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Posts posted by ricope
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- is it possible to play alone ? ( heard something about app )
FFG announced it at gencon but there's no exact release date. Redjak's stuff (fan-made AI) are pretty good, as posted above
- is it hard to play it?
rules are fairly straight-forward, I've taught this game many, many times to new players and they all get the grasp of it within 10~15min or so
fiddly rules are rare but can be tricky to stomp out, and it'd be helpful to ask on forums, ex. "perform a move" vs. "move" vs. "gain movement points", these mostly occur in command cards/character abilities in skirmish mode
- is the game worth it ?
Totally!!
- what is the best expansion ? ( i'm thinking on getting the twin shadows and bespin gambit since they are cheaper , if i get the game )
Campaign play? I'd recommend Jabba/Hoth (#1 or #2), then Twin Shadows, leave Bespin last since I've heard it's the most imbalanced campaign
Skirmish? Jabba/Hoth then figure packs, depending on which faction you want to play (Imperial/Mercenary/Rebels)
- best ally / villain pack ? ( i'm tempted to get Dengar, Bossk , Boba Fett , Luke Knight and Han Solo first , if i get the game with the expansions )
Here's a great website for those info. Boba's currently OOP though so his price is pretty ugly, but it'll drop soon since FFG's already reprinting him
- can we expect death star in the future as long as tarkin, emperor palpatine or even thrawn ? or maybe rogue one / episode vii characters?
Death star? Maybe. General Tarkin or Palpy? Highly unlikely: what role would they fit? what ability would they have? Also FFG tend to create their own characters (ex. "General Weiss", "General Sorin", "Captain Terro")
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Combine Wild Fury with Single Purpose and the Rancor's Reach, and you can attack four times across a surprisingly wide area. Toss in To the Limit and you can actually move then attack four times, or just attack five times.
I was suspicious about that "5 times" until I looked up those command cards, yeah it's possible although you need those 3 exact CCs in your hand
but I'm not sure you can move+attack x4 mainly due to "To the Limit":Single purpose (may use special action x2)Wild fury (may attack multiple times)Action 1: move
Action 2: brutality (2)To the limit (one more action after resolving special) <-- "let you do an action" vs. "let you do a special action"? not sure about ruling on this one. My gut says yes since a special action is still an actionAction 3: attack (1) / brutality(2)P.S: don't forget Beast Tamer -
The campaign is well done IMO, the way they let the heroes choose and the impact it has on future quests is pretty neat. Very excited to play this with my group.
I love the new map swap system: oh you were there? well there's a trap! now you're in Rancor's pit! Bwahahaha
Totally fitting for Jabba
His airship also shows up sometime as set-aside map tiles, basically you detach this one and re-attach these ones
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Oh well, beggars can't be choosers. Next up is High Moon - I'm choosing flavorful open groups this time. Finally I get to pound them with Banthas and Tusken Raiders..

High Moon? Jyn's side mission? That's one of the mission that I'd recommend to heavily modify the mission rules (especially troops & mission triggers)
My experience playing that mission:
High moon (Jyn's red side mission)
Jyn activates first, strain-move 2 to get to the comlink
Action #1 to interact & call out Szark
She passes the eyeball/insight test, bam free shot to Szark (Attack #1)
Action #2 to shoot Szark (Attack #2)
Szark is now heavily damaged. As Imperial I can either:
1) activate another unit -> other Rebels will move up and kill Szark
2) activate Szark and spend threats to heal -> Bam Jyn's quickdraw triggers and Szark is dead (Attack #3)
Gunslinger+ (lv.3 Sporting blaster + mod) + (another lv.1/2 pistol + mod) + Cheap shot +Diala's Force Adept reroll support means she can hit like 7+ dmg per attack
Game over on round 1
Hmm, good point - I think I've read other people having experienced the same thing. What would you suggest I change? My first and simplest thought is simply moving Szark's deployment point one square right/east on the map, making it slightly more risky to try to hit him.. at that point, he's 7 squares away from Jyn. She can still take her shots, but the odds of missing might dissuade her. At least, my Rebel players are very concerned with not missing, even at the slightest risk. I think that's the solution that tampers the least with the rest of the mission... Any ideas?
Moving it 1 space to the right/east will not work because there's a door there and it's already as deep as possible
What I've attempted (but not thoroughly playtested), kind of works:
Remove the "test eyeball = free shot" (i.e. shot #1)
Upgrade rStorm, rIO and rE-Web to eStorm, eIO, and eE-Web
Add extra HP to Szark (i.e. change to "Apply additional Health equal to three times the threat level to Szark."), UNLESS you have "Restorative Supplies", then leave it still as "twice the threat level"
Basically to make it such that a Round 1 victory is impossible and Rebels will be heavily punished (wounded really fast) if they try doing that
Last time I played with my upgraded troops it came down to the last dice roll: Rebel Fenn need to hit 4 damage to win -> rolled 3 -> I wounded Fenn -> Imperial victory, but 1 more damage from Fenn and it'd be Rebel victory
The point is, it's much easier to make Imperial overpowered then go easy on Rebels vs. make Imperial underpowered then trying to come back...unless you guys are playing cutthroat which I never do - leave the cutthroat play style to skirmish
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Isn't that the same for every villain in the boxes, save Vader because he's technically a blister pack?interesting twists: you cannot earn Jabba himself as a villain
Or does the Jabba blister not give you a way to earn him?
No, the Jabba's Realm campaign specifically prevents you from earning him. E.g. in the Core Campaign, you could still earn Vader via Dark Obsession. You can't earn Jabba in his Realm, presumably due to story reasons.
Is this on a page that wasn't spoiled in this thread? Does that mean you can't take him with the Nemesis deck? That would be a bummer.
Haha picked up my copy today. Yes it's on the page right before the opening crawl:
Exact wording:
JABBA THE HUTT
During the Jabba's Realm campaign, the Imperial player cannot earn Jabba the Hutt as a villain
some other stuff:
Looks like FFG threw away time period, as suspected before
The new "only 4 agenda cards" includes hidden + open information - bummer since I'm the Imperial player. Exact wording: During the Jabba's Realm campaign, the Imperial player may only have a total of four Agenda cards between his hand and his play area
edit: I've briefly looked over the campaign missions. Looks like there's a lot of surprises (both nasty and pleasant...fitting for Jabba). Mobile and "move X space" will be pretty important here. I'd estimate about 10~12/18 map tiles contains difficult/blocking/impassable terrains. 4 of the map tiles are 1x2 but (surprise!) they will actually be used rather than "backup pieces" like those in TS/Hoth/BG expansions
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Oh well, beggars can't be choosers. Next up is High Moon - I'm choosing flavorful open groups this time. Finally I get to pound them with Banthas and Tusken Raiders..

High Moon? Jyn's side mission? That's one of the mission that I'd recommend to heavily modify the mission rules (especially troops & mission triggers)
My experience playing that mission:
High moon (Jyn's red side mission)
Jyn activates first, strain-move 2 to get to the comlink
Action #1 to interact & call out Szark
She passes the eyeball/insight test, bam free shot to Szark (Attack #1)
Action #2 to shoot Szark (Attack #2)
Szark is now heavily damaged. As Imperial I can either:
1) activate another unit -> other Rebels will move up and kill Szark
2) activate Szark and spend threats to heal -> Bam Jyn's quickdraw triggers and Szark is dead (Attack #3)
Gunslinger+ (lv.3 Sporting blaster + mod) + (another lv.1/2 pistol + mod) + Cheap shot +Diala's Force Adept reroll support means she can hit like 7+ dmg per attack
Game over on round 1
GyldenDamgaard reacted to this -
Patrol- At the end of its activation, speeder bike must occupy a spot at least 5 spots away from where it began the activation. If this cannot be achieved, speeder bike takes damage equal to its total health
Trample- Once per turn per figure, when speeder bike moves through any unit's space, roll a red die, and deal that damage to the figure. A hero may choose to spend 2 strain- if they do, they roll a single white die, and Trample misses on either a Dodge or blank result.
I can see Speeder bikes becoming the trample machine that we were not able to do with AT-ST with those 2 abilities
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You mean something like this page over on BGG's play by forum?
https://boardgamegeek.com/thread/1507945/rise-and-fall-twin-shadows-swia024-finished-201607
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It's a very common mistake to confuse those 2
Threat = the red number on your dial right now
Threat level = check the campaign log, how far have the campaign progressed?
Almost all side mission have "increase threat by twice the threat level and resolve an optional deployment" as special setup. This is to compensate that players will be much more powerful in say side mission #4 (better weapons, more xp...) than side mission #1
"The mission will progress when X" is for Rebels. As Imperial you keep doing the dial stuff (threat & round), but they only know what's the winning condition after X happens
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His 1xp and 3xp cards are really good! Comparable to a nerfed Fenn's Tac. Move
I can't see (too bright) whether or not that armor is free, but it's definitely not worth 4xp
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I know a ton of people already got their hands on this early from FB posts
Have you tried asking those people for pics?
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So just to confirm, Spot Wield does not give you a new droid (unless the old droid's dead), and since "it activates as though it was part of your group" you cannot mix actions between the ug & the droid:
So this is legal:
<empty board>
Ug1 activates, action #1 spot wield (droid's here!), action #2 move, droid moveX2
Ug2 activate (droid's active again), droid move, attack. Ug2 action #1 move, action #2 spot wield (teleports droid back)
Ug3 activate (droid's active again)...
and this is illegal:
<empty board>
Ug1 activate, action #1 spot wield (new droid), droid moveX2, action #2 move <-- can't mix actions
this is also illegal:
<empty board>
Ug1 activates, action #1 spot wield (droid's here!), action #2 move, droid moveX2
Ug2 activate (droid's active again), droid move, attack. Ug2 action #1 spot wield (another droid), action #2 move, droid move, attack <-- spot wield doesn't give you a new droid
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True Shadow and Versatility do not combo, because you cannot discard the hidden condition (thus do not gain focused).
Yes I know, I was referring to Snowie's ~: focus+weaken
So true shadow'ed eSnowie + Imperial Industry can spend surge to:
- Stun
- +1 dmg
- Recover 2
- Gain 2 MP after attack resolve
- Pierce 2
- +3 acc
- Focus + weaken
and they can self-recover too with that recovery gear
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We just went through the first TS mission and had a blast. I won as IP, but it was a close game and the player playing Mak didn't realise he could easily use his +2 pierce combined with his other ability until late in the game. So I'm looking at a difficult time for next games

I just have another newbie question : I didn't find in the box tokens to show where the Imperial forces can spawn. Should I show those points on the map to the rebels or, as I did so far, surprise them when reinforcements come in? I find the latter more fun as they are now always on their toes, but I don't want to gain a undue advantage by not telling them in advance where forces may spawn... What is the proper way to play?
Thanks!!
The entry points shown on the map from the campaign guide? You don't show them to your Rebels at all
Green points are always active. Otherwise see mission rules on when does new deployment points open. For example, you simply read "The blue deployment points are now active", but Rebels don't actually know where it is unless there's a follow up "Resolve an optional deployment to the blue point" and you actually deploy (Rebels will know "Aha so that's one of the blue entry points!"). Otherwise, Rebels have no idea if it's "the new blue point" or was it still "one of the old green points" when you bring in fresh troops
Note: some mission might also disable deployment points, ex. "The green deployment points are no longer active; The red deployment points are now active; Resolve an optional deployment to the red point..."
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If you just don't use it on Storm Troopers it becomes much less powerful IMO.
Giving Stormies all of those extra abilities 3 times on one activation and the ability to re roll for surges is what broke that card. On a one time unit even with a lot of surges like a Probe Droid it is very powerful, but not over powered.
Wait until you see self-focusing True shadow'ed Snowtroopers
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A word of warning though: do you really want to win that mission and make your Stormtroopers stun machines? Rebels are extremely limited in their actions due to the round limit, having that card can easily snowball the rest of the campaign (winning as Imperial is now much, much easier), in fact Imperial Industry is heavily criticized everywhere due to the ability to give stun to literally any Imperial unit
If your goal is min-max and winning then yes go ahead, but if you're trying to make sure everyone's having a good time & having fun, I'd stay far away from Imperial Industry (and playing Means of Production)
If it's really that bad, I can lay off a bit, I suppose. Good advice, I don't want to destroy the game.
I see that you're playing (Precision Training) Assassin Stormtroopers. Ability to reroll any # of dice when attacking means a surge is pretty much guaranteed if you actually want it
Some other discussions regarding Imperial Industry card (just do a Ctrl+F and search for "Imperial Industry" on those pages):
What I'd do: do your best to win that mission since you've already spent the influence for it (unless your group allow take-backs). It's slightly biased towards Imperial winning (hey it's agenda mission, it's supposed to be hard for Rebels) at about 40/60, but go easy on Rebels afterwards if you managed to win. I'd suggest to use that card like an insurance policy: hopefully I don't need it, but if Rebels are starting to get out of control/I'm getting stomped then yeah I'll bring in those stun bot Stormtroopers
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A word of warning though: do you really want to win that mission and make your Stormtroopers stun machines? Rebels are extremely limited in their actions due to the round limit, having that card can easily snowball the rest of the campaign (winning as Imperial is now much, much easier), in fact Imperial Industry is heavily criticized everywhere due to the ability to give stun to literally any Imperial unit
If your goal is min-max and winning then yes go ahead, but if you're trying to make sure everyone's having a good time & having fun, I'd stay far away from Imperial Industry (and playing Means of Production)
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I guess one way to argue is that blast is resolved after the door (target) is dead, so it still applies
Precise wording of mortar:
Special: Choose a space within 3 spaces and roll 1 red die. Each figure and object on or adjacent to that space suffers damage equal to the damage results
I guess the difference here is between "Blast is resolved last" vs. "Mortar checks damage all at once". So Mortar would destroy doors but that's it. Also you're not really targeting a figure in Mortar (you're targeting a space)
I can see where Paul's coming from
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I guess you have to see it on the table to see how it works but why don't they just shoot the droid? Wouldn't that mean it needs to start again from the other side of the board and then move up again before it gets to do any attacking?
Also assuming that's not true how does Jabba make it obsolete? I've never seen this on the board in our area so it's wierding me out completely.
Yes you can 1-shot it, but with 6 ugnaughts keep respawning it I think you'd be wasting a lot of shots on that stupid droid
It's a companion that follows each uggy's activation. So it can go something like this:
ug1 - spawn, move; droid move, move
ug2 - move, move; droid move, atk
are you going to kill it? yes -> ug3 - move, spawn; droid move, atk. no -> ug3 - move, move; droid atk, move
etc...
auto +1 dmg with a green dice -> it attacks for about 3dmg with a 50% chance getting surges to bleed/pierce. Yes it's not a lot of damage per attack but they adds up
eWing could be a good counter but again you're putting 1dmg on yourself per droid that you know'll just keep coming back. Destroying the ugnaughts is the only way to end it and you gotta face the Bantha for AoE + eTuskens that hits pretty hard with RG dice
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Another house rule, cap Imperial hand size for its agendas, etc. An Imperial player can horde their cards until final mission and unleash them all on one mission making it impossible for rebels to win. I've seen 4 as a good max.
just for those "keep secret" ones, open information agenda cards are fair game
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If you're going campaign, those ally/villain packs mainly offers you is a side mission for the opportunity to bring them in + the physical miniature (Core only have paper tokens for them). I don't think it's worth it
Big/small boxed expansions though are totally worth it
popular houserules:
- if one side loses 2 story mission in a row, give that side 1 mission worth of reward (to prevent xp+credit/influence snowballing)
-(!!!) don't play Subversive Tactics as Imperial for your 1st campaign - ST focuses on inflicting strains which means Rebel heroes don't get to use their juicy abilities (a huge turnoff for new players), I recommend Military Might (it's got a Trooper theme)
- always play with 4 Rebel heroes no matter actual player count, otherwise some missions tend to be swingy (impossible to wound <-> huge map and not enough Rebels running)
extra & pitfalls:
- (!!!) 2 of the most commonly-forgotten rule: Rebel heroes (not allies) can spend 1 surge while attacking to recover 1 strain, recover 1 dmg if no strain; Rebel heroes can voluntarily suffer 1 strain to gain 1 movement point, limit twice. A lot of times these 2 WILL be the difference between winning & losing
- (!!!) threat = the current number on that red dial. threat level = a fixed number, see your campaign log. New Imperial players tend to always confuse these 2 (ex. Mission says "door have twice the threat level", Imperial player thinks "Oh I'll stop bringing in troops then" and making a 30HP door when it's actually supposed to be 6HP)
- go to BGG forum for a list of common mistakes. For example, AT-ST is Massive so it can't go indoor in campaign, but it doesn't care about that restriction in skirmish
- read the RRG, yes all of it. SWIA might be a lot more complicated than you initially thought, especially with timing conflicts, dice rolls, special ability, triggers, modifiers, LOS, "attacking" vs. "perform an attack action", "Allies" vs. "Heroes", doors, item limitations (1 armor 2 weapon 3 accessory) per hero, "reinforce" vs. "deploy" -
it just illustrates how crap AT-STs and tanks are...
I wouldn't write off the tank. You can attack twice and it's got a virtual 2nd-defence dice (~50% chance of getting it anyway if you actually rolled a 2nd def), and you can choose which to apply after dice are rolled.
I've been using it like a mobile E-Web and it's pretty good. It will die to unprotected focus fire, so you want to either (1) double-tap it, (2) move it into position to double-tap next round and surround your troops to punish all enemy that comes near, or (3) hit-and-run, can be problematic due to 2x3 Massive
but yeah AT-ST is definitely being phased-out in tournaments (and maybe General Weiss lists too). Houserule the ATST to be 10 (same as Tank) if you're playing casually
beefcake4000 reacted to this -
The only problem I see with new Luke is that it is totally possible to flub his attack roll and ther aren't many ways to manage that ( a couple of command cards is all)
The rancor is a perfect way to keep Onar alive, he really hits hard ( like, make you cry in the middle of the night hard) but needs a distraction or shield to keep him alive.
I still haven't seen eWeequay blow me away.
Even Luke's worst possible roll (3 surges) is 2 dmg and 3 Pierce.
He pretty much negates the black dice entirely.
His max damage is 7 with 3 Pierce
But ultimately his best mitigation for a bad roll is that he gets to attack twice.
There's so few units in the game that get to do that... especially with a 3 dice attack and +1 dmg built in.
Every unit in the game can fluff their rolls. Only some of them get re-rolls.
Luke Averages 5 dmg against a black dice and 4.5 against a white dice.
We all know that Obi-wan is amazing right? Mainly due to the low cost but he hits hard too. Well.... Luke's attack is a tiny bit worse but he gets to do it twice and that's all before deflect.
And don't forget that 16 health and a white dice and a built in evade is pretty darn solid defense too.
On average, with Son of Skywalker, Luke can kill Vader outright. That's pretty impressive.
Yep that's my thought too, Jedi Luke can slaughter Stormies and Vader - until I threw in Zillo and start thinking the big picture (other units & command cards)
in reality, it would be pretty rare for Luke to actually attack twice. You'd move -> attack -> attack, but then you're leaving him in the middle of battlefield to dry. Even with 16HP+auto evade+white dice he will still easily go down with focused hits, and 12pts is pretty expensive
My gut says ePigs (gamorrean) will love him since his deflect only works on ranged attacks
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To add to the above post, and I'm pretty sure there's only two abilities in the game that requires a "double-surge", and they're both from expansions. There's nothing in Core game that requires a "double-surge", so that would have been useless until those expansions came out.
I'm really curious about the logic process that lead you to this theory, since "double-surge" appears nowhere in the rules
not entirely, General Weiss's blast 3 needs 2 surge to trigger
what other stuff do you have in mind? I can only think of Explosive Armament

Anyone ever use 501st training in their campaign?
in Imperial Assault Campaign
Posted · Edited by ricope
Yep it's one of my fav card when I play Military Might. Troopers are a nightmare to Rebels once you got some xps in (esp. with Assault Armor + Combat Veteran)
Are you going to shoot that elite Stormtrooper?
Yeah = well it's got 7HP, auto +1 block, may reroll def
No = all 3 will focus themselves, with a high % that I'll shoot ~7dmg next time (BGG, ~+2dmg, and auto +1dmg)
Also if you use it wisely the attached troopers (kind of) will always have +2 speed
old: move 3, shoot, move 1
new: move 3, shoot, move 3
especially with Heavies so they're no longer dwarves
Haven't tried with eJets yet but I imagine it'll just make Rebels run away: 9HP, potentially shoot with BBGG, can move 4 -> shoot -> move 4