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ricope

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Everything posted by ricope

  1. Yeah it's just one of those thing where we have avg vs. expected avg (or whatever their technical/academic term is called) For example, if we roll 1D6 we know the expected avg is 3.5 ((1+2+3+4+5+6)/6), meaning if we keep rolling it forever (like a billion times), we'd expect the average to be 3.5 But if we actually roll it 10 times we might get really lucky and get, say, 6662613465, which gives us the false sense that the avg should could be 4.5 ((1+2+3+4+5+(5*6))/10). Of course we might get really unlucky too and get say 1165432111 and we'd think the avg could be 2.5 ((6+5+4+3+2+(1*5))/10) I'd prefer sticking to the calculator (i.e. expected avg) if possible. It's simply too swingy to rely on field tests like "let's roll it 10 times and see what we get as our avg!" In a tournament game? You bet that I'll go with the expected avg (which in this case apparently it is indeed RR > RY unless there's some fancy shenanigans like Zillo/power token/passive blocks/command cards)
  2. The choke is much better to analyze: when you can't actually hit anyone, don't want to risk a dodge, or to finish someone off (as unblock-able damage). For example, if Jedi Luke is 14dmg/16HP then I would just choke him. Even though RR grants a much higher % of doing 2dmg+1 strain but it'll be overkill and I don't want to run the risk of dodge
  3. I think it's simply a lot more risky to gamble on the pierce 3 vs. +2 dmg. If we factor in the inherent block I've noticed that RY does indeed edges out RR at some point of the damage curve, but not by much (around 1~2%) and the expected damage from RR is still probably higher I crunched out some more numbers, factoring in the 2-defense dice scenario. RY still loses out to RR unless you're trying to go for the big win at 7 dmg against 2 black dice. Even that your chance is only 1% better RR vs 2 black RY vs 2 black RR vs black+white RY vs black+white RR vs black+1block RY vs black+1block Chance to do at least X damage 1 91 91 81 76 97 97 2 79 78 75 66 88 90 3 61 60 61 51 73 74 4 41 39 43 33 53 51 5 22 20 24 18 31 29 6 8 8 9 7 12 13 7 1 2 2 2 2 4 My point is: can we simply throw out Red + Yellow attacks? Even in competitive tournaments I think it's always safer to go with Red + Red (hey, easy to remember too, always red + red). It's unrealistic expecting to always hit the jackpot like doing 7 dmg against black+1 auto-block with 2% better chance going for RY, you'd probably be much better off hoping for 4~5 dmg with RR
  4. Any ability So it's just that, roll the green + yellow dice and discard all surge results (they cannot be used). Nothing else matters (Vader cannot reroll, Vader does not even get the bonus +1dmg...)
  5. Short answer: No Long answer: Even though Pummel grants you 2 attacks, it still counts as a "single special attack action that requires 2 actions". Note the use of words "single special attack action", which means 1. It hasn't been fully resolved until you perform 2 attacks 2. It still counts as 1 attack action, it's just that it requires both of your actions to do this single "special attack action". If some external stuff grants you extra actions (ex. Meditation, you have 3 actions) AND you have assault/you're Jedi Luke, you can still perform another attack action Therefore, you cannot try to squeeze in extra fancy stuff until you've fully resolved Pummel There are fancier technical terms such as "Perform X", the precise definition of "interrupt", but roughly that's the gist of it
  6. Exact card for reference I've been tinkering around the damage calculator on http://mattyellen.github.io/imperial-assault-calculator/ Since Vader rolls RRY, the end of round bonus attack would either be Red + Red vs. white/black, or Red + Yellow vs. white/black Even with the ~:+2dmg and ~:pierce 3, I've noticed that it's ALWAYS better to pick 2 red RR vs. Black RY vs. Black RR vs. White RY vs. White Chance to do at least X damage 1 100 100 83 83 2 97 97 83 81 3 88 88 82 75 4 73 69 74 60 5 51 44 54 39 6 27 20 29 19 7 8 6 11 4 8 2 Which got me thinking: even with the "you may reroll 1 attack die", when would you EVER pick Red + Yellow over Red + Red?
  7. Do you mean CAN reroll? Yeah HKs are on the pricey side. Against white dice you can use (if you have them): eISB (surge: -dodge) r & eGamo (eGamo is much, much better than rGamo though) for their 2x red, basically anything but dodge will hurt them a lot rHK (reroll defense) eWeequay (reroll defense) Also depends on your class deck, ex. Precision training lets you negate a dodge for free once per mission (1xp card)
  8. Mission rules -> attacker ability -> defender ability So 1. Weequay decides if he wants to force Diala to reroll Yes -> Diala reroll, that die is now locked and cannot be rerolled by Diala's foresight or any other means 2. If not, Diala may use foresight to reroll. Again, that dice is now locked and Weequay cannot go back and use Raider anymore
  9. Single purpose (which was the main topic of this thread) overrides it
  10. I think I've only successfully managed to pull off To the Limit once, in a casual skirmish game Bossk sees enemy about 6 spaces away Normally (If I don't have to the limit in my hand) I'd move 4 -> shoot but because I do have it in my hand, I can move 4 -> mini grenade -> shoot -> get stunned. I can do this because IndisFire isn't an attack action It's very situational
  11. Correct, afaik you can't bring cam droid or R5 into skirmish If you look closely: cam droid's auto +dodge would be game-breaking in skirmish, which will literally change the entire meta for all 3 factions to include figures that can do ~: -dodge or indirect damage (blast/cleave...) R5's even easier to explain: there's no supply cards in skirmish
  12. Yes, I've been using the changed cost in both campaign and skirmish and it works pretty well Rebels can (and will) laugh when they see me deploy Kayn for 10 and will simply ignore my agenda mission...but if they know I can deploy him for 7, then they'll actually try to prevent me from getting him And obviously, I would still play with their original cost if I'm using the Nemeses class deck. Otherwise you'd be able to drop RGC for like 3 threat which is probably not fair to Rebels
  13. R5 comes into play after Rebel heroes purchased the item card (it's a level 2 item) Cam droid comes into play as Murne's reward from her red side mission
  14. Mostly agree, although I'd put Jabba and fixed IG-88 up to Tier 1 IG-88 is always the MVP in every Merc game I've played, and is the only unit I've found so far that can reliably take down a driven-by-hatred Vader (I think IG-88 > Jedi Luke) Jabba's Order hit works great with IG (2VP is expensive so make sure IG's hitting something big...like Vader). Jabba is also pretty good by himself: focus anyone or add the 1pt black market then go nuts with command cards
  15. Out of the entire list those are the only ones I'd change. The rest are fine as it is. You'll notice I simply applied -4 to all wave 1 and -3 to all wave 2 ally&villains with cost >= 10 Side notes: I playtested these for skirmish (not campaign) AT-ST fits in this category although not being a villain: it should be 10 imo Farmboy Luke deserves 10, no need to reduce his points General Sorin and Dengar are pretty weird. I'd consider them a lost cause Ally & villains doesn't actually mean what you think they mean. For example, Bantha, ISB, hired guns are not villains
  16. Yeah I feel like Rebel is in a bad position right now. HotE's power tokens and Ahsoka might be the help Rebels desperately needs? On the other hand, I can say from experience that IG-88 is able to shred him to pieces, bonus if you have blaze of glory: End of Round 1 IG move 7, shoot. Blaze of Glory shoot x2 more + 2MP, start of round 2 shoot x2 more + 2MP. Don't forget to trigger relentless on those 5 attacks (1 strain if within 3 spaces). Add in some hunter command cards to take him down I've also tried running Farmboy & Jedi Luke with their Pierce 3 against hatred Vader, and neither version of Luke fared well...especially with Zillo up. I didn't have SoS in hand though so that might change stuff So yeah either run away from him (very difficult now especially if you pair Vader with some Officers) or use high damage figures that attacks with 3 or 4 dice to take him down edit to add: Managed to take down Vader with Zillo up using Jedi Luke today. You need SoS & Pummel: end of Round 1 move x2, heroic. SoS to get another normal attack + heroic. Start of Round 2 I drew Pummel so heroic + Pummel, took 6(!!) attacks. With Zillo up to negate Pierce 2 you're looking at around 2~3dmg/hit. Vader's foresight (reroll def) also helped a lot Pics for reference
  17. Note the exact wording on Camouflage: Use when an attack targeting you is declared. You become hidden Hence Camouflage must be used in step 1 of the attack, before the dice are even selected & rolled by the IG player, which happens in step 2 of the attack So no I'd say this is an illegal situation: you either cannot play Camouflage after IG has picked RR, or, if your opponent is being reasonable, he may change his attack dice (and permit you to go back to step 1). I think it's perfectly legal though for the IG player to say "Nope I've already picked RR, we're in step 2, you cannot play camouflage" Note: There could be arguments on which step (out of 7) do you pick your dice on those "Pick your attack dice" figures like IG-88 or General Weiss. I'm fairly certain it's 2/7 "Roll dice" but I can see it being argued to happen in step 1/7 too because you don't really have a "default" attack pool Yes, assuming it is eJet's activation, the extra 2MP goes into eJet's pool and can be spent whenever. Fly-By is not a special action. Move 2 -> shoot (w/ fly-by) -> move 4 is perfectly legal. Just remember MPs gained outside figure's activation must be spent immediately or it's lost (ex. eImpOfficer exec order eJet to shoot)
  18. So first of all, I believe OP asked "counter as Rebel". You don't really need force users but you do need tons of pierce or ~: +dmg, and it just happens to be that these guys are force users w/ their lightsabers. I've had some limited success countering Vader with focused eRangers (about 3~4dmg per shot) If we're not limited to Rebels, I'd say IG-88 is a pretty good counter to him w/ his own version of SoS: Doing Relentless (heart attack for 1 strain) + shoot with GRR 4 times is nothing to sneeze at. Potentially 6x if you have initiative on round 2 I got a feeling that the Imperial meta will shift to using fixed Vader + Zillo as base, Merc will shift to IG + Jabba + maybe eWeequay/ePigs as base. No idea on Rebel side...maybe focused eSabs will make a comeback with their potential Pierce 4 and Stun? Haven't played with Maul, Ahsoka, or Emperor though so they might change stuff up too
  19. Normally I'd think OP played correctly, but Stimulant uses "then" for separation, not "and" Exact wording of Stimulant: Special: You or an adjacent figure suffers 1 damage, then gains 1 movement point and becomes Focused So if you Stimulant yourself (ex. Greedo), shouldn't the 1st part triggers right away and Greedo dies, thus Greedo does not get the 1MP + Focus?
  20. This might the post you're looking for
  21. Campaign-wise, there's nothing wrong. Both Gaar and Mak are good heroes Skirmish though, they're not even close to being picked in competitive plays With 8pt (Gaarkhan) you can throw in Leia, eEcho, Davith, Lando, Obi, eSab...they are all better than Gaarkhan, heck even rWookie is a strict upgrade imo 3pt Mak I'd just replace it with some combo of rSmuggler, Rebel high command, smuggler run, combat suit (assuming you've already got C-3po/Gideon/R2-D2 though) TL;DR: Every point matters in skirmish, not so much in campaign pic for reference: Gaarkhan Mak
  22. I hope that's not your list because Targeting Computer costs 1 and that list is 43pts
  23. not eSab, rSab speed did got nerfed from 5 -> 4 On that point though I think rSab should remain speed 4. One of the biggest complaint about pre-nerfed rSab was that it's a really good + cheap glass cannon
  24. One of the potential problem I see with the new fix is stun - the fix still gives him force choke but he can't move or attack, did that came up in your game? I got a feeling we might see focused eSabs again
  25. If you don't intend to play tournament, just buy all the big/small box expansions first before buying blister packs big box expansion = 16 fig for ~$50 blister pack = 1 figure for ~$8 So I'd buy it in this order: Hoth -> Jabba -> TS -> Bespin (I like Heavy stormtrooper/Tusken > Wing guards/Ugnaughts) Consider buying Jabba -> Hoth if you don't like snowy scenes (Hoth = snowtrooper, HK droids. Jabba = well...Jabba, and Jet troopers)
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