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ricope

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Everything posted by ricope

  1. 1. Yes you can 2. Since you mentioned cloaking device I'm assuming you're playing Tech Sup. ~: +1dmg does not guarantee that you do at least 1 dmg. For example, if you roll 1dmg on 2x Blue atk dice (2dmg), your weapon have ~:+1dmg, then even if you apply the extra surge it's still possible for the defender (Rebels) to suffer 0 dmg if he rolls 3block on the black defense die. It still follows the 7-steps of attack rule on RRG pg.5
  2. I think what @MadFuhrer is trying to say is if you don't have Jabba to order extra attacks but Maul has already suffered dmg >= his health, he can use parting blow ex. Maul haven't activated but is already damaged beyond belief, enemy figure comes over, Maul use parting blow and is stunned Maul then activate, 1st action get rid of stun, 2nd action attack (maybe choose Reach to compensate the loss of movement points: If Maul didn't use PB then Maul could have moved -> attack), then dies
  3. I think the answer should be yes - Maul will survive The wording specifically says "If not X, then not Y" So if you haven't satisfied the condition of "you have resolved an activation this round" then we say "yep you can't be defeated" Exhausting the deployment card (ex. Take initiative) means you can't activate this round, hence the condition for X have not yet been satisfied Unless of course you use cards like Change of Plan to ready/gets to re-activate an already exhausted (Maul) deployment card, then you do get to go this round (and condition for X will be satisfied)
  4. Wookiee army - might not be very competitive but probably not bottom-tier either 3x rWookiee 24 Chewie 11 Gideon 3 C-3PO 2 rWookiees have 11HP/each and you get 6 of them pro: high HP (literal meat-shield), good attack (Red+Green) cons: needs close combat, weak to stun, only 1 heavy-hitter (Chewie) unless focused, so it would not fare well against figures with 2-dice defense like Vader
  5. So I assume it's agreed that Chewie CAN slam twice then? That would mean Chewie on average can do 4-5 unblockable dmg using 1 action: Slam (don't push), then slam again (maybe push) I look forward to a Han Solo + Chewie vs. Vader + maybe Palpatine fight
  6. Bossk? Otherwise I think you're left with Boba or vanilla IG-88
  7. Ahem ahem Fenn's Tactical Movement would like a word with you I think it's actually fairly situational: of course the 4-threat discount is awesome but You need Murne - the opportunity cost of "could have brought in someone else", i.e. another hero Rebels need to pull the ally mission - no guarantee Rebels need to win the ally they want - discounting Chewie from 15->11 vs. Leia from 8->4 or Lando from 6->2 are very different Even that, "discount by 4" is a bit different than "At the start of each mission, the Imperial player must choose 4 threat worth of figures. Those figures are defeated." because the initial groups are set but there's flexibility in open groups. Reducing initial groups of 6 rStormie -> 4 rStormie will play out very differently vs. say, delaying 3 eStorm coming in for another round But yeah Murne is pretty good...did I mention the Allied Operation combo and the ability to drop Lando for free?
  8. 10 from Tier 1 Check out "Mini Campaign" in Bespin or Twin Shadows rulebook, pg. 6 for complete steps If you don't actually own the physical game/just trying to make your own mini-campaign, they're also on FFG's website (FFG IA product page under "Rules")
  9. I believe many veterans also find this post super helpful - maybe not in terms of "need help deciding what to pick", but "why should I NOT pick that" or "under what circumstances WOULD I pick that" You can also spark a whole new discussion (there are plenty on this forum already) on "what changes are necessary to make it worthwhile for me to pick that"
  10. and this is partially why posting costs matters too - that way there's no confusion but yeah I think it's the first time I saw r = red, I always thought e = elite (red guys), r = regular (grey guys)
  11. Yes, but pretty much all tournaments are reasonable - just expect people to be more competitive and less forgiving about the rules For example, in a store tournament your opponent/TO might allow takebacks on illegal command cards (trying to play a Droid card on a Hunter) or missed timing instance (I forgot I can do X last round, can I do this now?) or you might see people running goofy lists (ex. wookie list using Chewbacca + Gaarkhan + Wookie warrior) Most likely it won't be that way in higher-tiered tournaments (missed timing? Too bad) and rules are more strictly enforced (you didn't know you couldn't Take Initiative on my Take Initiative? Too bad but that's illegal and now I know you have Take Initiative)
  12. Yes, your TO (tournament organizer) will randomly pick a mission from one of the 3 tournament maps in rotation (so you know it'll be one of the 6)
  13. Assuming you actually played Lost knowledge as Nick said above: 1. Correct on first part, but to drop it off you just have to be adj to the comm relay, no action required 2. Yes I think there was a poll before saying the default list favors Imperial, note the errata on RG though 3. Yes, note the errata though: it's now point-for-kill, so 2pt per rStorm or 3pt per eStorm, no longer "6pt at once" or "9pt at once" 4. imo everything after (and including) wave 8 is on a new power curve, so stuff like Vader fix, IG-88 fix, Jedi Luke, eRanger, eWeequays. When I play at home I just say "look either we play with everything or we exclude the wave 8+ stuff". Really your choice but don't be surprised if you clear the table using fixed Vader One of my previous game (was against a newbie but still) and he insisted that we play with everything, so I specifically told him he might want to take some wave 8+ stuff (he didn't) and even told him that I'm taking Vader w/ fix (he ignored that) 5. If you're playing at home, just throw together whatever you want for fun & proxy the card if you don't have it. It's not allowed in tournaments though You can find all erratas on the FAQ doc https://images-cdn.fantasyflightgames.com/filer_public/cf/09/cf09c884-fc95-4ccf-94e5-15a9322618ce/swi_faq_v23_high_res.pdf
  14. I've noticed the skirmish mission for Tarkin initiative lab (0-0-0) mission A and Mos Eisley back alley (Jawa) mission A are missing from 9.1. Perhaps you've missed those 2? Currently on vassal both of them actually refers to Anchorhead bar (Obi-wan) mission A
  15. Think of it as this way, you can have: <= 40 deployment points <= 15 command card points (located on the bottom left corner) You must have exactly 15 command cards Also if you have strictly less deployment points than your opponent, you start with initiative If both of you have exactly 40 deployment points, determine initiative randomly (I just roll a blue die and check whoever's got the higher accuracy, reroll ties) I remember there's some rules/errata/variants? that says the winner gets to pick instead of the automatic "you start with it" but I can't seem to find that ruling
  16. Yes, it's entirely possible to have multiple different conditions at the same time, meaning you can be focused + hidden + weakened + bleeding... all at the same time Just note that if Gaar suffered 3 or more damage and becomes wounded, he does NOT get the focus from that last attack (ex. currently 11/14 dmg, Imp figure shot him for 4 dmg, he becomes wounded but he does NOT get the effect from Rage) Also strictly by the rules I know you're supposed to put the actual card with the description in a Rebel hero's play area, hence why there's only 4 cards for each of the 3 conditions in the core game, but you can technically use the tokens (which are meant for Imp figures) once everyone knows "what does stunned mean" & "what does focused mean"
  17. Those are interesting scenarios, never thought of that even though yes it's legal (nobody in my group used Shyla and Fenn usually just do flat out blast 3 whenever he can with Rebel elite + underbarrel)
  18. Agreed, but we should also look at the tradeoffs here: we're dedicating 16pts to the AT-DP combo (AT-DP 9 + Gen Rank 2 + eIO 5), is that really worth it? At 16pt I'd argue you might as well go with Vader 13 (maybe with Palpy & make it a combo too). I think that even Vader 13 + rIO 2 (15 pt) would be more flexible than the 16pt AT-DP combo TL;DR: Gen Rank is weird and doesn't really mesh with any "good" units after the rIO nerf
  19. Yeah so what I'm saying is that if you have underbarrel + shrapnel, you CAN combine the auto-blast 1 (from shrapnel) and the barrel's ~:blast 1 (blast 1 + blast 1) into a blast 2, isn't that the case here? Hence my confusion about not being able to combine cleave & blast because I'm fairly certain you can Same with cleave, you CAN combine them together if you want
  20. Based on the wording I don't see why not - the card makes no mention regarding "current round" or "status phase", but it's tricky to pull off though, you need: 1. Have this card in your hand 2. All opponent's group are done/exhausted 3. You go last in the current round 4. Move up your group X to provoke opponent's group Y 5. (very real possibility) run the risk where your opponent ignores take initiative and simply follows through with Provoke, activate group Y first, then whack your group X pic for reference:
  21. So...technically he can also do blast 2 like Fenn now? Although Fenn can actually go up to blast 3 with rebel elite + underbarrel Get that guy a 2-slot weapon + underbarrel + shrapnel Also not sure 100% sure what you meant by "combine blast or cleave" - in real game play it's sort of assumed it's combined, except the exact rule doesn't say that way. For example, cleave 3 + cleave 2 CAN make the same figure suffer 5 damage, it's just that you don't say "cleave 5" (although it's usually better to check "is he dead after cleave 2/3?"), and "blast 1 + blast 1 + blast 1" CAN make the adjacent figure suffer 3 damage, it's just that we don't outright say "blast 3"
  22. Short answer: Echo Base Trooper, Rebel trooper and something (from Jabba's Realm?) are the only ones where Rebels might actually be able to earn the elite version Long answer: You earn the elite version of ally xyz only if you won 2x mission that awards the ally xyz. The restriction is: you may only include 1 copy of a side mission card with the same color that awards the same ally. So you can't have 2x green side mission that rewards Rebel Sab Wookiee - there's no "2nd mission", there's only 1 green mission which comes from pack Sab - you get a green from core and a green from pack, so nope Rebel Trooper is possible because you can earn it from Gideon's side mission which is a red one + green from pack Echo Base Trooper is possible because you can earn it from Hoth's opening (campaign story ) mission + green from pack I think in one of Jabba's Realm mission it awards you with an ally, but don't remember which one (alliance ranger?), so it's from a (campaign story ) mission + green from pack
  23. I feel like we might have ignored something here: iirc you can only spend 1 power token per attack FFG's original article (do a Ctrl+F search on "power tokens"): https://www.fantasyflightgames.com/en/news/2017/5/5/heart-of-the-empire/ Let's bring back the original equation: I'm Vader and I'm attacking someone There's only 5 types of power tokens, as Vader (the attacker) if my enemy (the defender) decides to add: Damage -> N/A Surge -> N/A Evade -> I'm definitely picking Red + Red because now I prefer damage over surge Wild -> We'll go with the best case scenario for defender and say it counts as a block Block -> Let's go back to the % table RR vs Black + 1 block RY vs black + 1 block RR vs White + 1 block RY vs white + 1 block Chance to do at least X damage 1 97 97 83 81 2 88 90 82 75 3 73 74 74 60 4 53 51 54 39 5 31 29 29 22 6 12 13 11 9 7 2 4 3 2 I think I'd still be tempted to pick Red + Red: I'd favor RR's 53% of doing 4dmg or 31% of doing 5dmg over RY's 13% to do 6dmg or 4% to do 7dmg. Facing against white defense die is just a no-brainer
  24. Also don't forget this I've had the exact same question when Jedi Luke was released: can he just beat up his dad to pieces now? Until I factored in Zillo (So Pierce 3 becomes pierce 1). Also it's unrealistic in a real game for Jedi Luke to be able to attack x2 every round Driven by hatred was just a surprise (to be sure, but a welcome one)
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