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Everything posted by ricope
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About Han Solo's Distracting ability
ricope replied to WarfareD's topic in Imperial Assault Rules Questions
Yeah he's a relatively big threat, except the problem is he's definitely not worth 12 pts (ahem Jedi Luke) If you're playing casual/at home, he works wonders when you houserule him to be 8pts, one of my fav. Rebel unit and I always catch my opponents off guard on how much dmg he can do (6~7dmg is common against both black + white dice when he's focused as long as your opponent doesn't roll dodge) -
Just played tutorial ,question.
ricope replied to VAYASAN's topic in Imperial Assault Rules Questions
You do take his entire class deck, except you can't use any of them until you buy them. You'll notice all class cards (except the starter ones: Rebel usually it's a weapon, Imperial it's usually 1 (or 2 if you're playing Nemesis deck)) got a little number on bottom left corner. So Rebel Elite costs 4xp. "Havoc shot" is Fenn's default power: Havoc shot and Lone wolf Focus is a condition, which means the attack must do at least 1 dmg to apply. Also note conditions/keywords are applied at the very end (pretty much after the attack resolves) so it's for next attack Rules expert can argue the "exact timings on when to apply keywords", but pretend it's "not applied until attack is resolved" is good enough for now No, all surge (~) abilities can only be triggered once UNLESS you have stuff like overload, or units like eHK, or weapons like Force Pike -
Rules ?: "Nowhere to Run" vs "Artificial Stimulants"
ricope replied to macmastermind's topic in Imperial Assault Campaign
Huh never noticed it specifically said "on his Hero sheet" Then yeah you cannot trigger those cards that says "has suffered X strains" when they're on AS. I originally thought you combine them (so AS allows you to temporarily go beyond your endurance) -
Rules ?: "Nowhere to Run" vs "Artificial Stimulants"
ricope replied to macmastermind's topic in Imperial Assault Campaign
If hero A only have 3 endurance and have 3 strain on AS (and none on his hero sheet), then yes they may voluntarily suffer up to 4 more (1 more = discard AS + 3 more for max endurance) I don't think it's the intention to say 3 strain on AS meant hero suffered 0. AS specifically said "instead of your hero sheet", it doesn't permit you to treat as if that strain does not exist (for cards involving strains) Otherwise, you'd be saying that having AS (a crate card) also makes you immune to cards like 4xp No Quarter and 4xp Oppression from SubTac which I think is ludicrous: hey I didn't actually suffer any strain! it's on AS card & not me! edit: note AS is not optional, you MUST place strain on AS if possible. Hence why I said it's just another temp. place keep track of your strains + counts for purposes of heroes "have suffered X strains" -
Rules ?: "Nowhere to Run" vs "Artificial Stimulants"
ricope replied to macmastermind's topic in Imperial Assault Campaign
I agree on this part, which is why I think you CAN trigger it The exact wording for AS is "When you suffer strain, do X". Which means the hero in question has indeed suffered strain. It does not matter whether we put the physical strain token on hero sheets or AS (crate card), and AS does not allow you to "pretend" there's no strain It's a temporary place (hot-potato-ish) for a hero to keep track of their suffered strain. Hence I'd rule you may trigger NtR as long as (strain token on hero sheet + strain token on AS) >= 3 Also yes if another hero grabs AS, you may now trigger NtR on that hero -
Rules ?: "Nowhere to Run" vs "Artificial Stimulants"
ricope replied to macmastermind's topic in Imperial Assault Campaign
Judging on the exact wordings on Artificial Stimulants, I would say yes you can trigger it AS simply gives you another way to keep track of strain (and allows trading). Nowhere does it say you didn't actually suffer the strain -
For people that have the expansions and the core game
ricope replied to goncardoso's topic in Star Wars: Imperial Assault
Yes, you must have the core game to play IA, hence why they're called "expansions". You won't have anything to play without the Core For example: 1st campaign mission of Jabba's realm requires maybe only 4 map tiles from JR (which you'll have), but it'll require the other 12 map tiles from Core (which you won't have); it'll require regular Stormtoopers and they're nowhere to be found in JR (they're in Core) Same goes for skirmish mode. You build the campaign/skirmish map from Core map tile + expansion XYZ's map tile The good (or bad?) news is: there are no cross-prerequisite for map constructions. So you know JR's campaign + skirmish map only requires map from Core+JR and not let's say Core+JR+Twin Shadows Bad = some people that actually bought everything wants bigger map. I mean you can easily use JR + Twin Shadow + Core to create Tatooine skirmish map -
or...you know you can nerf Jedi Luke. The issue I see with him in campaign (and in tournament skirmish) is the double attack = potentially 4 attacks if you activate him last + you get initiative next round, potentially 6 attacks(!!) if you also have SoS, AND opponent can't react to it unless you play steal initiative or something My idea (not playtested): remove "Heroic", done. His auto+1 dmg AND deflect 1dmg to anyone in LOS is already good enough. This way (as your opponent) I'm usually expecting 2 attacks rather than...say 4 or 6
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Most likely a typo, it says "Consumable" at the top. I'd play it as a one-shot use only even though yes it doesn't say "discard after use"
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Yeah the Rebel trooper one is a bit different Exact wordings: mission tokens represent barricades...a Rebel Trooper can choose a barricade Later on as a mission trigger: when both barricades are destroyed...
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Pretend it's a big tree (takes up all those squares) Lifting it up means the entire tree is gone So yes, "destroying" it (target any one of those square) will remove the whole thing
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Frustrated new player (one sided clobber fest)
ricope replied to Wolftame's topic in Imperial Assault Campaign
Love stories like this! See this thread for advanced tips. It's mostly a discussion about unique/single figure vs. multi-figure activation cards in skirmish mode but is VERY applicable to campaign as well -
Frustrated new player (one sided clobber fest)
ricope replied to Wolftame's topic in Imperial Assault Campaign
Yeah that's why I tell Rebels first (unless they're assholes they'd understand, it's no fun for me to play when I pretty much can't win) If you're playing with stubborn Rebel players then I'd say try to game the system would be the best you can do. Ex. deliberately lose Aftermath, save up 20 hidden agenda cards for finale. Like you said hey I ain't cheating, but I am surely being unsportsmanlike nor fair -
Frustrated new player (one sided clobber fest)
ricope replied to Wolftame's topic in Imperial Assault Campaign
Yeah I tell my Rebel players that picking Diala+Fenn+Gideon as 3/4 heroes warrants me to either play cutthroat subversive tactics or not play by the book (mission says bring out rStorm, I bring out eStorm) Otherwise it'll pretty much be landslide win for Rebels in every mission -
Frustrated new player (one sided clobber fest)
ricope replied to Wolftame's topic in Imperial Assault Campaign
It takes a while to wound a hero - they don't go down that easily. Also resting will undo plenty of Imp's work This thread might be of interest: common newbie mistakes edit to add: rules mistake are very punishing as you've surely noticed. Even a slight mistake (forgetting overload/bonus +1 surge/not using strain-move or surge-recovery) can ruin your experience That bonus +1 surge on Sabs is an extra free pierce2, which is HUGE against a door with 5 block Mission spoilers Assuming you have 4 heroes (which is the recommended #), here's how I would approach it (from Rebel's perspective) Round 1: Hero A clean up the rStorm (don't have to kill all 3, just kill 1 or 2) first Hero B move + strain move and try to kill that IO Hero C clean up the rStorm as action#1, move to door as action #2 Hero D who's good with wrench double move to terminal + strain move if needed Round 2: Hero B clean up troop / hero D test wrench Hero C move + open door... -
Frustrated new player (one sided clobber fest)
ricope replied to Wolftame's topic in Imperial Assault Campaign
My gut feeling is that you're (Rebel heroes) doing something terribly wrong Don't play the tutorial (the one you have to knock down 2 terminals) in the "Learn to Play", it's a terrible scenario. Start with "Aftermath", the 1st actual Core campaign mission Make sure you're not making any rules mistakes!! Is the Imperial player telling you enough information? Rebels are supposed to know everything as they happen, except when there's a choice (if Imp can choose X or Y, then Imp don't read Y if he chose X) Did you forget the strain-move and surge-recovery? (recover dmg if no strain) These 2 WILL often be the difference between winning vs. losing Are you killing all Imp troops and forgot about objectives? See this thread over on BGG for the Core campaign balance poll. With a nearly 80/20 win split for your last mission "Target of opportunity" you must be doing something wrong Spoilers onwards "Target of opportunity" You got the sabs out on Round 4? It's entirely possible to get them out (AND activate them) on round 2 by having a hero double-move then strain-move if necessary, and crack open the door as that hero's 1st action on Round 2 Why only 2 dmg? with optimal roll you'd get 3dmg on Red and 1dmg + 2 surge/1dmg + 1 surge on yellow. You get auto +1 surge for sabs. Spend 2 surge for Pierce 4 (thanks to overload, otherwise you can't do that) and you'd do 4dmg-1block = 3dmg to door, and you get 2 of them, so 6dmg to door in 1 round Like I said above, my gut feeling is that you're making major rule mistakes -
Mission Incoming Question - spoilers
ricope replied to Payens's topic in Imperial Assault Rules Questions
The event triggers AS SOON AS the Rebel figure steps their foot onto that tile (literally any space). I think 26B the big 'X' shaped one? Spoilers from now on since FFG seems to have removed the spoiler button The event is played as an interrupt. As Imperial player you can say "Hold it!" and bombard & stun them. Stun itself does not force Rebels to forfeit movement points, but it does cost an action to remove the stun. Hence (very likely if they double-moved) they don't have another action to remove stun and must forfeit the remaining movement points If they performed a single move though (ex. 4 MP, spent 2/4 MP, stepped on that tile, got stunned), Rebels can still use the remaining action to remove stun & continue to move (spend 4/4 MP, end of activation) -
About the "Leave Them To Me" Card of Nemesis, it seems weak
ricope replied to Drakim's topic in Imperial Assault Campaign
Well...not for Nemeses right? Unless you're talking about Punishing Force. Admittedly I haven't played with Nemeses yet but I think that card definitely is not weak Alternatively, you can save up for the 4xp Indomitable. Since both triggers are "when an attack targeting a villain is declared", you (Imp) gets to choose the order => pay 1 threat to gain 1 extra black dice -
About the "Leave Them To Me" Card of Nemesis, it seems weak
ricope replied to Drakim's topic in Imperial Assault Campaign
I think that's correct. It give Rebels a 1-round buffer time It's more useful during side missions when you get a 1-shot threat bonus of 2X threat level. So let's say threat level is 4, you get bonus 8-threats in the beginning Your starter card gives you -3 (spend 1 threat to reduce cost by 4) Leave them to me gives you another -5 So it's entirely possible for Rebels to see...say RGC in round 1, it's just that RGC doesn't get to activate until round 2 OR A lot of the missions have the trigger ex. after open door, increase threat by the threat level and resolve an optional deployment. You can use it there too Also note it says "After picking open groups", so the villain card does not take up one of your open group slots. Combo that with your starter = 2 free slots for villains -
Talking about activation too Suppose this (very realistic) situation happens in skirmish: Your already-activated eEBT is badly damaged at 6/8 dmg. There are enemies around your eEBT. Are you going to move up your MHD? No = what's the whole point of you taking MHD Yes = You move up MHD (rarely adjacent), so you do something like move up 2 -> heal -> move back 2 Now it's my turn. I can still finish off that damaged eEBT (now at 2/8) or I can very likely kill off your 6-pt MHD (assuming you took Motivation like you said above). Yes it made my job harder but is the "heal friendlies" really worth the risk of losing him? In this case I think I prefer a 6pt MHD > 4pt eEBT, just to stop you from healing anymore in the game. Now you've also lost out on Miracle worker command card
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RGs aren't as popular as their pre-nerf counterpart now, simply because old: hits like a truck, unrestricted def buffs + focus all around, high speed, high HP now: damage is laughable, restricted buff + triggering focus, high speed, relatively good HP (due to all those fancy new command cards, like "Assassinate") What this means: you'll rarely see Royal Guards as the main attacking forces. Their roles are now "split up, stand back and buff other people, attack only when necessary" If you want an attacking melee force, go for ePigs Are they still worth the 8pts? Depends. Competitive tournament maps? No, there are better units (ePigs, eWeequays, HKs) for 8pts. At home? Probably, depending on the map & mission you guys are playing
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Let's talk about the Jedi Bantha (New Luke)
ricope replied to Inquisitorsz's topic in Imperial Assault Skirmish
Yeah, my strategy against Jedi Luke has been pure-damage dice (red/green). You'll notice figures that relies on surge (esp. eStorm) will have difficult time to even dent Jedi Luke's armor He goes down fast with eWeequay or ePigs though, and it's not uncommon to do ~4dmg/hit with them -
Competitive squads? I'd purchase stuff in this order Rebels: Jedi Luke, Alliance Rangers, R2D2&C-3PO, Obi-Wan, Leia, Alliance smuggler Mercenary: Jabba, Bossk, HK droids (from Hoth expansion), Bantha, Greedo, Hired Guns
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There's actually more than that 1. You cant make the enemy HK attack his own figures, because you don't mind-control the enemy figure (cannot declare friendly units as target, see Murne for mind-control wordings) 2. Note the "may interrupt". In the case where it'd be better to not shoot at all (ex. Hangar Bay, Greedo map) the opponent can simply choose to not attack
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Tournament map + lists vs. casual map + lists
ricope replied to ricope's topic in Star Wars: Imperial Assault
Yeah I've already started doing that. Although I'm looking more at individual skirmish maps this time rather than units Back to topic: without unit ability/costs change, I'm assuming the answer to #1 is Yes, #2 is depends, #3 is depends? I'm looking for ideas for maximum "randomization", i.e. you really can't prepare/practice going into battle. In tournaments you can be better prepared by practicing your lists on that map 100 times. I want to discourage that kind of thinking when playing at home
