-
Content Count
530 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Calendar
Everything posted by ricope
-
Murne Rin False Orders with Focus
ricope replied to erik450's topic in Imperial Assault Rules Questions
Yes - Focus is mandatory, it must be used as soon as it's legal to do so -
Vehicle beside Tank and ATST?
ricope replied to SolkaTruesilver's topic in Imperial Assault Campaign
The Vehicles are AT-ST Repulsor Tank General Weiss (but you need to earn him) Jet Troopers (soon-to-be-released in Jabba's Realm, but card's already out) -
Yeah eJet fits a pretty weird role: you want to hit and run, rather than go in and kill everyone Interestingly, eJet is strictly better than eEBT assuming both are in close-combat (EBT shooting with red+green, eJet shooting with blue+blue+green), regardless whether enemy has black or white defense. % calculator here I think some people reported success running eJets + TC / Vader's Finest + Sorin (w/ Adv. Comm)
-
I think a lot of the problems in ST boils down to "new/inexperienced players". It's definitely not a newbie-friendly deck since you're denying them all their juicy abilities, and it requires a very specific build (i.e. Rebels using all passive-abilities) What this means for Rebels: pretty much all strain-related stuff are out of the game/much less appealing than before. Strain move? Not worth it anymore in most cases. Resting? Probably not unless you want to get shot. Surge-recover? Need all the help you can get but still not looking pretty. Special abilities? Not a chance especially when combined with No Quarter (straight damage) or Oppression (denies surge-recovery + Imperial units live longer) What Rebels can do: change build to all-passive abilities. I'll take Fenn as an example Old: Rebel elite for the blast 2, Suppressive fire to wreck more havoc with your havoc shot. Take cover for chance of dodge Now: Tactical movement (as always, but even more important now), Adrenaline rush, Trench fighter, Rebel elite You'll notice Rebel elite is still a very good card, just not as good anymore, and I'd put it at a much lower purchasing priority than before if I'm faced with ST Also Trench fighter is probably not worth it (as least I think I'd still take Suppressive fire) without ST, but now faced with ST deck you bet it's reversed and I'll take TF > SF
-
E-Web List - which command cards should I pick?
ricope replied to aRandomBoardGamingDude's topic in Imperial Assault Skirmish
Correct me if I'm wrong: your intention is to activate eWeb -> play cruel strike -> move -> play to the limit? First of all, eWebs can either spend all of its actions to move or shoot, but no mixing due to Tripod (so you can't move then shoot or shoot then move) To the limit's trigger is after you resolve a special action which eWeb have none by itself (unless you play cruel strike) what would work: activate eWeb -> first action shoot, play cruel strike as 2nd action (shoot 2nd time) -> play to the limit (shoot 3rd time) -> to the limit resolves and you're stunned eIO's Exec order is special action, and you can't Exec Order twice (you need single purpose from R2D2's pack to do that) A very common mistake for to the limit: you play it after you resolve a special action (not just any action), it gives you an additional action but it does NOT override the "may only attack once" or "may only use special action once" rule. You need something else to override them -
hard to say, completely different playstyles & tactics Rancor: optional 2 black dice defense (lose brutality but can now interact). Massive = really slow so Beast Tamer is pretty much mandatory. RGG = extremely high chance to get surge ePig: Cheaper, conditional bonus defense. 1x1 = much faster than Rancor. RR = pretty much no surge and of course there's also the command cards and "how does this synergize with the rest of my army" discussion I think it's quite balanced but we'll most likely see more melee combats (Shyla, ePigs, Rancor, Jedi Luke, and maybe Jabba)
-
Campaign Questions: Players/Heroes coming in and out?
ricope replied to MrTopHatJones's topic in Star Wars: Imperial Assault
It should be fine as long as there's no new players coming in once campaign starts My solution: tell the Rebel players that it's a long-term commitment, and the optimal player count to start a campaign is either 2, 3, or 5 players and play with 4 Rebel heroes no matter actual player count. So 2 = me + 1 Rebel controlling 4 heroes, 3 = me + 2 Rebel each controlling 2 heroes... If someone can't make it a specific night, just tell him that we'll move on without him, and someone else might be making decisions for his/her hero (ex. Diala player can't make it, so Fenn player will be controlling Diala+Fenn tonight) but if someone consistently can't make it (3 in a row), ask them if they still want to continue and I'll drop him from the campaign. Also at this time the other Rebel players should be quite familiar with the now ex-Rebel player's hero -
Emergency Medpac and when to use it
ricope replied to damnitjeff's topic in Imperial Assault Rules Questions
By "Ally" do you mean figures with deployment cards allies like Han Solo, Chewie or those big sheets heroes like Diala, Gideon, Gaarkhan? Allies can't rest since they have no strain. I'll assume you meant a rebel hero The trigger to use the medpac is "after you rest", so you'd have already missed the timing window. Almost every card have a very specific timing window. Your logic makes sense if the card says "during your activation..." Easy way to think about it: You may use it after you rest, but did you rest? No, you interacted. -
Thanks for the feedback! I would have to disagree on the principle "we shouldn't compare with other factions". I can see where you're coming from but imo a 5-pts Rebel should stand a decent chance&offer similar firepower as a 5-pts imperial. Otherwise I'd just take Imperial (which is the case with Sorin droids+people prefer imperial in worlds) I also try to avoid changing other stuff (HP, ability...) if possible because then we're pretty much looking at designing a new game Mak: I don't think he's close as good as Ranger Biv: I used eProbe as the closest I can find. How much does he need to cost so you'll take him again? Verena: don't quite understand, she's a single figure with no reinforcement cost Diala: problem is Obi's so good. Same as Biv, given her current stat what's an acceptable point cost you'd take? Saska: same as Diala&Biv, I'm curious on your thought on a "fair point"
-
First of all make sure you guys are not making any rules mistake. As mentioned above, "Endless ranks" allows Empire to bring in 3x rStorm for 5 vs.6, it does not allow Empire to bring in 1x rStorm for 1 vs. 2. I highly suspect it's the latter case because that card is pretty bad once you read it carefully some tips/strategies for Rebel: Gideon: get Masterstroke then Command away Garkhaan: get Unstoppable and try to be the first one wounded to get that extra +2 dmg. Otherwise (if Imperial player is smart), get Brutal cleave Fenn: Rebel Elite is amazing: 1 strain to blast 2 means Stormtroopers will drop like flies, don't forget surge-recovery and lone wolf, also Fenn's 1xp Tactical Maneuver is the best campaign card imo Diala: 2 possible builds (support or heavy-hitter). Support -> go for Force throw, Force Adept, Battle meditation, Defensive stance. Heavy-hitter -> go for Way of Sarlacc then get a weapon that can cleave. During my last playthrough my Rebel player killed off 11(!!) threats worth of units in a single action using WoS due to Shu-Yen's lightsaber
-
So I've been trying to fix up old units and have been observing "what units don't people want to use?" Back in April I've made some changes after playtesting: AT-ST 14->10. Darth Vader 18->13. Han Solo 12->8. Chewbacca 15->12. IG88 12->8. Weiss 16->12. RGC 15->12. Boba Fett 13->10. Kayn Somos 10->7. Dengar 7->6. Sorin 8->6 Of course I noticed these calls for a whole new round of adjustments: How much should these units cost so that you'll want to use them again? The units after ‘;’ are the ones I’ve used for comparison Loku 4->3; eAlliance Smuggler Mak 3->2; rAlliance Smuggler Biv 9->5; eProbe Droid BRY ranged attack but fairly average surge abilities. His "close and personal" requires melee and triggering his bonus +1 block means you're not far from dead. Even with a 4-point reduction to 5 I’m still tempted to take eProbe due to its sweet pierce, +dmg and recover 2 means it can take much more than 7dmg to kill Gaarkhan 8->6; Biv Fenn 9->6; rEcho Base Trooper, rAlliance Rangers Verena 8->6; eStorm, Leia, Davith, Shyla Diala 7->6; Obi-wan, Biv, Gaarkhan, Vinto I was going back & forth between 5 or 6. Her recover 2 and pierce 3 should be costly but she doesn’t roll that much surge on Red+Green vs. Obi. Her ability to reroll white and remove opponent’s defense dice makes her stronger than Vinto imo Wampa 6->4; rNexu, Dewbacks, Terro I’m not even sure what FFG’s original intention was: we got a 1x2 figure with dwarf movement and no mobile, high damage means nothing if you’ll be shot dead before you even attack. The bonus 2MP from Hunger helps very little on a melee figure. Nexu costs 4, can jump, can roll dodge and comes with free bleed and cunning (+1 block for each evade results) eWampa 8->6; eNexu, Dewbacks, Terro Saska 6->4; Greedo, eHired Gun, rHired Gun Unfortunately the current meta is the opposite of Shady Contact: mainly-Merc HK/Bantha/Bossk army with Gideon+C3PO (and potentially Jabba later) sprinkled in. Unstable device = She suffers 1dmg for a 50% chance of 1-dmg grenade, 16% chance of 2-dmg grenade, and 33% chance of 0-dmg grenade, not worth it imo Would these costs make them competitive again? All feedback are greatly appreciated!
-
Try to avoid 2 heroes & just play 4 heroes. Yes it's more stuff to keep track of at the end but it's worth it (for fun and balance) A lot of the missions isn't balanced with only 2 heroes. You'll have situations where Rebels can't do much because map is so big, or Imperial can't do much because the Rebels are literally impossible to wound
-
I'd say usually it's not worth it to actually "kill off"/withdraw a Rebel hero (i.e. flip then flip again), because pretty much all missions have the condition "Imperial wins when all heroes are wounded", so you could have wounded heroes A and B by the time you kill off hero A Some general tips: 4 heroes is the most balanced (Hey if you got < 4 Rebel players just have someone control more than 1 hero). 3 heroes with the wonky activation token passing or 2 heroes with double activation tokens are known to make some missions swingy Bring according to what you can afford, which will depend on the threat level. So bringing in Royal Guards (8) when the threat level is only 2 is a pretty bad idea. You need 4 rounds to save up the threats and if Rebels kill them both off you pretty much gave them 4 rounds of free time to run around. You never want the Rebels running around unobstructed Rebels will need to learn to balance between finishing objectives vs. killing your troops. Punish them hard & shoot them dead I swear solemnly by the Combat Veteran in MM. It's straight up goodness. You'll notice that almost all of the time that 1X 4xp card is much, much better than 2X 2xp cards Which mission did you guys play that went to 9 rounds? It's pretty rare since most missions end in 5 or 6 (with round limits or my Rebels are getting overwhelmed by threats - all wounded) If I'm reading it right, the Rebels are playing with Mak, Diala, and Gaar? Leave Gaar last to avoid his constant focus (workaround: throw that 1xp riot grenade attachment from MM on him). Even with 1/6 chance of dodging the white dice on avg will still suffer more damage than a black dice. I'd wound Diala first to make her fancy force stuff harder to use (lower speed & lower endurance & attribute tests worse) One of the most commonly-played strategy in MM: put Assault armor + Combat Veteran on elite Stormtroopers (and 501st Training, if you have that) Handy damage calculator: http://mattyellen.github.io/imperial-assault-calculator/
-
I'm not sure if this'll factor into your decision, but Gideon+C-3PO is 5 points not 6
-
Do You Ever Let Your Players Win?
ricope replied to brettdavis1991's topic in Imperial Assault Campaign
I usually like to play GM-style, and my ultimate goal is to keep the game challenging for everyone involved (including me) at all time If my players are really good, I will show no mercy in any of the missions. I might even give myself some bonus here and there if I'm getting stomped/snowball effect starts to kick in If my players are new, then I might handicap myself and make sub-optimal decisions, but my goal (above) stands Normally though, I will always make optimal decisions/do my best, and see how well my players can handle it. If they made a huge mistake (point of no return), then I will utterly crush them to make it a painful lesson. Otherwise, I tend to point out possible mistakes/possible Rebel combos before they make their move. I don't feel a win is justified by players forgetting stuff Oh and I also set a timer so that Rebels don't always go AP and turn a 1-hour mission into a 3-hour marathon -
Yeah I wasn't being clear on the wordings, players always say "I want to shoot at doors" when the correct term is "I want to shoot at the empty space that the door is occupying" (not an empty space -> does not have LOS) Bantha's a Massive figure. I thought Massive only blocks figures LOS to and from themselves (i.e. when a small figure is shooting at massive OR when massive is shooting at small)? How does X see ATST from here? Can X see Y? Can ATST see X? Can Bantha see Y? TBBAAT XBBAAY TBBAAT If X wanted to shoot at the ATST he could see it since nothing blocks LOS to Massive figures (except walls) For this one we played it as Storm didn't die so it was illegal, but I think if S1 actually got killed by G, then the door is a valid target for cleave? Can the Grand inquisitor target Storm1 and cleave door? S |T S1|T G Finally, I think the order of door blasting was cleared by Paul here
-
Some of the weirdest rule questions I've seen: E = E-web (large figure, NON-mobile), W = water (difficult terrain), T = empty space How many MPs does it take to move to X? EWXT EWXT TTTT TTTT to Y? '-' = walls, S = enemy EE|TT T|YYT T|TTT STTT B = Bantha, A = ATST, T = open terrain Can X see Y? Can ATST see X? Can Bantha see Y? TBBTAAT XBBTAAY TBBTAAT Can X see Y? Can ATST see X? Can Bantha see Y? TBBAAT XBBAAY TBBAAT Assuming X can blast, is there any way that X can blast Y? TTAAT XTAAY TTAAT F = Fenn, S = Stormie, '-' = Door, T = open space If Fenn targets (any of the 2) Stormie, triggers blast & destroys door, does Y suffers blast damage? Can Fenn target the door? TTS|TT FTS|YT Can Fenn target the door? S|T S|T F Can the Grand inquisitor target Storm1 and cleave door? S |T S1|T G If HK droids are attacking Diala, what's the order of the rerolls? Officer Order -> Jyn hair trigger. Is this legal? Bonus: What's your threshold before saying "this dice must be rigged"?
-
I just realized that vanguard also works on eJet I've had some relatively good results running eJet+vader's finest: move 4 -> 3 dice attack (not that strong though, BBG) -> move 4, they're excellent as harassers Also the opponent need to watch out for that stupidly amazing overrun
-
Yet-to-be-tested adjustment: Make Vader cost 16, keep his foresight, and add "Defensible" from the repulsor tank (apply +1 block or +1 evade while blocking) Vader is supposed to be stronger than Luke, hits like a truck, and is supposed to be extremely difficult to take down. Adding defensible means he's pretty much immune to 2-dice attacks and 3-dice attacks do about 3~4 dmg on him (lowest 0, highest 5, consistent 3~4) I think the problem is that Vader is supposed to be better than Luke in every way, but with their stats right now it's very likely that Vader's going to be crushed like a bug by his son...looking at that pierce 3. Adding defensible means Vader now stands a chance to not receive a 6 damage hit from Luke
-
Well, that only works if you mention Luke's sister in a menacing and slightly creepy way. So don't do that and you should be fine. Don't need Leia at all. Luke does 4 damage against Vader on average, NOT including Vader's reroll. Getting 2 attacks then using Son of Skywalker for another 2 attacks is 16 damage on average. Even with Vader's reroll, it's certainly possible. If you do it when you have initiative next turn that pretty much guarantees it as Luke will get 6 attacks. This is why vader need to cost 13-14 or have a free evade to prevent pierce 3 and could be 18 points. This luke is how all uniques would be I actually have houseruled Vader to cost 13, but I ran some numbers and it's not looking good for the Imperial side: Damage probability for Luke vs. Vader: 1 99, 2 95, 3 84, 4 61, 5 31, 6 9, 7 1 Vader vs. Luke: 1 83, 2 83, 3 79, 4 69, 5 51, 6 29, 7 12, 8 3 (strictly worse than Luke until 4+ damage, i.e. 69% chance Vader do 4dmg to Luke vs. 61% chance Luke do 4dmg to Vader) Luke vs. Vader+auto evade: 1 91, 2 77, 3 55, 4 31, 5 13, 6 3 (I would never take Luke then) Luke vs. Vader+auto block: 1 95, 2 85, 3 65, 4 39, 5 16, 6 4 (I think this is slightly more balanced - Luke is supposed to be weaker than Vader) Also don't forget his 2 abilities heroic and deflect. I'm having a really hard time thinking how much Vader should actually cost to be able to go head to head vs. Jedi Luke. Or give Vader extra abilities? Free targeting computers/rerolls? Give Vader heroic? Right now even with Vader costing 13 I think Jedi Luke is still better
-
What Vader needs is something like:Force pull: once per activation, when you declare an attack, before you declare your target, you may push one small figure up to three space to an adjacent space. You must target that figure with this attack. or something like Wampa's ability: At the start of your activation, if there are no hostile figures within 4 space, gain 4 movement points (or "you may perform a move", but these 2 have different implications on command cards/skirmish upgrades) but I don't think even that would justify 18 points
-
So basically if every square have the same distance away, the Rebel player may place it on any of them. Otherwise it's the closest square? For example: E=Empty, B=Rebel, A=ATST E B A A E E A A E E E E A A E E ATST move 1 space north... A A A A E O A A P E E E E E E E Both O and P are legal?
-
It's a subtle difference between "performing an attack" vs. "attack actions" Figures (everyone that's got a deployment card, not those big campaign hero sheets) may only use one action (out of the 2, normally unless you use stuff like Meditation) as an attack action. Assault overrides that and let you use both of your action as attack actions. In normal cases you only receive attack actions by performing an attack (use one action to attack) Heroic doesn't need you to use one of your available actions, it's a passive ability edit: it's the same idea in campaign where Imperial troops can only attack once since they're figures & not heroes, but they can still attack multiple times using cards (not an attack action) like Fire at will and Sustained fire). Also there's no "heroes" in skirmish, everyone is a "figure"
-
Suppose an ATST is pushing a Rebel figure, iirc the Rebel player gets to choose where that Rebel figure can go ("Any figures in its spaces are pushed into the closest empty space of its controller’s choice") Let's say this is the map: E E A A A B E E A A A E E E E E E=Empty space, A=ATST, B=Rebel If I move the ATST 1 space to the east, are spots O, P, Q, R all fair game to place the Rebel figure on? E E O A A A -->B?? E E P A A A Q R E E
-
PC screwed up, duplicate post
