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Everything posted by ricope
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Need some help for playing at LGS for FIRST TIME!
ricope replied to totalnoob's topic in Star Wars: Imperial Assault
1. To play in tournaments, you must have (bare minimum): Able to build the skirmish map. Currently the 3 maps are Obi-wan (need Obi pack), ISB HQ (need Blaise pack + Bespin box), Jabba's palace (need Jabba pack + JR box) and obviously Core box You'll notice there are 6 possible skirmish missions from those 3 maps and you'd be correct: the skirmish mission will be from one of these 6 2. You bring your deployment cards, command cards, tokens and dice (not required). Dice not required because you can ask your opponent to share his set of dice: but if neither of you brought dice then there'll be trouble 3. Correct, no proxies 4. see #1 5. Feel free to bring him, as long as he does not disturb other players & don't go running around moving other people's figures & stuff. Make it clear to him that he's a spectator. People are usually very friendly in tournaments 5.1: is he entering the tournament as well? Normally every player is expected to bring their own stuff. If yes and there's conflicts between you two (ex. you need card XYZ & your son also needs card XYZ), try asking around other people. See my last sentence in #5 edit to add: everything can be found on the FFG site (https://www.fantasyflightgames.com/en/products/star-wars-imperial-assault/) under "Tournament Resources" edit 2: Your store might (in order to bring in more people) and advertise saying stuff like "we have dice"/"we have map tiles". Everything I said above leans on the "safe" side, i.e. this is pretty much what you'll be seeing at all tournaments, no matter the actual level (store/regional/national/worlds) -
So some strategy for Military Might (I'm assuming you're the Imperial). I don't have too much experience play machine deck (Armored onslaught?) Assault Armor is an attachment to a group. Give it to your rStorm means these 3 guys now have 5HP. Give it to your eStorm = 7 HP each Sustained Fire = best Imp card imo. It overrides the "may only attack once" & Imperials can only attack once anyway, so getting stunned isn't as bad (besides, there's no guarantee the stunned dude will even survive to the next round) Combat Vet is really good. Slap AA + CV on eStorms or eJets (if you have Jabba) to turn them into literal death squads. AA+CV+SF = nightmare for Rebels slap them on eJet: 9HP, auto +1 block when defending, auto +1dmg when attacking. eJet #1 move 4 -> shoots BBG -> move 2. eJet #2 move 4 -> shoots BBGG (combo with your starter) -> shoots BBG again (use SF) -> stunned edit: also I feel like this thread should belong in Campaign rather than Rules
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How would i make a skirmish campaign happen?
ricope replied to ATM2100's topic in Imperial Assault Skirmish
Never saw this term came up before, can you explain what's a "skirmish campaign"? Are you trying to run tournaments? Are you trying to design your own campaign? -
So you guys only played with 2 heroes for the first one & the full one? If you don't remember the Imperial class deck, which campaign did you guys play? (Core/TS/Hoth/Bespin/Jabba) Because the hero choices really doesn't look too OP. OP heroes imo means picking more than 2/4 from: Diala, Fenn, Gideon, Shyla
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No spoilers here I just realized the special setup says "Increase threat by the threat level". I'm pretty sure ALL the side missions I've ever played says "Increase threat by twice the threat level". Is this a typo? How did you guys play it? Should it say twice the threat level? TL;DR: I don't think I've ever seen a side mission says "increase threat by the threat level", wasn't it always "twice the threat level"?
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Revisiting Military Might "Endless Ranks" After Jabba's Realm
ricope replied to Serox's topic in Imperial Assault Campaign
To be clear, this is only for campaign, where you can have eStorm+Combat Veteran+Assault Armor + 501 training... in skirmish you're still restricted to 1 attachment/skirmish upgrade per deployment card (so you cannot have eJet + Targeting computer + Vader's finest) -
cards for reference: FF; OtL If your question is "can I use FF to void OtL" then based on the wording of FF I'd say no. The trigger is "during your activation". So you can gain 1 MP between performing actions, but not while in the middle of it (the attack has not yet been fully resolved, we're still in the middle of an unresolved action)
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Past Life Enemies - C-3PO necessary?
ricope replied to uwjoseph's topic in Imperial Assault Campaign
I don't have the rulebook in front of me, but unless otherwise specified: Doors are destroyed (removed from map) when it has suffered damage equal to its health If mission says "C-3PO is able to open the doors", then an interact (1 action) from C-3PO will suffice The only reason why a mission might say "This door is locked" is so that you must destroy it or do something to unlock it (and you may interact to open it once it's unlocked) -
The houserule I use (works pretty well for both sides)
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I couldn't find the spoilers tag ("Reveal hidden contents") when replying ever since they've changed the forum layout, where's did that button go?
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List of revealed and unrevealed Droid Uprising components
ricope replied to brettpkelly's topic in Imperial Assault Skirmish
well it's just a droid that needs to spend an action, isn't it? The card's trigger is "during a friendly DROID's activation", which means you can play as Merc, take eJawa, bring in rProbe, activate rProbe to take the hit for navigation upgrade, then nav.upgrade Iggy & give him 3 bonus MP for free Still I'd say it's very situational, it's a 2pt CC and it might not always pay off even if you got droid swarm. Can be very powerful though if you got it early when your droids are still alive edit: now that I've read it again, can you nav. upgrade any droid or can you only nav. upgrade the one that took the strain? It does say to "place this card in your play area" which means it's not really discarded after being played -
Ranking Player/Hero Count Combinations
ricope replied to subtrendy's topic in Star Wars: Imperial Assault
Agreed, I've seen both of these issues happening before My attempts at fixing them was simply put out alerts. For example, if they made a movement SO BAD that it pretty much puts them to the point of no return, then yes it's very likely I'll make them withdraw, but I usually see it before happening and say "guys, are you sure you want to do that? because I can do X". I allow take-backs as long as no new info. has been revealed (dice roll, mission trigger...) Alpha gamers was a tough one: it's a semi-coop and Rebels need to coordinate (so simply ban table-talk isn't going to work). I settled on the "anyone can offer suggestions only if the active player asks for it, and no one except the active player may activate his/her hero". So if Gideon player is stuck and asks for help, Fenn can offer suggestions; if Gideon didn't ask for help, then other players can only discuss board state: there's a stormie there, so Gideon might get shot up; no recommendations like "if you move there you can try to kill that stormie and I can help with my ability..."; only Gideon player can activate Gideon, so Fenn can't simply makes Gideon's move for him/her -
Ranking Player/Hero Count Combinations
ricope replied to subtrendy's topic in Star Wars: Imperial Assault
My order of preference: (P = players, H = heroes) 1. 4P, 4H I have never seen the "players were prone to getting bored off their turn" becoming a problem. Rebels should always be thinking about tactics even when it's not their turn, otherwise they'd have no idea how to react after I (Imperial) makes my move. For example: I shot Jyn x3 with focused eStorm. If Jyn haven't gone this round, Jyn player should be looking at "should I rest or YOLO?", and Fenn player should be looking at his TacMove to get Jyn outta there. If Jyn already activated this round, Gaarkhan player should be reminding Jyn "Hey I can buff you w/ my Wookiee Loyalty, should I do that?" I also whack AP-players with timers if I deem it to be necessary: this forces everyone to think & pay attention to the board state. As Imperial I usually make my move in < 10 sec, because I'm always thinking about my strategy while Rebels are making their move Timer rule that worked for my group: 3min after initial mission briefing, 1min to make a move, +1 if new round, +1 if mission trigger. No restriction on actual resolving combat/rolling dice 2. 1P, 4H Not exactly newbie-friendly, but works very well when you can't find 4P and both Imp & Rebel are experienced. I prefer 1P4H > 2P4H simply because there's less discussion + game moves faster + Rebel player can freely choose whatever build synergy he/she wants 3. 2P, 4H neutral about this config. If I'm faced with 2P4H I usually try to split up into 2x 1P4H (so 2 separate campaigns) or just try to find more people to get 4P4H. I've played 2P4H twice, and both cases it changed to 1P4H due to scheduling conflicts with players ("oops I can't make it tonight" occurs too often), so it was much easier to just split into 2x 1P4H than to keep saying "your teammate can't make it tonight, you'll be playing his heroes, btw re-learn his build for this upcoming mission" 4. 3P, 4H Special: This only happens when someone needs to drop out from a 4P4H, otherwise I would never have this config by default: someone needs to double-duty, or one of the hero will be shared like an ally, with other 3 players discussing how they should build it Would not play with any other config. I've tried 1P2H and 2P2H, missions were very swingy. I played 1P4H more than any other config (1v1, I've played both Rebel and Imperial side) -
Q about Gideon's Take it down command card
ricope replied to totalnoob's topic in Imperial Assault Rules Questions
There's a subtle difference between "Perform an attack" vs. "figure gains an action -> figure use that action to attack" Gideon follows the 1st case, so that friendly figure can perform an attack and NOTHING ELSE. 2nd case though the friendly figure is free to do whatever it wishes with that action. Farmboy Luke's Saber strike is a special action Yes it's slightly confusing, but "attack action" is NOT the same as "special action that contains an attack", remember you can use actions to do 4 things: move, attack, interact, special (+ rest if you're in campaign) -
So how would that work for Rebel allies when there's no threat (give Imp threat?), or command card manipulations like General Weiss' Endless reserve (just ignore it?) It could be interesting though: when Chewie's on board, Rebels may give Imp 3 threat to let Chewie to become focused when a hero gets defeated wounded; when Weiss is on board, Weiss gains: <action>: pay 2 threat, reinforce a defeated friendly TROOPER
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Alternatively, if it's too complicated to remember, you can just slash all Wave 1 w/ costs 10+ by 4 except Farmboy Luke + elite Royal Guards, and all Wave 2 uniques by 3. I've been using this rule for like 6 core campaigns already, works good enough So AT-ST 14->10; Vader 18->14; RGC 15->11, Han,IG 12->8; Kayn 10->7... The idea is that my Rebels would have totally ignored my Kayn otherwise, but they had to stop & think a bit (and they attempted my Kayn Somos mission) when they know I can drop him in for 7 old: threat level 3 or 4, even with occasional threat bonus from mission triggers I need AT LEAST 3~4 rounds worth of threat to drop him now: with threat level 3 or 4, I can usually drop him in < 2 rounds RGC is a total joke for 15, requiring 5~6 rounds worth of threats, but he's a monster at 11 when you can drop him in 3~4 rounds
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Temp alliance only lets you bring in deployment cards, not skirmish upgrades (ever noticed that little text on top right corner that says "skirmish upgrade"?) You can, however, bring in other faction's deployment cards and slap your own faction's skirmish upgrades on it (which is what I think roman above is saying) So these are legal: As Imp, bring in eWing + slap cross training As Merc, bring in Vader + slap prey on weak These are illegal: As Merc, bring in cross training and slap on your eWing As Imp, bring in prey on weak and slap on Vader As Imp, bring in Temp. Alliance to bring in Temp Alliance to bring in Rebels
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As Imperial, I'd be happy if my Rebel went too far to either side (all white or all black), depending on my class deck: All white = you'll be facing units like HKs, eISBs, ePigs, eWeequay that eats white dice like breakfast All black = you'll be facing units like eSnow, eStorm, eJets that eats blocks like chocolate
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Han solo side mission - Sorry about the mess
ricope replied to VAYASAN's topic in Imperial Assault Campaign
Just for future FYI: There's not a single campaign mission in all expansions/packs ever released that goes with option A, i.e. "double your threat" It's always option B, and refer to the campaign log to find "threat level" -
First Campaign map played, few queries
ricope replied to VAYASAN's topic in Imperial Assault Campaign
Ok yeah probably not Farmboy Luke too, basically those that we deem to "not worth the cost" gets the discount. So AT-ST, Vader, RGC, Chewie... Luke is totally worth 10 with his auto-block + reroll buff + lightsaber strike elite Royal Guards I'd say are still worth 12 threats in campaign (skirmish is an entirely different discussion) - they retain most of the pre-nerf regular RGs w/ slight upgrade with auto-evade bottom line = make it fun for your players. I know my Rebels would have laughed if I spent 3 inf for RGC's agenda mission, but they won't laugh anymore if they know I can bring him in for 11 (slightly more expensive than eStorm squad, and 11 threats isn't that hard to come by later on when threat levels are 4+ w/ side mission's bonus: gain threat equal to x2 threat level in the beginning) ofc all these goes out the window if you're playing with Nemeses deck, imo that deck gives enough discounts already (with my houserules at threat level 4, having only 3xp, you'd be able to bring in Vader for 14(+1-4)-5= 6 threats, or RGC for 11(+1-4)-5= 3 threats which even I as Imperial think is OP) Interestingly, I've been playing with those costs a long time ago which was wayyyy before JR's Nemeses got released. Now I think of about it, it's more like pretending to give discounts as Nemeses' class cards, while not actually playing the Nemeses deck -
First Campaign map played, few queries
ricope replied to VAYASAN's topic in Imperial Assault Campaign
If your team is cool with houserules, the units in wave 1 & 2 can still be good Take a big knife, slash all 10+ cost in Wave 1 by 4, except elite Royal Guards (so ATST=10, Vader=14, RGC=11, Han=8...), and slash all 10+ cost in Wave 2 by 3 (so Boba=10, Kayn=7) It works pretty nicely In my current campaign my Rebels would have totally ignored my Kayn Somos agenda mission with his default 10, but they fought tooth and nail knowing I can bring him in for 7. Unfortunately, I won. Now they dread seeing him in our future missions for 7 threat In my previous campaign I've also managed to slam down Vader for 9 w/o Nemeses: 18 -> houserule 14 -> As you Wish + A Dark power = 9. Is it worth 3 influence to see my Rebel's terrified face? Absolutely! -
The new playmat is allegedly available now.
ricope replied to Rogue Dakotan's topic in Imperial Assault Skirmish
Yeah I'm pretty sure this has been thoroughly debated already, there's ONLY ONE reason people would buy them: to cut down the setup time in competitive tournament scenes where every minute counts (even that, you can bring your own map tiles & it'll take 3~5min to setup so it's not really needed anyway) They're good, whether or not it's worth the $$ is an entirely different story -
It's FRIDAY!!!!! Who will we see spoiled today??
ricope replied to FSD's topic in Star Wars: Imperial Assault
It's actually not that bad/hard to create your own mission triggers, just make sure to tell your Rebels, along the lines of "Guys, we've played this mission before so you guys already know what's gonna happen. Therefore I'm gonna change it up so you guys NO LONGER knows what'll happen" Some examples of change: bring out rRGs rather than rStorm+rIO; door have 2block vs. 1block, suddenly summon traps on specific tiles, bring out AT-ST in round 3 as mission trigger rather than round 4, Han Solo suddenly pops in to help Rebels, mission now ends at round 8 rather than round 6... Basically you'll be making your own story. Give it a try (as long as everyone's cool with it) Eventually you'll reach the point where literally (pretty much) no mission is unbalanced because you know exactly WHY it was unbalanced. Take "A New Threat" for example SPOILERS AHEAD!! (I can't find the spoilers tag anymore?) Problem: map's too big + too many uncertainties regarding terminals. Fix: give Rebels a free low-threat ally (ex. rRebel Trooper) + ignore actual terminal color and just use the best attribute test for that hero "Fly Solo"'s problem: Han dies too quickly once revealed. Fix: (just for this mission) give back "True Cunning", give him +4 HP (12->16HP), ignore the "suffer 4 dmg" mission trigger Anyway I'll stop now, there's plenty of posts on "how to fix mission X" already -
I actually had this discussion with one of my group (UNLESS you're in my group? who knows?) The summary is that we will all have bad draws, learning how to deal with it is part of the game. As soon as you start trimming the deck you modify the probability % which can cause wild game behaviors Rebels taking out cards means I (as Imperial) should be able to do the same, which means now I have a much higher % to slap you with Imperial Industry + Fire at will + Restorative supply + High Value Target...other amazing Imperial agenda cards See how quickly you changed the game? So we've settled on "yeah you know what, let's just all deal with it (bad draws)" edit to add: I can't imagine my Rebel players dealing with my Black Op troops without marksman barrel, so the actual # of items that "Rebels would never buy" might be smaller than you think
