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Everything posted by ricope
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I don't think a trigger like that currently exists: if you only attacked once Best wording I can come up with: "1 Strain: Exhaust this card when you declare an attack. If you do and you did not perform a second attack during your activation, remove 1 die from the target's defense pool" depending on intent, might need to change "during your activation" to something else (what if you attach it to Fenn and Gideon commands him to shoot?)
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Agree with Tvboy here, it's not optional and you must perform as much as possible. If you don't have Debts Repaid then: During setup, search your Command deck for Debts Repaid = not happening reveal it = not happening put it into your hand = not happening shuffle your deck = this can be performed, so it'll happen regardless if you got Debts Repaid or not Then, draw 1 fewer card into your initial hand = can be performed, so it'll happen
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I feel like you're trying to solve a problem that does not exist If EVERY item card are as "powerful" as you deem them to be then what's the point of bad draws anymore? Might as well let Rebels pick what they want As a side note, what about the Imperial side? There are also plenty of bad agenda cards that I'd probably never take but I really, really love that 1 specific card from the 3x card pack
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From my experience it actually goes the opposite way, because: I am the more experienced player I know exactly what I can do with my troops Rebel side? If you control Diala then knowing what Diala can do is not enough: maybe Gideon over there can give you an extra surge? Maybe Fenn over there can give you extra movements so you don't have to strain-move? So as Rebel unless you know what everyone else have at all times, you need to discuss what is possible as a team. Even if you do memorize everyone's ability there's still the risk of being an alpha gamer
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Power tokens = beneficial condition?
ricope replied to IamtheBendu's topic in Imperial Assault Rules Questions
Short answer: no Long answer: the only beneficial conditions (So far) are Focus and Hidden -
Imposing figure for 1xp seems to be really good - you can weaken any 2 Imperial figure's without restriction (ex. activate Battle Droid first, double move then weaken the 2 Royal Guards) I'd probably change it to: "within 3 space" -> "adjacent" "2 small" -> "a small figure with figure cost <= threat level" "end your activation" -> "start of your activation" (gives Imp a way to work around it since Rebels always go first each round) or any of combinations of the above Guns Blazing I'd probably change it to something on-par with Jarrod from HotE because apparently designers have noticed giving unrestricted attacks can be OP in late-campaign Integrated System might have the same problem (might be abused by attachments) Jarrod's 4xp card: The rest looks pretty balanced
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Several options, feel free to combine them too: 1. like zrob said above, impose a timer. I've had success imposing 1min to make a decision, bonus +1 if mission event triggers, bonus +1 if new round, 3min if start of mission 2. explain to him that going all AP (analysis paralysis) is killing the campaign 3. I allow takebacks as long as no new information (dice roll, mission triggers, unit activation) has been revealed, tell them "just get the game going already!" 4. explain to him that IA isn't a chess game where every move matters because of the hidden information. Their plans WILL get messed up/disrupted so again, "just get the game going already!" 5. (only if you're experienced): tell them that campaign is supposed to be a story-based fun experience. If they want to go all cutthroat then I'll also go cutthroat, but otherwise I'll just play for some lighthearted fun. This works wonders for newbie players Lastly you didn't say but are you playing with 4 Rebel heroes?
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Push through impassable terrain lines
ricope replied to Marcus2410's topic in Imperial Assault Rules Questions
The RRG entry is correct. Unless the mission specifically allows it Don't read into the article too much, FFG marketing isn't that closely related to the dev team and this isn't the first time they've make a rules mistake in articles -
Make your own Deployment Cards - in five minutes or less!
ricope replied to Bitterman's topic in Star Wars: Imperial Assault
I think we should have a separate threads for people posting their homemade cards. I don't think a central database/thread like that currently exists here my attempt at fixing the AT-ST (don't forget: you can only spend 1 power token per attack): -
Make your own Deployment Cards - in five minutes or less!
ricope replied to Bitterman's topic in Star Wars: Imperial Assault
Tinkered around with the damage calculator and compared some existing units, this might actually work...hopefully I didn't make them too OP -
uh not sure what you mean by "mounted", is that a keyword or ability? for at-home casual games I think @cnemmick did an amazing job over here
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Pierce: how does it get calculated?
ricope replied to nietger's topic in Imperial Assault Rules Questions
yep, just plug in the parameters and move your mouse cursor over the curve. It shows you the % to do at least X damage There are some caveats, like it doesn't take into accounts of min/max accuracy or reroll abilities -
Make your own Deployment Cards - in five minutes or less!
ricope replied to Bitterman's topic in Star Wars: Imperial Assault
How did you launch it? Did you launch it from the .zip or did you extracted it out? Does it give error when you try to launch from the .zip? I'm on Win10 and I can't seem to reproduce that error -
Pierce: how does it get calculated?
ricope replied to nietger's topic in Imperial Assault Rules Questions
Feel free to re-visit the old terror that is 4x4 and you'll realize how big of a nerf it is to change the Royal Guard from a ~: +2 dmg to ~: Pierce 1 ~: +2dmg was amazing and made rRGs the best unit for your bucks (skirmish squad cost/campaign threat cost) Now with a ~: Pierce 1 they hit like a wet noodle You can play around and check out the % distribution between "~: +X dmg" vs. "~: Pierce X" with the calculator http://mattyellen.github.io/imperial-assault-calculator/ Not much difference when X is 1, but the power curve changes by a lot when X is 2 or 3 -
Pierce: how does it get calculated?
ricope replied to nietger's topic in Imperial Assault Rules Questions
Correct, +damage is strictly better than doing pierce Allowing figures to do pierce will increase the damage floor while maintaining the damage ceiling Free Pierce 3 (like Palpatine) = meh ok it just means 5/6 on black die won't do anything Imagine we change Palpatine to be free +3 damage...now he's terrifying against both black and white dice no matter what your opponent roll Then there's stuff like Zillo can negate Pierce but can't do anything against +damage -
huh? you play a command card when you satisfy the condition to do so the trigger to play Celebration is "after you kill a unique hostile figure", and the effect is "gain 4VP". I'm not 100% sure what's your question here
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I've demo'ed plenty of campaign missions, here are some of my fav ones: Under Siege (Core, L) Temptation (Core) Homecoming (Core) Canyon run (TS) Brushfire (Core) Preventive Measures (Hoth) Fire in the Sky (TS, L) Sorry about the mess (Core) L = might be a bit long since they're more like story missions than side missions
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usually most missions have 3 open groups. I bring in a cheap one (< threat lv) + medium one (~ threat lv) + heavy hitter (> threat level) The idea is that your troops will be killed off, you never want to let Rebels free-roam the map. Cheap one comes in handy here If Rebels don't take down my troops quickly then I bring out the medium one Heavy hitters are usually reserved for Rebels taking too much time (causing me to build up lots of threats) or mission triggers like "increase threat by threat level and resolve an optional deployment" So let's say threat level is 4, I might bring in rImpOfficer 2, rNexu 4, eJet 7 as open groups or rProbe 3, eProbe 5, eGamo 8 and obviously my class deck is also a huge factor For your question, threat lv for last couple of missions are usually 5 or 6 so I might pick something like rHired Gun 4, eJet 7, AT-DP 9
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Now if Probe droid manages to roll a surge for ~: recover then it's an entirely different story Surprise! The probe droid does not die This happened with "invincible rodians" with Imperial Industry attachment card and they had to issue errata to change to "...then, you are defeated" but no such text exists on Final Blast
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So final blast gets triggered, and Probe Droid will be dead after we finish with Final Blast This is kind of irrelevant here. Rebels are free to target the Probe Droid but you cannot "double kill" it. Final Blast WILL happen regardless how much damage the Rebels did from their quickdraw holster and because Probe Droid has already suffered damage equal to its health, any excess damage is discarded (i.e. Rebels cannot put any damage on Probe Droid from quickdraw holster) So the correct order is Rebels put 6 dmg on Probe Droid Probe droid suffers 5dmg Imp plays Final Blast Rebels trigger quickdraw holster (bad idea), put 0 dmg on Probe Droid Final Blast resolves
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Unleashing the Emperor's Full Fury
ricope replied to Wagnerok's topic in Imperial Assault Rules Questions
possibly frankly I wouldn't hold my breath over it, FFG marketing isn't really that closely related to the development team and this isn't the first time they made a rule mistake in their article edit: just noticed Jabba is a 1x1 instead of 2x2 in that picture, so in real game wouldn't everyone adjacent to that fat 2x2 suffers 1dmg from Palp's Force Lighting? (not the command card) That's a pretty big 4x4 square -
Thing is I have no clue how "good" Maul is since he pretty much just came out, but I do know the terrifying IG-88/droid army and the sneaky Jawa. OP did mention he wanted to use Maul and Maul is a Brawler + Force User...I think Maul is the first? Mercenary Force user so there's literally no synergy. Brawlers can do pretty well on Jabba+Anchorhead map but kinda suffers on the Ranger map (so you'll need shooters like eWeequay or IG-88) IG-88 is a literal killing machine if you can use him well, don't forget his mini-SoS (blaze of glory)
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Yeah I feel like your "better" interpretation would be too powerful and unpredictable, that would be a literal bomb scrapped onto Maul and a free explosion deep within enemy territory, which is even better than the 3pt cc Grenadier
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Maul 7 eJawa 3 BT-1 6 C-3PO 2 eGamo 8 eWeequay x2 14 = 40 Maul 7 Jabba 6 eWeequay 7 IG-88 12 Greedo 4 rNexu/rHired Gun 4 =40 Probably won't win world championships but I think it packs quite a punch for normal tournaments
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So...basically Maul gets a borderline no side-effect Last Resort then? Because he cannot be defeated unless he activates Maul is at 12/12 dmg Last Resort triggers, Maul goes kaboom half-alive Maul: I'm sustained by rage! I will not die just yet! Maul activates Maul dies
