Jump to content

ricope

Members
  • Content Count

    530
  • Joined

  • Last visited

Posts posted by ricope


  1. The more details you can give, the more tips we can offer:

    Which campaign? Core?

    Who are the 4 heroes?

    What class cards have the Rebel/Imp bought so far?

    Which mission have you won out of the 7?

    Are you using the anti-snowball rule?

    What's the most common cause of losing? Running out of time or everyone wounded?

    Lastly, make sure you're not making any common rules mistake like forgetting strain-move and surge-recovery, confusing between "threat" vs. "threat level", you may only "Special Action" once (Gaarkhan can't Charge x2), die is locked after reroll (so Diala can't keep on rerolling for that dodge), you can split up movements for Stormtrooper's reroll w/o being blasted...


  2. I think the answer is only restricted to Arsenal (IG-88) or Epic Arsenal (Gen Weiss), because for 99% of the case both players know exactly which dice makes up the attack pool, but that's not the case for Epic/Arsenal 

    So yes I'd assume based on that ruling "Run for Cover" is also useless against IG-88 or General Weiss


  3. Depends on the exact mission wording, i.e. "what is heal?"

    If it says "discard X strain tokens" like Murne's card then no, it does not overflow into health

    If it says "recover X strain" like Fenn's card then yes, you may get rid of damage as well

    RRG "Recover": If a hero recovers more strain than he has suffered, he recovers one damage for each strain he cannot recover.


  4. 3 hours ago, TeethAlmighty said:

    Another +1 for Adaptive Weapons. Especially if I put imperial industry on a set of Stormies to roll YG instead of BG. Interesting...

    If you have TechSup you can always use the starter card to get a free surge 

    I once played eStorm with imperial industry + experimental arms + 501st training while having Adaptive weapon. Shooting Green + Red x3 with reroll and having Stun on-demand...was not a great experience for Rebels


  5. 1. @theaficionado: grand tier

    2. @cnemmick: houseruling fix/analysis of older skirmish deployment cards

    3. @lowercaseM: weakness of unique/single-figure deployment cards

    4. @thereisnotry: skirmish map puzzle guide

    5. Obligatory for new players: Imperial assault is not available on FFG/sold out

    I do have some other ones but they're more campaign strategy related and aren't necessary on FFG forums


  6. 2 hours ago, Darth evil said:

    the Vader rolling his attack against Han who might have On the Lam is risky, since the Vader player would have initiative next round i would have Choked him and started with Vader next round and Choked him again

    If your opponent decides to discard cards then double force choke would still leave Han alive, not a great idea imo

    if I was his opponent I'd probably do the same: run Vader up and try to whack him. If Han decides to play "On the Lam" then I'll try again since I have initiative next round anyway (move -> attack)


  7. 1 hour ago, TeethAlmighty said:

    I'm up against 3 white die heros

    If you have eGamorreans, those guys love white defense: basically anything except dodge is gonna hurt a lot

    You want pure damage against white dice and any units that relies on ~: +dmg tend to do poorly

    r/eRiots from HotE works pretty well too

    Not to mention if you got adaptive weapons you could just move up Heavy Stormtroopers and blast them with Red+Red too


  8. 10 hours ago, TeethAlmighty said:

    When you say rush, you mean  wait to make that your first xp purchase, even before technical support?

    Technical Support is too good to pass up (1xp to give all droids +1 speed)

    So my build usually goes something like this: Technical Support -> Adaptive Weapons -> Cloaking device -> Arc Blaster if I still got the xp for it

    10 hours ago, TeethAlmighty said:

    I'm worried the losses will accumulate if I wait too long

    Yes it's definitely difficult only having Technical Support for the next ~3 missions or so. You need to play really well with Droids while waiting for that sweet 4xp Adaptive Weapon


  9. TechSup have 2 main builds: You either rush Adaptive Weapons or slowly build your attachments and get Superior Augment last

    I like the first one more: no restrictions on who got attachments. Upgrading Stormtroopers to Green+Red with rerolls x3 is pretty painful for Rebels. Think that dumb rProbe is just hovering there? Well now it'll shoot with Blue+Yellow+Red. Even Officers are much more deadly (on-par with heavy Stormtrooper) with Blue+Red

    Activation advantage are not necessarily damage-related. Let's say you got a Stormtrooper group and Jyn left and it's your turn

    Activate Stormtrooper = Jyn quickdraws

    Now if you got another group (ex. Officer), even doing nothing is better than letting Jyn quickdraw your Stormies. The ability to "pass" or "do nothing and see what rebels will do" as imperial should not be underestimated


  10. I think the problem is more along the line of the power curve, and the ability to do outrageous amount of damage in one shot

    Back then there aren't that many units around when doing 2-3 damage per shot is the norm. This is partially why eStorms were great: they are able to withstand at least 2 shots + free focus + run the last guy away. Although the last one has been errata'ed. Leia was a great option: solid attack + recycle CC + free evade + give someone else free attack

    Nowadays it's not uncommon to do like 6-7 damage per shot with all those Hunter CCs and Focus going around. People don't like to bring in figures like Leia because she might get one-shotted. Can you imagine being able to one-shot a 8HP figure with free evade when she was initially released back in wave 5?

    When Bossk and Inquisitor was initially released people were crying out they were OP. Nowadays Bossk becomes tier-2 and TGI dropped to tier 3 because of units like eWeequays and AT-DP that can consistently do 5-6 damage per shot


  11. As soon as your opponent activates a figure, before it did anything yet

    ex.

    opponent activate Vader

    You say "hold it! I'm going to play OW"

     

    the same goes for multi-figure activation groups like jet troopers: you decide which figure (ex. opponent done with Stormie #1, you play OW as soon as your opponent activates Stormie #2 and kill off Stormtrooper #2, opponent activate Stormie #3, end-of-activation)


  12. I think there's a gap in your knowledge on "open group"

    A deployment group (like Riot Troopers) can have multiple figures. It's still one group

    ex. Stormtrooper group have 3 figures, Riot troopers have 2, villains like Vader have 1

    When you initially pick open groups, you pick groups not figures

    When you deploy a group onto the map by spending threats, you place all the figures in that group to an active deployment point, as close as possible


  13. 3 hours ago, TeethAlmighty said:

    In general, if one figure costs the same as a group of two (or three), is the wiser choice to go with the group? 

    Some more "advanced" strategy threads if you're interested. Word of caution though: they're fairly long to read, especially the last one

    By "advanced" I mean the rules are there, it's more about the "I didn't realize you could do that" type of stuff

    Single figure group vs. Multi-figure group deployment analysis

    Generic Rebel strategies

    Generic Imperial strategies

    Playing around with LOS, especially useful for showing Stormtrooper's reroll while avoiding being clustered together/blasted by Fenn + countering Jyn's Quick Shot. Basically everyone shoot then disperse instead of everyone do move 4, shoot and done = great target for blast

    Biggest shout-out: tiered analysis for every figure released thus far. It's for skirmish but it transfers to campaign as well (i.e. if it sucks in skirmish, it probably sucks in campaign too). I wouldn't take anything in tier 3 or 4 for open groups unless I know what I'm doing or it really synergizes with my class deck)


  14. 6 hours ago, TeethAlmighty said:

    Okay, interesting! I'll have to study up on these. I heard imperial industry is a good agenda card? 

    We're going towards the realm of discussing strategies now 

    Imp Ind is a attachment reward card that allows that Imp group to do ~: Stun. This is beyond annoying/borderline broken and will easily cripple the Rebels if you have a reliable access to surge. You still need to draw + win the 3 inf agenda mission "Means of Production" though

    MM: Straight up boosting firepower. You can get them in any order but I'd get ComVet only after Assault Armor: Sustained Fire, Assault Armor, Combat Veteran, Shock Troopers

    TechSup: 2 different builds, you either rush Adaptive Weapons or buy a whole bunch of attachments and eventually get Superior Augment. So if you're going the latter one then leave SupAug last

    I'm not sure how much contents you own, but I've heard Hutt Merc from Jabba's Realm box is also very solid: in that one you rush Guild Hunters and suddenly you'll never have wasted surges. Old: 2 surge on eStorm, 1 goes to waste because you can only spend 1 for +2dmg. Now: you can do ~: +2 dmg, ~: Pierce 2, ~: +1 dmg, ~: Hide

    Imperial deck poll

    Mission balance poll


  15. 6 minutes ago, TeethAlmighty said:

    This is a logical solution, and thanks for the response! But I  really don't want to ban any characters.  I'm taking over because the former game runner has been itching to play a hero, MHD 17 in particular, and I'd rather the players have complete freedom when it comes to choosing heros (even if it does make my life difficult) . 

    I was more wondering about advice in terms of tactics, class decks, agenda sets,  etc.  to keep it close. I've already reconciled myself to the idea I will lose the campaign. For example, I've read that subversive tactics is strong...? Might that be effective on Hoth with this group? 

    Yeah you'd have a hard time on Hoth campaign vs. MHD-19 + Fenn + Gideon + Mak since 3/4 heroes are tier A+++ imo

    SubTac is strong against new players when they don't know how to build their characters around it

    I'd go with Military Might or Technological Superiority: this way you stand a chance to wound 1 hero every turn. Again this might be difficult when MHD-19 is in the team

    I usually don't ban specific heroes too but I am an advocate for banning specific combo: you'll be in for a rough campaign if 3/4 Rebels are from Tier A+++ (the ones listed above plus Fenn and Gideon are generally considered top-tier imo. MHD-19 is top-tier too but only in Hoth campaign)


  16. If I were you I'd ban MHD-19 on Hoth campaign due to his healing powers. Especially in missions without timer (there's a lot in Hoth) it's borderline impossible for Imp to win when he can just undo all the damage

    If Rebels decides to go with Gideon + Mak + Jyn, then I have no objection on the 4th hero (pick whatever they like, except MHD-19)

    If they decide to go with Gideon + Mak + Fenn, then I'd ban the 4th hero as being: MHD-19/Diala/Shyla/Vinto/Drokkatta (i.e. if you want to get steamrolled as Imperial, get Rebels to pick Gideon + Fenn + Shyla + Diala)

×
×
  • Create New...