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ricope

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Posts posted by ricope


  1. Yes, I looked at the Hoth expansion. Gotta say, was not impressed with the tank and its rinky-dink scale.

     

    I picked up Boba for myself...just because. I think the Twin Shadows and Bespin expansions will be nifty, but they are super expensive here in Ontario ($60 Cdn). I can find them online; however, I try to support the local store.

     

    Anywho, I picked up the Core set. My Boba expansion says it can be included with the core campaign, so that's a bonus. The store owner thought I should wait on buying expansions to see how the kids like the game (Smart). He thinks that Jabba's Palace expansion will be super. Hopefully he is right!

     

    Thanks for all the help folks. Feel free to keep adding pointers as you think of them.

    Whoa which store is that? 401 games sells TS/Bespin for 47CAD and Hoth for 70CAD

     

    Also, Boba's side mission does not require Twin Shadows. It's his skirmish map that needs TS tiles


  2. If you're going down the campaign path: get the boxed expansions before grabbing any of those small packs. The box expansions offers the best content/$$ ratio possible. So far there's Twin Shadows ($46) Hoth ($70) Bespin ($46) and later probably in late Nov/Dec: Jabba's Realm ($70). The $70 boxes gives more contents than $46 ones, obviously

     

    6 kids+you=7 people is probably not optimal, (un?)fortunately I've never had this problem since I never have > 4 players willing to play at once. The optimal is 5 players.

     

    Start using a timer if Rebel side's discussion is taking forever. 2min to come to a decision should be more than enough time. Cut it down to 60~90sec after they get the hang of the rules

     

    Finally, make it extremely clear to those younglings that it is a long-term commitment and a campaign can easily take up the entire school's semester to finish


  3. Speaking of tiles (maybe I need to start a new topic) I was looking through some of them today, there is the inside of a star destroyer bridge on the back of the cantina from twin shadows. What other tiles are there that never see use? I've never seen that one in a map

     

    iirc the Cantina side was used in TS mini-campaign #1 and the skirmish mission. The Star destroyer side was used for both of the possible finales in TS mini-campaign

     

    which brings back to the topic "tiles from expansion X never gets used outside expansion X, wouldn't it be nice that expansion Y also gets to use it?" and I think at least for now the answer is no, since FFG doesn't want to alienate players


  4. He's pretty fragile, sure.  However, I can't imagine what a pain he's gonna be in a game with 2 heroes.  That extra 10 health from Legendary is gonna make this guy a bullet sponge, even without blocking capabilities.  That's 60 hits to make him withdraw.

     

    I think it is well known those extra 10HP from playing with only 2 heroes are known to break some missions

    I never play with less than 4 Rebel heroes, no matter the actual Rebel player count, and I highly doubt it's a factor of consideration when they designed Onar

    Also in most cases I (the Empire) have absolutely no incentive to make someone withdraw...I could wound Rebel #2 with the same firepower to kill off Rebel #1, and in most of the missions "All Rebel heroes wounded" is an auto-win for Empire


  5. So eh back to topic: 

     

    Looks like it's very likely we'll have some huge tiles that overlaps with core tiles to create those interior rooms

    I'm still very curious on how the Sarlacc pit's going to work though since this is very likely a rule mistake by FFG marketing team

    Never saw the instagram pic, got any other ones? I'm excited for more missions

    I hope they introduce a new mechanism similar to the threat missions in Hoth: someone's going to have a slight dis/advantage until that mission is completed

     

     

    edit: Also there better be some good surprises in that mission. Otherwise I don't see there to be any reason at all for Rebels to not take the red path (I'm sure the intention is for Rebels to take the purple path): why move like 8 spaces when you can get there with only 4 spaces?


  6. I'm assuming this is your group's situation?

     

    1. You guys are pretty far into the campaign (ex. last story mission) and there won't be another side mission slots

    2. During the Imperial upgrade stage, the Empire spent 3 inf and bought an agenda mission

     

    If this is the case, the Imperial player gets the reward after Rebels resolve any side mission (but there won't be any), so I wouldn't buy that if I'm playing Empire. i.e. Imperial player will never get the reward...I'd say let him re-purchase stuff since it's a rule mistake & no damage done yet

     

    Remember that little text on the bottom of the card "After the heroes resolve any other side mission, discard this card and receive the reward listed below"? Empire does not get the reward right away


  7. I know that Jabba's realm is supposed to be a big box expansion, and should offer similar contents as Hoth, both contains 3 hero and 16 minis (4 pirates 4 Ga.guards 4 jet troopers 3 hero 1 rancor)

     

    So does anyone know (if announced) whether or not they have the same number of missions? I remember Hoth have 16 missions in total

     

    The thing raised my eyebrow was the # of map tiles. Hoth (under 'community wiki -> contents') is said to have 37 map tiles, but Jabba's Realm (under 'description') only have 18 map tiles?? which makes me wonder if Jabba doesn't have as much contents to offer as Hoth

     

     

    So can anyone help me in justifying the purchase?


  8. On that note, just one more question. Do Think I should use an elite smuggler or a regular one plus high command or smugglers run and on a diplomatic mission?

    Not sure which would be more effective.....

    I say go for the eSmuggler, rSmuggler in our casual skirmish has consistently been one-shotted by Stormtroopers (reg or elite). We even had a game where my Rebel player tried to spam rSmuggler (4 of them), and 3 of them died in one round


  9. short answer: No

    long answer: I think it's extremely situational. A reasonably competitive list I could come up with:

     

    Luke 10
    Leia 8
    Obi 7
    Davith 6
    C-3PO 2
    R2-D2 3
    Gideon 3
    Balance of force/on a diplomatic mission/combat suit 1
     
    Very good synergy with force users, with Leia giving extra attacks & recover by using the twin (Luke&Leia) strategy, C-3po & Gideon giving out focus like candies, but I think R2 is a sub-optimal choice in this list and I can't really find a <= 4-cost Rebel figure that's actually good (Looking at you Murne/Loku/Mak)

  10. Stealth is an attachment, which limits it to one group at a time and Shadow Armor is once per round.

    Yes but still, making an already hidden unit (pretty much) immune to damage from melee attacks once per round is pretty significant

     

    True Shadow is also an attachment, and putting it on Vader would be a waste of it and waste of massive threat. Vader can attack twice if lucky, compared to three trooper groups attacking 6 times. Waiting at least 3 rounds to be able to deploy Vader already limits the use you can get from True Shadow. And you would've needed to either win Vader or get As You Wish to boot. Sure, it would be 'an achievement unlocked', but there are much more effective combos in the campaign (like elite Trandoshans or elite Stormtroopers or elite Royal Guards).

     

    Agreed, perma-focused eStorm or eSnow is extremely deadly in all missions, but hey it was the finale so who cares :D

     

    also we play w/ houseruled unit costs (full lists of changes here) so during one of our missions I was able to drop him for 8 threats after winning his side mission + A Dark Power


  11. not a big fan of 'stealth', I've heard that it can break the game for melee characters (stealth+hidden+shadow armor=need 5 acc on a melee = impossible)

     

    True shadow is a lot of fun and is pretty brutal on Rebels. Perma-hidden snowie means can always focus+weaken/pierce 2 when they shoot

     

    True shadow+Versatility+Vader = perma-focused Vader, the most powerful unit I've discovered


  12. Are you asking about "replacing IG-88's mini with Boba's mini" or "replacing IG-88 completely (mini+cards) with Boba"?

     

    If it's the first one, go ahead

     

    If it's the second one...Boba got speed 6+mobile+3attack dice, IG got speed 5, no mobile+2 attack dice+can attack twice, they fit completely different purposes. I wouldn't recommend it as you might break some of the missions


  13. That is correct. You can use up to 4 grey, 2 red, 1 unique in your skirmish army but game only gives you 1grey+1red

     

    HOWEVER, after the Royal Guards/Officer/eSab nerf I don't think there's any "good" lists that requires 4 cores. I just print out proxy cards, hence the reason I vow to never play tournaments

     

    edit: got ninja'd by buckero0


  14. Also don't forget they can always move back 4 and shoot... so unless the target is adjacent, they've got a good chance to get the reroll. 

    That's what I was saying, and it's best way to play them I think (my Rebel player figured it out during our first match after I introduced those proxy cards). 5HP = same as eStorm = likely need 2 shots to kill

     

    on the other hand, I noticed in our casual skirmish that eSab is becoming less popular due to Zillo and the risk of negating pierce

     

    can't wait for Jabba to punish those trooper spam lists (+1VP/unit killed)


  15. The problem with the Alliance Rangers is, that they are not as good, as long as they don't get the reroll. On some maps it is quite hard to get 5 spaces away from your enemy and still have LOS, e.g. at the center of Nelvaania.

     

    Elite Jet Troopers are vehicles. Maybe buy a Targeting Computer for them?

     

    I got punished hard as Empire by those Alliance Rangers. They're not meant to be used in front of the battle line (unlike eStorms that got optimal range 3-4, these guys have optimal range 5-7). My Rebel player kept them in the back and only popping out to shoot as necessary, he would let them run back if there's not enough space, and they're also eligible for Reinforcements (edit: and Grenadiers)

     

    I thought about TC for eJet, the problem with that is it's tempting to straight up take the tank then for 2 extra points, tank hits much harder+virtual 2nd defense die+can shoot twice


  16. If Chewie and Han cost 20 pts together, that would be good IMO. Id either add 2 eRebel Troopers and C-3PO OR 2 eRebel Saborteurs and Lando.

    ~D

    My houseruled cost does put them at 20 (Chewie 12, Han 8), but I noticed in my casual skirmish the Rebel player usually likes to bring in Luke/Leia/eEBT+sprinkled with rSmuggler. I think eSab is becoming less popular in my group due to Zillo  

      

    Yes...I admit it I'm feeling that our "casual" game is becoming more & more like "competitive tournament" style play, but with a different meta due to those houseruled cost. For example I once ran Kayn w/ adv comm+eEweb+eSnow and it was a literal blast to play as the Empire


  17. Last weekend I've printed out some proxy cards for some of the Wave 8 figures for casual skirmish, and boy does it make a difference. 

      

    Alliance rangers are actually very good in terms of damage. The damage output is comparable to eStorms due to its auto +1acc and rerolls. Their optimal range is at 5 spaces. I think a solid Rebel list might start with 2 rangers in the future, just like some of the popular Imperial list starts with 2 eStorm right now

     

    Jet troopers are surprisingly weak. The regular version is total garbage (maybe if you really need some extra troopers AND you happen to have 4 pts left). The elite version is also extremely situational: you have to be within 2 space of enemy and frankly an extra blue die isn't that much damage. Pro: an extra blue dice. Con: must be within 2 space, dies pretty quickly, too many surges goes to waste due to inability to reroll. My eJet got completely destroyed by eEBT and it wasn't even close

     

    some extra stuff:

     

    rGamorrean Guards are also total garbage - I don't think I'd ever run more than one, that auto -1dmg and suffer strain to reroll atk dice w/ only 5 health means...I really can't think of a good situation of when these guys would come into play. Running some numbers shows these guys only have (against a black defense die) a roughly expected damage of 2 or 3 dmg per attack. eStorms beats them in every way possible

     

    eGamorreans however are totally worth their points - they're like the inverse Royal Guards (buff themselves vs. buff everyone else), but they hit much harder than rRGs due to the nerf and the reroll

     

    P.S. Never send out RGs on their own. They're tough & frightening but they will go down easily if there's no backup troops. Also eRGs are usually not worth it


  18. 1. I think this might potentially break the game, if not for all else it totally eliminates any replayability. Eventually Rebels/IP will realize "Aha! These are the best combinations!" Campaign should offer a dynamic gameplay and not players attempting to game the system

     

    2 & 3. Again, I think this might potentially break the game. "Pick whatever ally/villain you want" can totally swing some of the missions

     

    4. This is a less swingy houserule but still strictly gives Rebels advantage - you're basically giving them this reward for free without any drawbacks. What if Imperial had access to "Imperial Industry" from the get-go?

     

    Overall I think you're making unnecessary changes that might break the game

     

     

    Some suggestions (a.k.a. "what would I do")

     

    #1 is flat out "No"

     

    I understand you have some good intentions regarding #2,3,4, so I'd say "Imperial may pick ONE agenda mission anytime in the campaign (as long as you picked it in your agenda deck) to play by spending 3 inf (so no more random draw for that specific villain)" and "Rebels may pick ONE ally mission anytime in the campaign by spending 1200 credits" (same as Empire, no more random draws). Basically offer everyone  ONE chance to play at a cost, but without the random draw. Want that Cautious approach? Sure thing spend 1200cr & use up your once-per-campaign-chance and we'll play ISBs next. I really want that 501st training, so I'm going to use up my chance & pay 3 influence so that we'll play Bunker Buster next


  19.  

    I've been playing houseruled units for both campaign & skirmish since ~May, and I think it's quite balanced

    My old post regarding cost changes

    Backstories (i.e. how did I arrive at those numbers): 1, 2

    List of all changes I've made (and playtested):

    AT-ST 10

    Darth Vader 13

    Han Solo 8

    Chewbacca 12

    IG88 8

    Weiss 12

    RGC 12

    Boba Fett 10

    Kayn Somos 7

    Dengar 6

    Sorin 6, add "Imperial General: when defending, roll both black & white defense die and pick which one to apply"

    I like this. It looks very much like they should be costet, however IG-88 might have to cost 9 or 10 pts, because what I am thinking with him, is that he is comparable with the rHK's, and he is better than them, due to durability. But I would like to even consider him over my HK's and now, when I can get HK's and Greedo for the same cost there's no contest, if he was only slightly more expensive than the HK's, I would feel like there were reasons to take IGGY instead.

    Han should also cost more than 8. I get you're comparing him to Leia, but he is strictly better than her, distracting on a spd 5 model is really strong and 'I make my own luck' is a better version of one of the best cards in the game. 3PO is undercosted, but his spd 3 makes up for it (somewhat), I would price Han at 9 or 10 probably 10, like Luke.

    Vader is also to cheap for 13, because he has force choke. 14 points for him and we're talking.

     

    IG-88: I felt that HKs were about the same strength of IG (2 unit vs. 1, also *kinda* immune to white dice + rerolls), if IG have a shootout against a group of rHKs on the skirmish battlefield I'm not quite sure who'd won. IG's more like a "go in & kill everything", while HKs are more like "I'll snipe you dead from 6 spaces away" (min 4, min 6 if you add "deadeye")

     

    Han: I've left Han's speed as 4 since I noticed "Fly Solo" would be broken :)

    Vader would be a very good discussion. I mainly run him with "unshakable" from Bespin so that he actually costs 14 but has a way to get rid of harmful conditions (*ahem* stun *ahem*)


  20. I've been playing houseruled units for both campaign & skirmish since ~May, and I think it's quite balanced

     

    My old post regarding cost changes

     

    Backstories (i.e. how did I arrive at those numbers): 1, 2

     

     

    List of all changes I've made (and playtested):

     

    AT-ST 10
    Darth Vader 13
     
    Han Solo 8
    Chewbacca 12
    IG88 8
    Weiss 12
    RGC 12
     
    Boba Fett 10
    Kayn Somos 7
     
    Dengar 6
    Sorin 6, add "Imperial General: when defending, roll both black & white defense die and pick which one to apply"

  21. IG-88 can be very effective currently. Overcosted, yes, but I don't think that it's quite as drastic as being 4 points over. Perhaps 10 points for him. 9, if his speed was reduced to 4.

    I think a good point adjustments should be made by comparing internal (vs. other units in same faction) and external (vs. other units in different faction), both aim to answer "why would I want to take X when I can take Y?" and the answer should be "it depends on the situation"

     

    external: for final IG stat I looked at eStorm, eISB, Leia, and Wookies. For example, IG should have about the same durability as Leia, (sometimes) able to kill eISB, can outrun Wookie Warriors, have about the same killing power as Gaarkhan, but should be beaten by eStorm or Luke

     

    internal: This one's easier due to Bossk: both got +1Block, +2Acc, Bossk got auto +2dmg and ~Pierce2, IG got ~recover3 ~+2dmg. Both can perform multiple attacks (sort of, Bossk's IF is not an attack action), and Bossk also got regen so no trouble w/ stun, but hey IG runs 5+black defense & Bossk runs 4+white defense, so that makes it "it depends" 

     

     

    my first wave change was mostly Imperial units since I'm always the Empire in our campaign, did some playtesting and it was mostly trial/error/tinkering (ex. tried to make Han speed 5, then discovered "Fly Solo" in campaign would be broken since you would only have like 1 round to kill him)

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