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ricope

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Posts posted by ricope


  1. Mission spoilers ahead, obviously

     

     

     

     

    When I played this as Imperial (none of us played this mission before), the trouble wasn't time limit nor the amount of my troops. It was mostly

    1. Super-General Weiss gets an action after every Imperial (deployment card)'s activation
    2. ALL 4 doors close, iirc it was 10HP+2block per door

    I'd say #2 is a bigger offender than #1, it separates Rebels and cuts off any possible synergy/help they have. No more Gideon's Masterstroke, Diala's force throw (blocks counting space)

    Weiss gets to go after each Imp means suddenly that rStomie they left behind in the command room is dangerous

    From Rebels' perspective, they can try to push forward to kill General Weiss (extremely hard, it's buffed up with bonus HP and def) and there's no lack of troops in the canyon, or clean up troops in the back (also pretty hard, 6 threat/round) else risking that little rStorm in the back doing nothing -> give Weiss another action

    If I'm playing this mission again as Imp, I'd remove #2 and/or withhold some of the reserved troops


  2. All abilities have a certain time window, no matter how small. You may only use it during that time window (in other words, your opportunity to use that ability is gone as soon as that timing window closes). Nobody would be upset if you just say "hold it, before you do that, I want to do my ability XYZ"

     

    All abilities may only be used once. You cannot "use multiple times" for ANY of the abilities in the game unless explicitly specified like Saska's Energy Shield. The exact wording for eAlliance Ranger is "Elite Sniper: ...you may reroll up to 2 attack dice". So you trigger Elite Sniper once and that's it

     

     

    I think the confusion for you here is that you thought "while attacking" is a time window, it's not. The timing window depends on the specific ability

     

    For example, eAlliance Ranger is "reroll", so we look it up and see "Aha, it's step 3 of attack in RRG". So you must do all those rerolls there

     

    Another example, campaign Fenn's "Havoc shot" is "blast 1". Blast is a keyword and is applied at the very end. Hence why you may havoc shot after the dice are rolled 

     

     

    edit: this link might be overkill but re-iterates that every ability does have a timing window


  3.  

    I think this was too much pendulum swing, but I guess it's just tournament only, I hate to see any one style of play mad obsolete by a rules change, I think the more variety the better

     

    This is actually another interesting point.

    Until a full FAQ comes out, casual skirmish at home and tournament skirmish are now very different. Before it was really only the time limit and general tournament stuff like rounds, sportsmanship and allowable materials that were extra. 

    I wonder if they'll fix that or just leave casual play as some forgotten step child.

     

    I disagree, I never play tournaments but from now on I will be using these new tournament rules (score according to figure costs rather than deployment cards). Every problem that manifests tournament scene also happens in home-casual skirmish, especially with repeated play

     

    I guess it's just a matter of perspective and how "casual" is "casual". I never tell my newbies what are the tournament meta, but from repeated play he started to notice the trend and he's already picking up Rebel Twins 


  4. Makes most sense to me, I like it

     

    Pretty certain this will take "reinforcement" out of the must-take cards from trooper spam lists

     

    Heck, there might not even be a trooper spam list anymore. It takes away the point denial strategy: I'm being rewarded as soon as I kill your dudes, I really don't care if you run that last trooper all the way back there


  5. Right, so it looks like my suspicions are confirmed:

     

    exact wordings:

     

    CALCULATING VICTORY POINTS

    A player earns victory points during a game each time he or she defeats an opponent’s figure or through card or mission effects.

    When a figure is defeated, the opposing player scores victory points equal to that figure’s figure cost (see “Figure Cost” in the “Rules Updates” section of the FAQ).

    Players do not score victory points equal to the deployment cost of a group when the last figure in that group is defeated.

    When the last figure in a group is defeated, if that group had an attachment, the opposing player scores victory points equal to that attachment’s cost.

     

    DEFEATED FIGURES

    When a figure is defeated, the owner of that figure places it on its respective Deployment card.

    If a defeated figure is placed back on the map, the owner places a strain token on that figure’s deployment card to track the previous defeat.

     

     

     

    Which means I get VP and may spend it as soon as I kill off your trooper, which means I can score potentially up to 15VP on a twice reinforced eStorm


  6. Can you post the confirmation for Waylay? Looks like Indomitable and Waylay are much stronger than I thought

     

    Indomitable is basically "1 threat: add a black die to a villain's defense pool"

     

    Waylay is "1 strain: choose a friendly figure within 3 space to attack, limit twice but no duplicates (2 hero or 2 ally)"


  7. The "need the corresponding expansion" mostly comes from needing the map tiles for their respective missions

     

    Cross-posting my response from BGG forum here:

     

     

    If you're playing campaign, you can safely buy these without needing extra map tiles:

    all of wave 1,3,7, wave 2 Boba Fett, wave 4 Alliance Smuggler

    If you're playing skirmish though, you can safely buy:

    all of wave 1,3,4,7, wave 2 R2D2&C-3PO, wave 2 Kayn Somos


  8. So the way I read it, there's 2 parts to it:

     

    1. "get VP equal to deployment cost when entire card is destroyed" becomes "get VP equal to reinforcement cost when a figure is destroyed"

     

    2. "get VP later when entire card is destroyed" becomes "get VP now"

     

     

    For example, if I kill 1/3 eStorm (so now 2/3 left) , I get 3VP right away, 4VP if I got Jabba (and may spend it)

     

    You reinforce back to 3/3 eStorm? Sure thing I'll kill one again and get another 3VP right away

     

     

    Feel free to correct me if I'm wrong though


  9. Ahh really? I didn't realize this.. so you could use that agenda card on Vader to eh? This changes everything.. to my Hoth thread!!

    Which one, "A Dark Power" to reduce by 5, that card?

     

    I've yet to see people combining Nemeses + that card + Vader though. On threat level 6 you could drop Vader with 18 - 5 (agenda card) - 5 ("Leave them to me") - 6 + 1 (Nemeses starter) = 3 threat

     

    Which makes an interesting question (I've never encountered it but I'm sure there's a ruling): can you have negative deployment costs? what about 0 (free)?. My gut says no negative but free is possible


  10.  

     

    I noticed for Indomitable both triggers are "when an attack targeting a villain is declared", so there's a timing conflict = I (Imperial player) gets to choose the order

     

    So can I do something like this?

     

    Rebel 1: attack Vader, exhaust Ind to add def

    Rebel 2: attack Vader, I pay 1 threat to ready then exhaust again to add def

    Rebel 3: attack Vader, I pay 1 threat to ready then exhaust again to add def...

     

    basically I gain the ability: "spend 1 threat for 1 extra black defense dice"

     

     

    I'm pretty sure the rule about only activating an ability once per trigger is still in effect...

     

     

    But if they're different attacks aren't they different triggers?  Ricope, I'm pretty sure that what you've described is exactly how the card works.

     

    That card is kind of the anti-Loku, as it gives the imperials a huge advantage in any mission where the rebel objective is to "kill villain x"

     

    not really, I was referring to same attacks. So to be clear, I want to do stuff like this (but apparently not allowed):

     

    Rebel #1 action #1: hit Vader, I exhaust to add a black dice. action #2: hit Vader, I spend 1 threat to ready, then exhaust immediately to add a black dice again

    Rebel #2 action #1: hit Vader, I spend 1 threat to ready, then exhaust immediately to add a black dice again...


  11.  

    Still, that's an awful lot of Threat to be spending on one figure.

     

    Against what, Late Campaign Heroes at this point? So they're pretty kitted out. Level 4 Abilities and Tier 3 Equipment.

     

    Still much better to be investing that level of Threat in multi-figure units like Stormtroopers...

     

    Except you can get an upgrade like Indomitable to deal with these pesky rebels. Imagine the Royal Guard Champion with BBW defense, doesn't seem bad. Or Boba Fett with BB, one block and one evade, paired with possible recovery makes it really hard to deal with, at any stage of the game. If you are going with big heroes anyways, Indomitable is pretty useful. Nothing worse than having a big baddy getting stunned. 

    If you're going for mid-sized villains like Bossk or Terro, you might prefer devastating legion though.

     

    I noticed for Indomitable both triggers are "when an attack targeting a villain is declared", so there's a timing conflict = I (Imperial player) gets to choose the order

     

    So can I do something like this?

     

    Rebel 1: attack Vader, exhaust Ind to add def

    Rebel 2: attack Vader, I pay 1 threat to ready then exhaust again to add def

    Rebel 3: attack Vader, I pay 1 threat to ready then exhaust again to add def...

     

    basically I gain the ability: "spend 1 threat for 1 extra black defense dice"


  12. Wow I didn't notice the bounty token is maintained between missions either, that changes up quite a bit and probably isn't as OP as originally thought

     

    but still as the Imperial player, even if I lose previous mission I can still concentrate on the heroes that didn't flip during current mission

     

    Agreed with Military Might (my fav deck), ComVet + Shock Trooper or Sustained fire is just nuts. Also "Endless ranks" might be usable again now we got plenty of TROOPERS from expansions


  13. You realize most of that damage only works against targets with bounty tokens?  So in any mission where not every single Rebel has bounty tokens, which will be most of them, most of your cards will be basically useless against those Rebels until you can wound out anyone with a bounty token, and you only get 1 attack per round that ignores other figures for targeting.

     

    I'd say the deck is a bit problematic because it's a "win more" deck, it works much better with some victory conditions than others, it would be much more effective against 2 heroes rather than 4, and because state carries over you benefit from going into the final mission with 4 tokens out much more than 1 or 2.

     

    Actually not quite, the starting/free card for HM deck (already spoiled here) states that all Rebel heroes take a bounty token before starting a mission, and is only discarded when they're wounded. So no in every mission every single Rebel hero will have a bounty token to start with


  14. a casual group is going to start losing A LOT after the first couple missions (For me, I won the first 2, then the first story mission I chose was very imp. favoured, then the imp player got Most Wanted and then started winning a lot). It will be a very negative play experience for them.

     

    I have to disagree with you on the casual group part, this means you pretty much won 3 missions in a row which means Rebels should have got a kicker bonus (houserule recommended by dev to stop snowball). It seems you might have ignored everything else (which was reasonable since you were playing "me vs. me solo") and the snowball just kept on rolling

     

    Great analysis though, would you compare this deck (HM) to Sub Tac (ST) deck? Looks like both focuses on annoying players + ridiculous firepower outburst, but does not offer protection/increase survivability of Imperial troops

     

    Probably not for a total newbie, but any semi-experienced player should know the balance of power tilts dramatically once one side gets 4xp cards. I'm still doubtful you'd get the same result had you played with other actual humans


  15. Hi,

    Just a newbie question, is it valide to use deployement cards from several factions? (Bossk is from scum faction in an imperial army).

     

    Normally no, but the 1-point "Temporary Alliance" overrides that

     

    Note though you only may include deployment cards. So you cannot include other factions' skirmish upgrade cards (ex. play as Imperial -> take Temp Alliance -> may take Merc -> take Temp Alliance -> take Rebel is illegal)


  16. I've just read this mission and I didn't see anything about the blue imperial deployment spot. Does anyone know when this turns on? Thanks

     

     

    If the door is still closed at the end of Round 3, "Daring Escape" triggers and that's where an injured Han Solo comes out


  17. How would you play the grenadier command card in a situation where more than one piece of a large figure is adjacent to the chosen space of a grenade ? As far as I know the figure would still suffer damage once and not multiplied by the number of adjacent spaces it occupies.

     

    Yes that is correct

     

    Easy way to think:

     

    You never actually target "figures", you target "spaces" (exact wording for Grenadier is "Choose a space...Each figure on or adj...)

     

    So you throw the grenade. Who are the figures on or adj to that space? No the AT-ST is still one figure, not multiple figures


  18. while the players hoard XP to get their 4-xp upgrade.

     

     

    Oh I thought by "hoard XP" you meant "saving up". If your entire group feels happy about it then sure test it out.

     

    I just feel xp purchases should be important decisions. If I'm the Imperial player faced with all-newbies I might allow one-time xp-tradein after mission #4 or when everyone got 4xps, but definitely not "after every mission". It allows (pretty much) perfection for every mission: Hey next mission is "A New Threat"! Gaarkhan you sell off that 1xp Wook Fortitude, Fenn you sell off that 1xp take over and buy adrenaline rush....


  19. - all players, me includd, are new at the game. So i will allow free XP redistribution between missions to allow players to explore their upgrades and prevent permanent costly mistakes. Since the Imperial player has the same rule applied to him, i doubt it will hurt balance. It will also make things funnier while the players hoard XP to get their 4-xp upgrade.

    - i allow players to keep looted equipment between missions. It gives them more of.an incentive to rush to the crates if they finish early. If they start playing the deck by never spending the sucky items, i will hit them hard.

    - i allow them to return a unwanted Side Mission card to the deck after their selection.

     

    Perhaps you meant otherwise, but I can see a ton of problem in balance with these

     

    #1 You actually punish hoarding xps. Let's say I have 3xp in total right now, I will make sure to spend it all because I know the 4xp ones will be available to me after next mission anyway (i.e. If I don't spend it all I'm losing out 3xp abilities for this mission)

    #2 Let's say I'm a cutthroat Rebel player. I'll make sure to hoard everything until the finale (much like the frequently-complained "Imperial player hoarding secret one-shot agenda cards until finale)

    #3 is fine, it's actually a fairly popular houserule to "always draw 2" vs. original rule "that 1 sucky mission always stays"

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