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ricope

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Posts posted by ricope


  1. 18 minutes ago, Stompburger said:

    Maybe something like:

    "Exhaust this card when you declare your first attack during your activation to remove 1 die from the target's defense pool. You cannot attack with this weapon while this card is exhausted."

    That might not fit on the card though.

    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?)


  2. 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

     


  3. 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


  4. 5 hours ago, Golan Trevize said:

    I don't see what's the problem. You, the imperial, should actually be the guy that requires more time than rebels. They have 2-4 parallel brains, you have only 1 brain. If you think less then them either you can easily over-smart them (and this would also explain why they are always forced to take important decisions) or you don't think enough your moves. 

    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


  5. 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:

    Leaping Slash

    The rest looks pretty balanced


  6. 25 minutes ago, BlodVargarna said:

    I have a campaign with two players, one of which takes agonizingly long to make decisions, counts and recounts squares, debates with his fellow Rebel player and generally takes about 2-3 times as long as everyone else. 

    We played Imperial Hospitality and it took OVER 4 hours!!! That scenario should really take 2.5 tops. 

    Hes a nice guy but this slow pace is going to kill our campaign. 

    How do you guys deal with this?

    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?


  7. 14 minutes ago, Marcus2410 said:

    I have always assumed that figures cannot be pushed through impassable terrain lines.

    The RRG entry is correct. Unless the mission specifically allows it

    one of Jabba's Realm campaign mission allows heroes (Onar?) to test Strength to punch Imperial troops into the Sarlacc pit

    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


  8. 4 minutes ago, sabsben said:

    I'm trying to balance the old vehicles for home games. What are people's thought on giving the hover tank mounted? Then it costs more than the AT-DP and has worse attack and survivability but fills a hyper mobile vehicle role(which makes sense that a tank would let you move faster than walking), and it would synergize with focus fire.

    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

     


  9. 1 hour ago, CosmoPrime said:

    My mind is getting blown here. Math and Statistics are a bit of a concept I don't do well with. Is this a probability calculator?

    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


  10. 49 minutes ago, CosmoPrime said:

    I get that situation. That makes sense.

    ricope, do you think they made Pierce the way it is for balance sake? As I'm thinking about how Pierce works I'm seeing that if you have the surges to use it allows you to make powerful attacks without being "overpowered." At least that's how I'm starting to see it.

    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


  11. 2 hours ago, CosmoPrime said:

    Otherwise just spend your surge on Damage, right?

    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


  12. 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


  13. 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 


  14.  

    43 minutes ago, hyveedoughboy said:
    • Rebels attack a Probe Droid (5 Health) and put 6 damage onto the Probe Droid. 
    • Probe droid takes 5 Damage (rules state that any excess damage is ignored) and is about to be defeated.
    • Imperial player uses Final Blast

    So final blast gets triggered, and Probe Droid will be dead after we finish with Final Blast

    44 minutes ago, hyveedoughboy said:
    • The Rebel that the Probe Droid attacks is holding a Quickdraw Holster:

    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


  15. 4 hours ago, Whitebubble said:

    But how do you end up dealing 6 damage to a single figure. It should be 5, right!? Or is the effect of 'Tempt'?

     

    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


  16. 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)


  17. 8 minutes ago, Stompburger said:

    That's true, but he gets that activation  after he's defeated whether you put Last Resort on him or not. Last Resort doesn't change that.

    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


  18. 23 minutes ago, viktr said:

    I asked Todd and got his answer today.

    "Yes, Last Resort would deplete immediately. It is triggered by having suffered the damage. “Before that figure is defeated” is a timing clarification, not a trigger condition."

    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

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