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Posts posted by ricope
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Whether or not Han has initiative token has no effect here: the initiative thing only comes into effect when there's a conflict (like both abilities trigger "at the end of the round"). Here you follow the normal mission event -> attacker -> defender

Clawdite gets to use the 3MP before Han triggers Return Fire. There's also an existing ruling for eJet about being able to run away (with its bonus 2MP)
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Don't remember campaign but they're definitely used in skirmish
Hired Guns map from Wave 3 comes to mind
jconway2002 reacted to this -
34 minutes ago, Pollux85 said:Gasp! How have I never noticed this card? It's like the anti-Fenn card!
Yep, that and Mortar are pretty much the only good cards in AO deck
btw it's not just anti-Fenn, it's anti-all-keywords at a cost of 1 threat/use
MadFuhrer and TeethAlmighty reacted to this -
Reroll is a bit finicky to implement: it all depends on what was the result and what abilities each unit have. Take Han for example, let's say he rolled the maximum dmg possible: 2D on blue, 2D on green1, 1D1S on green 2
Theoretically you wouldn't want to reroll, but if your opponent rolls an evade then you'd want to reroll green 2 (and thus make it looks like you're making suboptimal decisions: why are you rerolling perfect rolls? when yes you're deliberately trying to reroll that surge:+2D away)
I'd love to see some kind of "if X then Y" triggers
Deadly is "if surge then -dodge"
Weaken is "if surge then -surge" or "if evade then -evade"
You can also somewhat simulate reroll with this: Vader's foresight would be "if 1 block then +1block" and "if evade then +1 block" (you can usually reroll into something better). Against enemy that can do surge:Pierce 3 you'd just remove the 2nd if-then
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Easy way to think:
A special action may only be performed once during your activation
This restriction is why Officers can't Order x2, but it's legal for vanilla Vader to Force Choke+Brutality
Hatred Vader's bonus force choke happens at the end of round, thus bypasses this restriction: technically end of round bonus says he activates, but it's not during his (during a normal round) activation
No such bonus for Chewie, so Chewie can still only slam x1, regardless whether you spend an action to do it
topacesteve reacted to this -
On 06/03/2018 at 10:20 AM, neosmagus said:Krennic is Engineering Corp - hence being in charge of the death star construction. Maybe name the skill something relevant to that? He's definitely not a spy.
The "Super Spy" ability? I agree it's just that I haven't got the time to come up with a good name yet: Adaptive Armor? Reactive Armor? Advanced Defense? Stealth Cloak?
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On 06/03/2018 at 9:13 AM, ATM2100 said:That ATST looks to be equal with Weiss, was that your goal? This thing has almost as good defense as weiss who averages 2 + serge block or 4 blocks with the occasional 5 or 6. This one can get 4 block for 4 points less. He also gets to do that free movement which has ups and downs compared to field general. Thes one gets all the accuracy that weiss needs two blue dice for as a passive ability. In short, if this became an official card; the poor general would be obsolete.
Suggested: (I don't have anything beyond Bespin) Lower the accuracy bonus? maybe to two or three, I would probably increase the cost by one but I don't have much so if that is too much for people who have it all, I'll just increase the cost by one as a house rule. Other than that all of it looks reasonable.
On the Bothan spy, It says that you may reclaim a card that costs one, I would maybe add "Or less" to the card unless there is a specific reason why you didn't.
This Is just as I see it, but over all Good Job.
Yeah General Weiss is in a weird spot: he's supposed to be a heavy attacker and a field commander but he sucks at both. My AT-ST tries to fix the attacker and act as a replacement for the Core game's AT-ST and should be used similar as the AT-DP (but better, obviously)
For Bothan spy yes it's intended: Ironically I've noticed there's a lot more great 0-cost cards that than 1-cost cards: Take Initiative, Celebration, Element of Surprise...imagine being able to cycle them over and over again at only 2VP
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1 hour ago, Methantilus said:That being said... I can't find any special actions that grant movement points in order for that blurb in the rules to even be relevant. Everything either falls under an "interrupt" (to perform a move) or grants movement points to another figure (which then must be spent or lost immediately due to not being the current activation), or moves spaces rather than granting movement points. Am I missing something? (looked through all deployments, hero cards, class cards, and rewards).
The 2 most common ones are Imperial Officer's "Order" and the "Urgency" command card
In the case of urgency you must spend all of the MP at once or else it's forfeit. Normally if you have 5 MP you may move 2 -> attack -> move 3. With Urgency you must move 5 (if you only choose to move 2 then you forfeit the leftover 3)
Methantilus and TeethAlmighty reacted to this -
2 hours ago, Pollux85 said:Wait, does that mean he can also only give out 1 strain if he's got Masterstroke and Fearless Leader?
No, he does indeed allows 2 strain recovery
Both Masterstroke and Fearless leader have the trigger "After you resolve Command". So if you must trigger them (if you want) right at that point or you forfeit the time window
Easy way to think: Mobile Tactician grants Gideon 2MP after resolving Command. However if you decide to spend MPs there and then...then it's no longer "After you resolve Command" because you moved, so you can't do Masterstroke/Fearless leader anymore
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4 hours ago, topacesteve said:So all the above are legit even if the attack misses...
Just a heads up, there's a minor difference between "attack miss" vs. "rolled X on the white die" (dodge)
Your opponent rolling X does NOT mean the attack missed. It matters for abilities like rJawa's Harass or Drokkatta's Shrapnel
A missed attack means the attacker didn't roll enough accuracy, or command card shenanigans like On the Lam
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3 hours ago, Tvboy said:Is there any campaign content or is this going to be skirmish only?
My main focus is the skirmish one although I'm pretty sure they work well for campaign as well. There's also the campaign version of Krennic and Jyn but I haven't got the time to make up their respective agenda/side missions yet
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39 minutes ago, Darth evil said:what the empire needs is low cost activations and something to focus, you just can't compete with Rebel and Scum 3-5 cost uniques with incredible value.
On the contrary, I think the Empire needs a way to deal with Rebels/Mercenary's Focus but giving Empire Focus is going to make them too OP. I'd much prefer an Imperial ability to strip away Focus or doing some sort of mass-condition swap. Oh you're going to focus up eWeequays and everyone else on Round 1 using Rebel Care Package, trying to one-shot Terro? Imagine if suddenly there's an ability to turn them all into Stun/Weaken. Would you still Focus up?
If we continuously buff up unit's firepower it won't be long until (and it's already happening) we can one-shot figures with 8-15HP
subtrendy2 reacted to this -
This pic's been floating around, apparently someone took a screenshot before it was taken down
I've been toying around with Death Troopers in my post here, can't wait to see how it'll actually turn out
Fightwookies and MegaSilver reacted to this -
7 hours ago, Cry Ptic Life said:Really? We’ve been playing the other two players have two activations and the legendary reward card.
1. Yep, we recently started and starting with core.
2. Fenn and Mak, both with two activations and the legendary card.
3. Rebs
Mak
No escape
Fenn
Rebel Elite
Take Cover
Armoured gauntlets
Infintry rifle
4. The basic card and Adaptive weapons
5. Can’t remember, but pretty sure I wounded them.
6. No idea
7. I think maybe it’s becuase I take my time, and I usually save my open deployments until one of the end events, so when the end event happens I usually get a deployment, so with that free troop I deploy everything I got so I can focus fire and so they don’t have time to retreat.
sorry it took so long to reply. I’ve been busy, and I play on two different houses and sometimes things get confused.
Some thoughts:
- it's well known that 2 hero w/ Legendary is a lot more unbalanced than 4 heroes. Always play with 4 hero for optimal balance: make people play multiple heroes if needed. My fav campaign is 1v1 (me Imperial vs. another player controlling all 4 heroes)
- Fenn is a S-tier (super) hero and Mak is an A-tier hero, so yes combine those 2 with Legendary you'll be having a hard time as Imperial
- I see you went with Adaptive Weapon route. It's an awesome 4xp card but again having 2 Legendary will makes the game a lot more swingy imo
What I'd do if I were you:
- use the anti-snowball rule here
- play with 4 heroes next time, and if your Rebel's cool with it start immediately play with 4 heroes. Give the 2 new heroes the equivalent amount of xp (but no extra credits though) and make your Rebel players double-duty. Don't worry even though they now have 4 guys on board instead of 2, their total Health and speed are now also spread amongst 4 instead of 2
- check the mission balance poll as well: if you're losing the ones that favors Rebels then don't feel too bad
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Pics and examples if you don't know the Anti-Jyn LOS movement tricks: https://teamcovenant.com/general/not-quick-enough-overwhelming-jyn-odan-an-ia-case-study
Also this is how you utilize Stormtrooper's reroll without being blasted: you move then disperse (ex. move 2 -> shoot -> move 2) instead of move 4 -> shoot -> end of activation and being blasted/cleaved by Fenn/Gaarkhan/Shyla...
So for an experienced Imp player the final position in that pic might look something like this (assuming there's still open space to the left):
# = Stormtroopers, J = Jyn
1 _ _
_ _ _
_ _ 2
3 _ JTeethAlmighty reacted to this -

Yeah I'd imagine IG-88 being able to shoot like 9-12 times/round if he got New Order'ed/Blaze Glory'ed/Change of Plan'ed... if that "Limit once per droid" isn't there
Masterchiefspiff and Fightwookies reacted to this -
30 minutes ago, King_Balrog said:Of them feeling underpowered to me considering focus is such a big deal in the meta. I respect that you don't want them to have access to it. I just want them to remain competitive and not be taken off the board quicker than they can contribute in a meaningful way. I think their cost is fine but they need a slight buff. Either way we are still discussing semantics on a non canon unit anyways. Sorry for seeming pushy.
Oh no it's fine, it's just that I felt (like you said) Focus is such a huge part of the meta nowadays for Mercenary (eWeequay, IG...) and Rebels (C-3PO + Gideon combo) so I didn't want to make them too good
Imperial's got good attackers so we don't need to buff their attacking power further, but they're the biggest victim when it comes to doing insane amount of damage: see my point #2 above about Terro being one-shotted. Not even Vader can beat the single-attack damage output from Focused Merc/Rebels figures slamming down all those Hunter CCs
Lastly I try to balance it out a bit with Force Holocron (ex. Vader for Imp, Maul for Merc, Jedi Luke/Obi-wan for Rebels) so that every side has something to deal with conditions in case it does get out of control for your opponent
P.S. Don't want to be penalized by eDTs or Force Holocrons? Don't Focus up on round 1! (which is exactly what I'm trying to discourage here)
btw I've did some playtestings on ePar, they're more powerful than it looks on paper because of Rapid Fire, think of it as Merc's version of eSentry (they don't even have the -1dmg as eSentry), but also with atk/def buff depending on faction, and even though their attack pool is nothing spectacular they usually have no problem shooting 3-4 times per activation
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6 hours ago, King_Balrog said:What about a permanent +1 Dmg (instead of straining for +1) to the ePartisan, keep the pierce 2 as is, as well as add strain for bleeding, hidden, or weaken? I'm still not sure that would "fix the Problem" though...
I've toyed around with that idea as well, but giving ePar static +1 dmg with Rapid Fire means they got a solid chance of removing 2 Imp figure in 1 activation (all attacks vs. Imp gains +1 damage and +1 surge for free). I'm unsure what's this "problem" you're speaking of, that a 6pt rPar can't win against the 9pt eStorm? or the 8pt ranged ePar can't win on a 1v1 fight against the melee eGamo in close combat?
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For element of surprise there will be no defense die to roll in the first place, because the defense pool is still 1 die. But yes this is something completely different from Cross Training
You're correct for the figures you've mentioned: you probably don't want to attack eDTs with figures having beneficial conditions, which includes IG/BT-1/Maul
For Jyn Erso yes it's intentional: she's a 7pt multi-role support. If you're truly willing to give her up just to block CCs then I guess I'd be fine with that as your opponent. Besides she only have 8HP so she'll die if you focus her down: she's nowhere close on the same firepower/durability as Obi-Wan
Lastly not all CCs are blocked. You can still play CCs like Take initiative, Urgency, Cruel Strike, SoS, Blaze of Glory... but yeah you'd want to take her down ASAP if you want to play CCs like Assassinate
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3 hours ago, King_Balrog said:I was trying to show that either r/e Partisans would lose in each confrontation against your listed comparison figures. (meaning I think they may be on a lower tier than them~ weaker)
I'll do some more playtestings, but usually a battle is never fought 1v1, and yes a group of rPar would lose against a group of eStorm simply because they don't have enough bodies (2 rPar vs. 3 eStorm), but they're also supposed to lose because of 6pt vs. 9pt. Or did I misunderstand you and you were talking about something else?
ePar would probably also lose out to eGamo on a 1v1 fight yes, because one is ranged and the other one's melee: if ranged units is going to have the same damage output as a melee, then why take melee at all? I could do 5 damage per attack from 7 spaces away while hiding safely or up and close while being shot to pieces. I'd have no reason to take eGamo then
King_Balrog reacted to this -
4 hours ago, futil said:I love :
- The choice on defence dice ! But not after seeing dice. It will drive into issue with the reroll ...
- The disorient ability should be rework to remove the condition if the hostile figure suffer 1 damage (like the command card). Adding 1 green dice is a game mechanic pour IG and BT1.
- The fact that the partisant can't become focused.
- Counter Intelligence : Good way to gain VP with your dead cardDislike :
- The Alliance and Millant ability : Make them unbalanced.
- The communication Jam is too powerfull for skirmish
- Cassian should by spy instead of smuggler
- Bothan spy are to similar to thealliance smuggler. I rather have them Trooper/Spy instead of smuggler (again ??) and give them the same working from wookie avender : conver your dodge into evadeForce holocron : like the force user usage and the concept but don't see the usage. Might it be more valuebale for 2 Points to suffer 2/3 stress and let you decide to change 1 condition on any figure.
Allow to transform the focus into stun on an enemy or revert your stun info focusRerolls: I've thought about it when designing the card and I don't see any conflicts: if I roll a black + white and you make me reroll white and I reroll into a dodge, then yes I'm sticking with the dodge
Disorient: I can change the name, but making it trigger after hostile figure suffers damage completely changes their role: Imperial already have great attackers (eSentry, eJet). eDT fits more of a Royal Guard protector role and just yells "shoot me!"
Communication Jam's purpose is to prevent all modifier CCs being played (ex. Assassinate, Positioning Advantage, Blitz, Tools for the job...). Have I messed up the wording? It's supposed to be strong: Jyn's at 7pt which is as expensive as Obi-Wan yet she only have like 8HP
Bothans: The thing is, Bothan aren't really "Troopers", are they? I've had an alternate labeling where I simply said they're Spies. Does adding Smuggler make them too OP?
Force Holocron: exactly, I wanted something for all faction to transform mass Focus into mass Stun and vice versa. Now if everyone's still spending their round 1 focusing up/hidden (ahem ahem, eWeequays) the opponent will simply transform them all into Stun and have a huge advantage on round 2
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8 hours ago, King_Balrog said:To me the Partisans look like weaker versions of Rebel troopers (ability wise) with potentially more health per unit. I do like that their effects when attacking/defending are determined by the army they face; a very interesting idea to put into play. I think eStormtroopers vs.
rPartisonsor eGammos vs.ePartisonswould wipe the floor with each of their respective foes. (Maybe even a victory for eStormies vs.ePartisonstoo...)I'm a bit confused with the crossing: are you saying eStorm is going to win against a eGamo? Because that's not going to happen
ePartisans should have similar damage output as a eGamo (except ranged), and similarly rPartisans should have a similar damage output as a eStorm
Partisans are nowhere on the same level as Rebel Troopers though: RTs have pathetic damage output due to the lack of surge for +damage, and blue+yellow is a lot worse than blue+green
King_Balrog reacted to this -
The grey Death Troopers were built from the power curve of elite Stormtroopers which I still think is the foundation for Imperials. No reroll means their damage output is lower than it looks (blue+blue+green). Their hide/focus stripping ability are completely useless as long as you don't shoot them with Focused/Hidden units which is exactly what I'm looking to discourage here
Also yes, I'm tired of units being one-shotted (as mentioned in my 2nd point). Anyone with figure cost >=4-ish should take some work to bring down
I'll look into Partisans but there's always a risk of making a unit too OP once you start adding extra abilities that can do damage. The regular ones are on-par with elite Stormies, and the elite ones are on-par with elite Gamo
King_Balrog reacted to this -
TL;DR: scroll to bottom for link
Over the past several weeks I was tired of waiting for an announcement from FFG, so I've decided to make my own card. However there are several interesting things I've noticed in the current meta:
Too many Focus going around in the Rebel and Mercenary's camp
- Let's face it, Gideon and C-3PO are almost mandatory for any competitive lists because they hand out Focus like candies
- Weequays can absolutely wreck anything not only for their reroll, but also for their ability to Focus up + Hide to prepare for the next round
- Focused figures are able to dish out an enormous amount of damage in one shot (see next point)
The ability to do insane amount of damage in one shot
- 2 main factors in play here: Focus and Command cards
- Hunter command cards like Assassinate, Tools for the job, Heightened Reflex are so good because they can be played after seeing dice results. Focus up a figure and combine all those command cards and we have a monster that can do 8-10 pure damage per attack. I recall a previous story about a 13HP Terro (with black defense die) being one-shotted by Onar
- If units are consistently able to do outrageous amount of damage in one shot, eventually we'd need figures having 15-20 HPs before they might NOT be one-shotted
Rebel's signature ability are command cards, but a lot of command cards are shunned for fear of becoming dead-weights + there are so many good ones to choose from
- Both Imperial (Zillo) and Mercenary (Black Market) can get rid of dead-weights, yet there's nothing for Rebels, especially after Leia isn't as popular nowadays for fear of being one-shotted (see point above)
Hidden was introduced in Wave 6 Bespin, but frankly it's nowhere as popular as Focus. It's a signature for spies but even eISBs usually favor the +2dmg over hidden
My attempt at fixing those problems:- Make units immune to Focused attacks
- Give units ability to strip away Focus
- Restrict when/what command cards can be played
- Disincentivize Focus, penalize swingy command cards like Assassinate
Map creation by Vassal engine
Skirmish card and deployment card creation by @Bitterman deployment card generatorI haven't discovered any broken combos from my playtestings, but please let me know if you've noticed something's too powerful/weak or if there's a wording mistake
Link to deployment cards: https://drive.google.com/file/d/1R7J_HnCClPCj7DJUDV56zxXVL_mO-RD1
Link to skirmish map: https://drive.google.com/open?id=1sfepzbBRteJDZyhvXxCsdZdKvUeb4JU9

Hit and Run command cardvs Solos Return Fire
in Imperial Assault Rules Questions
Posted
Yep, basically the golden rule is that:
All movement points gained during your activation goes into a pool, but
if you gained them as from a special action (ex. playing Urgency during your activation) OR if you got them from out-of-activation abilities then you must spend them immediately
Also I forgot to clarify that yes the eJet ruling was a bit different because it was from call of vanguard (out-of-activation), eJet can't run away shooting Han Solo (and avoid return fire) during a normal round/gameplay