggestions Welcome)
ricope replied to bdgolish's topic in Imperial Assault Campaign
How would you manage the xp system then? I feel that giving xps even to those that didn't participate in missions would just result in a balance disaster Let's say the Rebel players picked all 6 heroes from Core Mission 3: Gideon + Fenn + Gaarkhan + Mak would be optimized, let's have those 4 in Mission 4: Gideon's not the best for this mission, let's have him sit out, gain the xp waiting for 4xp Masterstroke while we pick some other 4 to go in Mission 5: Fenn + Diala + Gideon + Jyn would be optimized, let's have those 4 in Mission 6: Fenn's not the best for this mission, let's have him sit out, gain the xp waiting for 4xp Rebel Elite while we pick some other 4 to go in Finale: Fenn + Gideon + Diala + Gaarkhan would be optimized, let's have those 4 in -
New Group Challenges (Suggestions Welcome)
ricope replied to bdgolish's topic in Imperial Assault Campaign
What I've done previously is just pick 4. The people that show up to the 1st session gets to say which 4 Then always play with those 4 heroes, no matter the actual # of people that show up: if you don't come tonight then someone will be playing your hero for you. Twice no-show your teammate are allowed to buy xp/gears for you. 3 time no show I'd kindly ask if you're still interested in playing Exactly 4 people show up = perfect < 4 people means someone will be double duty-ing > 4 people means you get a mini-imperial player to discuss strategies with Bottom line: I'd never play > 4 heroes, having 5 or 6 heroes on board is just asking for trouble no matter how you look at it (balance/downtime/discussion time/fighting over xp or gears...) I've seen plenty of imperial players that share your opinion of wanting to "include and please everyone" and the campaign just drags on forever and becomes abandoned which makes nobody happy. This way I know I can finish a campaign within a reasonable amount of time and start a new one if enough people are onboard -
Nice idea, but it's a bit different for Rangers Rangers have auto +1 acc and rolls 2 blue, which means the minimum range they'll get is 5, hence the "5 or more space you may reroll" bonus. With a BY and requiring surge for acc there isn't really any incentive to be 5 or more spaces away: your minimum range is only 2 and there's a high % you'd miss if you want the 5+ space away reroll bonus
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My eyesight can pierce straight through the jokes
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I'd nerf Tides of Battle to 2 adjacent figures or 1 figure within 3 spaces. 3 figures within 4 spaces is just asking for a killer Round 1: Let's have 3 eRangers all start with a power-surge for free + 1 of them Focused + move 4 to hand out free tokens again next turn. power-wild is extremely powerful since you can optimize it for different units (need def? need dmg? need surge? no problem!) After the nerf I'd place him at 6: he can be removed in 1 activation if not careful but all 3 abilities are extremely good so you'd want to protect him a bit. So he's a bit like the Rebel version of Palpatine except no immediate unblockable damage + cheaper + weaker edit to add: if you don't want to nerf it then I'd probably say 9 (yes, more expensive than Palpatine) and make him a high-risk high-reward character: he's OP if left alive but is super expensive and can be wiped out if not careful
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1. If an Imperial figure says something like "Move 3 to attack Mak" "Move 4 to engage Mak" does the 1st line only gets triggered only if the Imp can actually attack Mak after moving 3? In order words, would it be correct to skip the 1st line and go directly to "Move 4 to engage Mak" if Mak cannot be attacked even after moving 3? 2. For regular Imperial Officers "Order" got changed to "Executive Order", but it does not have any restrictions on LOS or "within X spaces". So can that officer just Exec Order any Imp on the map? So even if Vader is all the way across the map that little 2pt rIO can ExecOrder him to attack? That's kind of OP since rIO is now the equiv of Palp + Palp's signature card
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The system for deployment cards should still be fine: Tier 1: The best of the best in the game Tier 2: Still very playable. Perhaps they were once Tier 1, but a newer unit has dethroned them Tier 3: Rarely seen outside particular lists Tier 4: Nonviable So Single Purpose would be Tier 3 edit to add: ofc this might be irrelevant in actual tournaments, but I am seriously considering banning or straight up rewording some of the command cards when I play at home: banning Assassinate, On the Lam, Heightened reflex and maybe Tools for the Job will give some much needed nerf for Hunters. The power from those cards came from "while X" so you can decide whether to play them after you see the dice results. I think changing the trigger to "When you declare an attack" would still make them very good but not as OP as they currently are. This ofc would warrant a completely separate thread @cnemmick
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That was my initial thought too: Whoever says Precision Training is weak should try playing again with "Find the Weakness" (4xp, universal pierce 1) but yeah the rest of the deck are meh, Pinpoint Accuracy and KoA is okay, the rest are not impressive at all
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I'm mainly looking for a discussion about command card classification (Tier 1, 2... etc) and why are some command cards sucks, and what can we possibly do to make them "good" again (release new figures? change wording? change costs?) The reason being I've noticed that some cards would just never get picked (in both competitive and casual scene), like the 3 mentioned above or Palp's signature card Way too expensive for 2pts, not that useful considering you'd never put Palpatine in the back anyway just to wait for that Unlimited Power There are also plenty of solid command cards that rarely gets picked because of all the Hunter meta recently
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Something I've noticed is that while there's been plenty of discussions regarding how good a unit/deployment cards are, rarely anyone mentions how good command cards are. Shall we start classifying command cards/houseruling those too? I think it's a pretty central piece to skirmish: Jedi Luke isn't as good without SoS; IG-88 isn't as good without Blaze of Glory; not to mention Negation + Take Initiative where a command deck is more like 13 cards 14pts rather than 15 cards 15pts I got the inspiration from looking at those newly released Wave 10 CCs and thought to myself "Gee, those 3 faction-specific cards might actually get played if it actually says 'You' instead of 'Each Player' "
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Nexu, Mobile, and Difficult Terrain
ricope replied to KamaKrazyWarBoy's topic in Imperial Assault Rules Questions
Mobile basically says you may enter and end movement on a blocking terrain, it's just that you may not count through a blocking terrain while counting spaces for "Pounce", because that follows "Counting Spaces" rule and "Mobile" does not override that -
It's not terrible but definitely not that great either It's an exhaust so Rebels can keep using it to make sure a group doesn't get suddenly redeployed by Blaise or mission triggers ex. Imp have 10 threat and Rebels just killed off that eJet group. Then for the current round the Rebels know that no matter what they do (for mission triggers) they definitely won't see eJet coming back until next round. It can matter if eJet would be the last un-deployed card (open group) in Imp's hand, because the Imp would be stuck with 10 threats
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I'm a bit confused here: Saska doesn't have "Energy Shields". Perhaps you meant "Device Token"? Han is not allowed to trigger "return fire" multiple times Since you posted in campaign forum (assuming no skirmish fix): Han must have not suffered any damage to trigger return fire. How is he able to trigger return fire while suffering 1 or 2 damage from the attacks? Unnatural abilities 3xp from HotE on AT-DP/Villains works quite well
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Core campaign wrap-up, and some questions.
ricope replied to LugWrench's topic in Imperial Assault Rules Questions
Ah I see, in that case I wouldn't try to bunch up eStorms, and would only bunch them up for rerolls while they're active So I'd try something like this as Imperial: Trooper 1: move 4, shoot Trooper 2: move 2, shoot (+ reroll from trooper 1), retreat 2 Trooper 3: move 2, shoot (+ reroll from trooper 1), retreat 2 So the end board state would look something like this to deny cleave: 1_ _2_ _ _ _ _ _ _ _ _ _ _ _ _ _ 3 _ _ Rather than this: 12_ _ _3_ _ _ Now yes Trooper #1 might die from Diala but overall I'm limiting my casualty If you're looking for strategy tips, feel free to make another thread in the campaign section and post what class are you using + what have you bought (xp cards) + what have the 4 heroes bought (xp cards) -
Core campaign wrap-up, and some questions.
ricope replied to LugWrench's topic in Imperial Assault Rules Questions
Dancing weapon is good but not that OP, going back to what you said initially, remember that (like Albert said above): You can only perform Dancing weapon once per activation Each surge ability can only be triggered once. So Diala can't do Cleave 2 + Cleave 2 on the lightsaber even if she got 2 surges. How is she -
Make your own Deployment Cards - in five minutes or less!
ricope replied to Bitterman's topic in Star Wars: Imperial Assault
Wording fix: everyone's red shirt: While defending, you may apply -1 damage per each friendly adjacent figure. If you do, each adjacent friendly figure suffers 1 damage. Limit once per round <action> set for stun: During this activation, if a hostile figure would suffer 1 or more damage, that figure also becomes stunned unless you're thinking of the cc "set for stun" -
Core campaign wrap-up, and some questions.
ricope replied to LugWrench's topic in Imperial Assault Rules Questions
You can have up to Blast 3 if you got Fenn's 4xp Rebel Elite (turns his normal Blast 1 into Blast 2) + underbarrel (attachment with ~: Blast 1). I think that's the highest possible right now and is largely why Gideon +Fenn combo is so OP: if you got Fenn + Gideon you can theoretically have Blast 6 x2: Fenn attack x2 (Blast 6) + attack x2 again from Gideon with Masterstroke (Blast 6) Not sure what you mean by "reverse". There's no "direction" in IA as long as you're moving. Gaarkhan's charge basically says "move X spaces". X can be 0 if that's your question. If you're referring to Rampage then yes it's legal: I'll charge to...nowhere! all of you take damage! -
Core campaign wrap-up, and some questions.
ricope replied to LugWrench's topic in Imperial Assault Rules Questions
1. This old Inquisitor article explains ranged-cleave pretty well (Ctrl+F search for "cleave"). It looks like Diala played correctly judging by what you said here - yes ranged cleave is terrifying 2. All dice may only be rerolled ONCE. Once it's been rerolled it's "locked" and cannot be further modified by any abilities (unless in skirmish you heighten reflex it or something like that) 3. Note the exact wording on Gaarkhan's charge: it's move X spaces not gain X movement point. It matters because Move X spaces ignores terrain/hostile figure penalty No, you cannot "split" it but the wording is "up to X spaces" so you don't have to move that many if Gaarkhan doesn't want to 4. Yes, Shrapnel gives automatic Blast 1 for free and Repeater Cannon have ~: Blast 1, so you may "stack" them since they come from difference sources (nitpicking rules you might say you didn't really "stack" them, they're resolved separately but for this discussion I think it's safe to say yes you can combo them into a Blast 2) -
Card Clarification - Deadly Precision
ricope replied to Garrett17's topic in Imperial Assault Rules Questions
It's already been answered on your BGG post -
simple way to think about it: "Perform an attack with that figure" like Murne you temporarily mind-control that figure. The owner/controller temporarily changes to you. "That figure interrupts to perform an attack" like Palpatine or Jabba you do not really control that figure. The figure's owner did not change, so if you Palpatine's Emperor or Jabba's Order Hit me I'll just say meh ok there's no one to shoot at You are correct that it doesn't say friendly figure, and you may target hostile figures with it. But remember the above: the owner didn't change, so your opponent can totally just say "alright, no target in sight"
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I tend to think the opposite way It's not "newer units are better than older units at same cost", it's "older units are just not worth that much to begin with and should have been fixed" I'd never deploy AT-ST for 14 because it's not worth 14 points even in campaign, when I could have just brought out 3 eStorms for 9. But now with HotE I might actually pay 9 to bring out the AT-DP @TallGiraffe Agreed I always use skirmish as a gauge for power curve
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Skirmish Fixes For Older Deployments
ricope replied to cnemmick's topic in Imperial Assault Skirmish
I think Ko-Tun Feralo is fine as it is consider she JUST got released. Is there some reason that you feel she's underpowered?
