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Everything posted by ricope
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Anybody have campaign spoilers? [spoilers, obviously]
ricope replied to subtrendy2's topic in Star Wars: Imperial Assault
Wow I just had another look, apparently Rebel will have access to -dodge starting tier 2 (not 3) because of that Focusing Beam Correct, you can always bring him back next round even if he's dead, although I'm not sure about the tradeoffs here: ok fine 1/4 Rebel activation was basically wasted if the one holding -dodge weapon decides to go after 88-Z, but that also means the entire class deck will be significantly weakened because 88-Z won't be back until next round (so those cards won't be very useful this round). Don't forget Rebel gets 1st activation each round anyway so they can just keep removing 88-Z -
Anybody have campaign spoilers? [spoilers, obviously]
ricope replied to subtrendy2's topic in Star Wars: Imperial Assault
Yeah but that one shot is enough, especially considering Overclock (4xp card) is literally useless without 88-Z on board and Targeting sensors (the other 4xp card) is even worse than Military Might's free starter if there's no 88-Z I feel like this is where we might need houserules: if we all agree to remove that sniper from lv.3 item pile then I'll play Reactive Defense, otherwise I'll definitely be playing another class deck eight-zy bitsy sounds like a good nickname though, 88-Z overall is going to be extremely annoying -
Any idea how many missions are there in total from the campaign guide? I've been hearing 12 or 16
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Anybody have campaign spoilers? [spoilers, obviously]
ricope replied to subtrendy2's topic in Star Wars: Imperial Assault
Yeah I feel like the Imp have a real disincentive to pick Reactive Defense deck because it's pretty much entirely built around the companion 88-Z and Rebels can consistently remove 88-Z once they get that. I'm not sure...maybe it's intentional? -
looks like the pic is from wikia http://imperial-assault.wikia.com/wiki/Rule_by_Fear
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Anybody have campaign spoilers? [spoilers, obviously]
ricope replied to subtrendy2's topic in Star Wars: Imperial Assault
I haven't gotten my copy and obviously haven't played it yet, but I think it's the first time we see a -dodge ability on the REBEL side My concern: the "reactive defense" deck seems to be built around 88-Z companion, spoiled from this article https://www.fantasyflightgames.com/en/news/2017/7/26/scour-the-streets-of-coruscant/ So after the Rebels got that lv.3 sniper rifle wouldn't they just 1-shot 88-Z? Then BAM almost none of the Imperial class cards works anymore because 88-Z is dead Sure you can exhaust your starter card to deploy it but Rebels would just try to constantly take out 88-Z as their 1st activation' TL;DR: The entire "Reactive Defense" class will be significantly weakened if 88-Z is dead, and Rebels will constantly have the ability to do that once they get that sniper rifle -
I think Vader is definitely Tier I after Driven by Hatred. Han is probably Tier I too (very consistent damage + can shoot up to 3 times/round, usually 2 because your opponent doesn't really want to shoot at Han) Looking at similar units I'd probably put Chewie as a Tier II (he's all-around good, good attack + durability like eEcho/eProbe/Leia/Inquisitor but I wouldn't build an entire list around him). Taking away his dodge means he will die to focus-fire I could totally build an entire list around Tier I units like Vader/Han/IG-88 edit: you could probably argue Chewie being Tier I too
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What’s the official FFG Vader fix?
ricope replied to BlodVargarna's topic in Star Wars: Imperial Assault
Official Vader, Han Solo and Chewbacca fix: https://www.fantasyflightgames.com/en/news/2017/8/28/true-professionals-dead-precise/ -
Yes...I feel like I should be more clear, we all felt that Jedi Luke is good at 12, so I'll allow Murne's discount from 12->8 IF they want to spend the 1xp. But in the case that they won Han or Chewie then the Rebels don't even need to spend the 1xp for discount: I'll just give them the new Han for 10 or new Chewie for 11 Same as Vader: if I won him in an agenda mission then we simply pretend the 18-cost Vader doesn't even exist: we just use the new Vader. This is why I do not allow myself to use Nemeses deck...yet (haven't found a good balance)
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My houserule: If Rebels got Murne, they have the option to use Murne to bring in unfixed Han for 12 - 4 = 8/unfixed Chewie for 15 - 4 = 11 OR they can forget about and save that 1xp to just use the fixed version (Han 10 or Chewie 11). In other words, I do not allow Rebels to combo Murne's -4 with the already existing -2/-4 fix Likewise, I'm not using Nemesis class deck and I need to bringing in Vader as 13 (and not -5 on top of Nemesis's -5) Works pretty well so far and we're both happy: Rebels get to save 1xp and fixed Chewie is definitely worth 11 even in campaign I guess IG-88 is the only exception that I'd allow myself to use Nemesis because his fix doesn't really reduce his cost
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This is a pretty common point for confusion: you're restricted to 1 unique (cards with a dot), 2 elite (red cards, no dot), 4 regular (grey cards, no dot) of the same name Meaning you could take 2x eStorm (18) + 3x rStorm (18) for 36/40 pts and have 5 deployment cards with 15 stormtroopers running around or 2x eRoyal Guard (24) + 2 eProbe (10) + ... The same rule applies for skirmish upgrades: Cross Training is red no dot so you can have 2 copies, Targeting computer limit 4, Zillo limit 1, Last Resort limit 4...etc Command card is exactly 15 cards, but <= 15 'command cost/points' For Jester, notice it's an attachment to another figure so you'd score the 1pt after you kill the host (ex. if you attach it to Jabba then you'd score 7pt not 6 when killing Jabba). Same rules apply for other attachments too (ex. attach Target Com to eJet your opponent would get 4+4+1 after wiping out both eJet)
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Just finished Hoth , what a disaster
ricope replied to Darth evil's topic in Imperial Assault Campaign
I recall people saying Hoth is the most Rebel-favored campaign due to lack of round timer, so Rebels can just keep on resting, and (don't remember who first made this name) Most Hated Droid just compounds this problem I still think Core campaign is probably the most fun one. Jabba's Realm is known to have extremely thematic but swingy missions: check this thread on BGG -
I haven't looked at everything but just want to throw this thread by frotes out here: https://boardgamegeek.com/thread/1755120/adjust-hero-experience-skills-basetshoth. Maybe this is another good topic for discussions edit to add: this one as well by stompburger: https://community.fantasyflightgames.com/topic/255410-house-rule-hero-modifications/ (yes I had both of them bookmarked )
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haha I didn't even realize there's a loophole yes there's exactly 1 spot that's legal Updated pic: X = illegal, L = legal (So Shyla can still whip to the 'L' spot and attack from there)
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@supersayianoops I forgot a major point thanks to @a1bert: just because it's a legal target (i.e. you can count spaces for impassable terrain) doesn't always necessarily mean you can do it (physically drag the hostile figure) because Shyla's whip says "Push that figure up to 3 spaces" In your example it's still fine It matters for tiles like this (S = Shyla, H = heavy trooper) Replace that heavy trooper with a probe droid that has Mobile then you can do it in my example
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Yes Shyla can whip figures across impassable terrains. Check "counting spaces" in RRG
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Punishing Strike and command card
ricope replied to futil's topic in Imperial Assault Rules Questions
Although I see your point I would still have to respectfully disagree: The way I read it it's simply "BAM a hostile figure within 3 space gets weaken". You could argue that "well it is the figure's activation so we deduct the figure must have performed that ability, causing the hostile figure to become weakened", but nowhere in Toxic dart says YOU (the figure) applied the harmful condition, which is the requirement to trigger PS Also using Toxic dart is not really an ability as well: "use during your activation" so that's why I read it RAW as "yep, that just happened" even though yes thematically it should be "because the figure shot you with a toxic dart" Really I can see this going both way: maybe send a rule inquiry to FFG? -
Punishing Strike and command card
ricope replied to futil's topic in Imperial Assault Rules Questions
Yes but I'm saying just because the condition was applied during your activation does not necessarily means you (the figure) applied the condition Let's take an relatively outrageous example (I don't think anything like this exists currently): after the figure opens this door, everyone within 5 space gets stunned. I activate my figure, say a stormtrooper to open this door and stunning 10 of your figures. Did I (the figure, stormtrooper) apply the condition? No I didn't, that was done by opening the door Same thing here, just because I played a command card during one my figure's activation doesn't mean my figure was the one weakened your guy. That was done by playing the command card -
Punishing Strike and command card
ricope replied to futil's topic in Imperial Assault Rules Questions
I think it's no, you can't use PS in this case The trigger for PS is "when one your figure applies a harmful condition", but when you use toxic card it's "the command card applies a harmful condition". Your figure itself didn't really apply that condition, right? In other words, the weakened condition came from playing the command card, it didn't really came from "your figure". On top of that toxic dart simply says "during your activation" which makes no mention of "the weakened condition came from your figure" -
don't think so From what I read you can't Force Push while in the middle of an (attack) action, where OtL specifically states you perform a move while in the middle of the attack action
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I wouldn't hold my breath too much for that Take a look at some of the existing units: rSnow vs. eSnow, rHK vs. eHK, rWookiee vs. eWookiee, rHired Gun vs. eHired Guns Most of the time people tend to use regulars only because the elites are simply not worth the extra cost (HG, Wookiees, HK) and other times the whole thing doesn't see competitive play (Snowtroopers) I'd guestimate Sentry Droids power level from regular -> elite are somewhere between Stormtrooper/Snowtroopers & HK
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I feel like there is indeed a typo because the mission briefing did mention and under RRG and nowhere in mission rules says that they can be directly targeted. Probably just a missed sentence or something, I'd just play it as it is most likely intended (Imp CAN attack them as long as they're not adjacent to a healthy hero)
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I think you're confused about the "Then, you're defeated" being triggered no matter what: it only goes through if you trigger Parting Shot 1. Greedo takes enough dmg Now I'm free to trigger both Miracle worker and Parting Shot. Note I don't have to do any of them (If I don't trigger Parting Shot, Greedo just dies without getting a shot off) So I've decided to trigger Miracle Worker but I'm not going to trigger Parting shot 2. Play Miracle worker, Greedo recovers 3dmg 3. Greedo survives and lives to fight for another day edit to add: If you actually decide to trigger Miracle worker -> Parting shot then it goes like this 1. Greedo takes enough dmg 2. play MW, recovers 3 3. PS triggers, "Then, you are defeated" kills off Greedo no matter what
