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Posts posted by ricope
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4 hours ago, subtrendy2 said:Now, of course that's just in an ideal situation where Rebels present is literally the people who could show up. If the Rebels start getting strategic about how they can benefit from certain heroes showing up or not
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
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6 hours ago, Tvboy said:I say give everyone their own hero, do your upgrade stage at the beginning of the mission so the people buying the gear are the same people that will be using that gear in the next mission, and just divy(?) up all the items at the start of the mission between the 4 heroes present.
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
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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
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48 minutes ago, Phoenix_FFG said:Throwing this option out there for feedback. Using inspiration from the Alliance Ranger, this could be an alternative to making a long range shot possible without turning them into dedicated snipers. Also removed Efficient Travel and Elusive.
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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12 minutes ago, neosmagus said:It's a shame there's no more conditions to use, this was such a blast.
My eyesight can pierce straight through the jokes
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4 hours ago, Armandhammer said:1. In your example, the first instruction is not skipped. The figure will simply follow target priority if it cannot attack the designated hero (Mak).
So what happen if the Imp can't attack anyone even after moving 3 spaces following #1? In other words, what happens if there's no "closest Rebel figure"?
Does the Imp figure still go for the closest one possible (even though it might not be Mak)? I think that's more like an Engage
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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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10 hours ago, ManateeX said:I would also think that a list of command card tiers would be great, if only to generate discussion, but I think it's going to be a whole lot harder (or at least more hand-wavy) than the deployment card tiers. Where do you put a card like 'Single Purpose', for example? It's just so dependent on what deployments you bring. With some lists I'd call it a Tier I auto-include, while on other lists it's a maybe and on others you'd never even look twice at it.
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: NonviableSo 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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3 hours ago, Tvboy said:Precision Training can become accidental super hard mode if you take the universal pierce 1 ability.
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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27 minutes ago, nickv2002 said:Just to be clear, are you hoping this thread is about discussing house-rules and changes to existing command cards? Or are you hoping to categorize existing command cards as printed? Those 2 things are very different.
A discussion and categorization system for existing command cards similar to @theaficionado ratings for deployment cards is something that's useful to all players, especially new ones.
House rules are less useful to those of us who enjoy playing in events. We are largely stuck with the official cards as printed: they're the rules we can agree upon. So while it might be nice to sometimes think about other rules, it doesn't mean much unless there are people willing to run a tournament with the modifications.
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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3 minutes ago, Armandhammer said:Huh, I didn’t know that a Nexu (mobile) can’t count into a space containing blocking terrain.
Why does the ruling regarding counting spaces
cancel out the rule regarding mobile figures?
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
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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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55 minutes ago, Marcus2410 said:I’ve been playing this game for a while now and am often surprised with cards or combos that other players make that I hadn’t considered before or just dismissed.
One that surprised me recently was Saska’s Energy shield combining with Han’s Cunning. He became hard to kill and in one hilarious round returned fire on two hired guns taking them both out in a flurry of blaster fire and sustaining only 1 or 2 hits!
Have you ever come across surprising combos that other players (or you) have tried that you thought “l’d never liked the look of that before but it works rather well!”?
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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32 minutes ago, LugWrench said:Diala clearing out rooms came down to how the mobs were grouped either during set up, or as the game progressed, with synergy from other abilities. For example...A squad of elite 'troopers. To really get the most out of them, they need to be close for their Squad Training reroll. Diala would select one trooper (usually in the center of the 'pack), use her ability to remove its defense dice, then use Dancing Weapon. Between dice rolls, skills, and a few bits of gear, if she didn't drop the entire group of 'troopers then and there, the group would be in pretty sorry shape.
About the only counter I had was to either swarm Diala (which made her Dancing Weapon even more effective...big groups = lotsa cleave), or attack her with a single 'impressive' mob such as a Royal Guard Champion.
I'm not trying to neuter the Hero, here. But as I said, when one Hero can practically clear an entire room by themselves, in one or two turns...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)
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On 11/12/2017 at 7:52 AM, LugWrench said:Okay, now Charge is making more sense. As we were new to the game, I wasn't entirely sure that we were using it correctly.
Now, what can be done about the Jedi and her cleaving, dancing weapon? Besides burning the cards and forbidding the players to speak her name, ever again? Heh.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
On 11/9/2017 at 10:57 PM, LugWrench said:practically clearing entire rooms of elites by herself, towards the end of the game.

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5 hours ago, Rikalonius said: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"

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1 hour ago, LugWrench said:I was wondering, due to Shrapnel Rounds' ability to reduce blast by X to, so on and so on. But the only thing I have ever seen is blast 1. Now, I will admit that I don't have every expansion, and I don't have all my cards in front of me, but if blast 1 is the only 'level' of blast available, that makes the secondary ability of Shrapnel Rounds dubious, at best.
The flip side to the coin is, what is the maximum 'level' of blast that a Hero or mob or villain could attain? Can they layer on blast damage until they are flinging blast 22, for example?
And Ricope, just so we're singing from the same songbook, when Gaar charges he:
A. Cannot 'reverse' then charge a target that he is adjacent to. But thats okay because...
B. Gaar can stay right where he is and charge a target he is adjacent to and stay in the space he started in....?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!
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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)
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3 hours ago, QuarrenKing said:I am confused about Palpatine's Emperor ability. It states "once during an activation, you may choose another figure within 4 spaces. That figure interrupts to perform an attack." It does not say a friendly figure, so I assume you can attack with hostile figures. I used it this way against an opposing AT-DP with their Palpatine to do some heavy Pierce 3 hits, but I think I may be wrong.
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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1 hour ago, jomayo112 said:Agreed. The power creep in campaign is getting annoying. Seems like the last two campaigns they are releasing units that for the same price as previous threat units are just wayyyy more powerful and not worth using the older units. Sad to see the game going this way and lost it’s focus on balance.
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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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?
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Skirmish Fixes For Older Deployments
in Imperial Assault Skirmish
Posted
Like this?
Removed all abilities' names (Assault, Shield...) because of room constraints