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ricope

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Everything posted by ricope

  1. Might not necessarily be the answer you want to hear: if I got 6-8 people I'd just split it into 2 group and have 5 of us play IA + 3 other people play something else 5 is the perfect number Anything more than 5 means there'll be more downtime (I've come to notice that I prefer 1v1 nowadays: me Imperial vs. someone else controlling all 4 heroes, everything goes super fast) and no guarantee on mission balance 6: you can try to have 2 Imperial players discussing Imp strategies 7: same as 6, but throw in an extra Rebel ally (and give Imp the corresponding threats) 8: not sure Again like I said, I would just cap it to no more than 5 people, but those are some of the houserules I've seen for 5+
  2. A "Villain" is a keyword and has very precise definition in the RRG, so unfortunately no as much thematic as it sounds he's not a villain
  3. I'll assume you're referring to Fenn's 1xp Tactical Movement in campaign: all depends on who's that "someone" If Fenn give it to himself, then yes Fenn can use it whenever he wishes If Fenn give it to someone else then it must be spent immediately or it's lost
  4. I'd price a faction-wide Fury of Kashyyyk at 5 pts but yeah that could work
  5. I use something similar but only for wave 1 and 2 allies: if you won the side/agenda mission then you get to use the skirmish attachment when you bring it in. For those that doesn't have an official fix (like Weiss, Kayn Somos) I apply a negative cost
  6. Not necessarily Twin Shadow is on Tatooine, introduces Weaken condition Hoth is on...well, Hoth, introduces Boon/Bane mission (Rebels get penalized forever until it's done, but if they win they'll be rewarded in future story missions) and some map explorations (only lay down tiles XYZ in the beginning) Bespin is on Cloud city, introduces Hidden condition Jabba is back to Tatooine again, more map exploration/swapping out HotE is on Coruscant, introduces power tokens Most of Ally/Villain packs requires their corresponding boxed expansions though
  7. Yeah I can see but I'd still rule it as legal: you're arguing the melee attack from "perform the melee attack from C&P" (from stay down) is not the same as the melee attack from "while performing C&P, the melee attack". Simply because Stay down didn't specially say anything about C&P itself and only mentioned the melee attack from C&P Easier reading version: an action A contains B and C. You're arguing "while doing A, the B..." is not referring to the same thing as "the B from A..."
  8. It's not "MHD-19 is OP". I think it's "MHD-19 is OP in Hoth campaign" because Hoth is known to have a lack of round timer and Rebels can just take as many actions as they want
  9. Yes it is legal There's no ambiguity here: Stay Down explicitly says "perform the melee attack from C&P again" and Vibrobayonet triggers whenever you do the melee attack from C&P
  10. Are you looking for this? https://boardgamegeek.com/filepage/134544/differences-between-descent-20-and-imperial-assaul
  11. Both Jabba and the newly released HotE expansion have great cards. Do note though if you're only playing at home/casual you can just print out proxy cards. It is only at official FFG events that you're required to own the "real" stuff. Depending on your FLGS owner they might even allow proxies to slide by at Store-level but definitely no-no starting Regional-level (Store -> Regional -> National -> World)
  12. I've played both with Chewie and against Chewie. He's just "good". Around Obi-wan/Ahsoka tier "good", not as spectacular and terrifying as Hatred Vader or Jedi Luke or IG-88 killing machine though. He can pack quite a punch but he will die to focus fire Main difference? I'm happy to run Vader all the way up to my opponent's face, knowing he can one-shot most non-unique figures AND survive the focus fire (mostly thanks to Zillo). Not the case with Chewie/Ahsoka
  13. Correct, it recovers strain equal to the Hero's endurance Yep, you'd get rid of damage if you had 0 strain 2 major problems if Rebels keep on resting: they aren't moving forward with objectives (most mission have a timer) they aren't killing Imperial troops (i.e. they're betting Imp troops can't put out enough damage to undo their healing in 1 round...and sometimes it IS possible) This is also the biggest reason why people feel Hoth campaign is the most Rebel-friendly one: it's because of the lack of timer and the addition of MHD-19 healing bot so Rebels can just take their sweet time to finish Imp troops off
  14. It kind of does if you mix all the expansions, yes The items you'll see (that are available to buy) by drawing 6 out of 12 is going to be very different vs. drawing 6 out of 24 I'm personally not a fan of "competitive" campaigns as I'd go to skirmish mode to scratch that itch. But alternatively maybe both sides can try to meet in the middle and (let's say if there's 24 cards total) draw like 8 or 9 instead of 12?
  15. Have you tried: Chewbacca 11 Drokkatta 9 rWookiee 8 rWookiee 8 C-3PO 2 Rebel high commmand/rSmuggler 2 =40 5 or 6 activations and 4 of them can pack quite a punch The biggest weakness for Wookiees is the Stun. Otherwise they're literally meat shields
  16. Ah I don't have the errata text in front of me but your game runner's interpretation literally makes no sense: how do you even "run everything as one big campaign"? Try to play Core -> Hoth -> Bespin ...etc non-stop? Nothing (credits, xp, influence...) would add up and there's no such rule regarding playing another campaign right after another without reset Really this is more like a personal taste issue. Campaign imo allows a lot more hand-waviness and leeway than skirmish. If your group is fine with drawing 6 then go with your IP's rule. If not tell him that his interpretation makes no sense and just draw half. Someone else might be able to direct you to the exact errata text though
  17. 1. "Incorporated" means you're adding in items from expansions, it doesn't matter if it's a "mini campaign" or a "Hoth campaign" or a "Jabba's Realm campaign": are you adding items from those expansion boxes into the deck? The half rule was because the Core box had 12 items per tier, so it made sense to just draw 6 everytime. But once you start adding in extra items the item deck gets diluted 2. Hero side missions are tied to which heroes you pick, not to which campaign. IP still follows side mission construction rules (4 red + 4 green + 4 grey, where the 4 reds should match the 4 Rebel heroes)
  18. This completely changes my view on 0-0-0. Self focusing killer robot
  19. Do you allow diagonal movement for those 5 spaces? By RAW I think no but I feel that 5 spaces isn't really that far away from your initial deployment zone. Which map did you play on?
  20. I think it's better to give them +3 Acc just to ensure the attack will not miss (min acc on blue is 2, min acc on yellow is 0) Is there a reason why ~:Pierce 1 is only available from Long Shot? Why not just give them the ~:Pierce 1 anyway? Long Shot requiring both action is quite costly, it requires the enemy to already be in LOS by the time you activate. I'd change it to requiring 1 action only (personal opinion only) I'd try to differentiate the elite version somehow, like eJet (Jets vs. Fly-By) or eRanger (Sniper vs. Elite Sniper)
  21. Ah yes I see the problem and I agree having a separate exhaust is a better idea. I just kind of made up the card on the spot edit: my old AT-ST fix was this one
  22. Oh perhaps I wasn't being clear: I'd remove the bonus blue die from elite version and just give them a flat +1 bonus dmg and free +2 Acc. If you focus them you'd still only get 3 dice attack (blue yellow green) and they're not that more powerful than focused eRanger because the lack of free Pierce. I've tinkered a bit on the damage calculator and I felt it's an appropriate power curve
  23. Some thoughts: regular: 3pt for 3HP is kind of low. I would probably make them 5HP but change to black def die, in line of eStorms still need 1 more Acc to have incentive to be 5 or more spaces away because the min range on 2x blue is 4 not 5. I'd just copy Collin above and change it to "you may add one blue dice to your attack pool. This attack gains Piece 1 and +1Acc" and give the Pierce 1 for free elite version: I'll be using eRangers as a baseline: so I think I'd put them as 7HP black def die may reroll 2 attack die free +2 Acc free +1dmg This puts them on a similar power curve with eRangers. I think they're in fact even slightly better than eRangers but they suffer from 2 unit activation vs. Ranger's 3 unit If you don't mind me hijacking I can also make the cards
  24. For Gaarkhan, suffers 5 damage is kind of rare? Do you mean suffers 5 damage in one attack/has suffered 5 damage total/suffers 3 damage in one attack (like Fury of Kashyyyk?) Kayn and Sorin would change it to 3 space make them OP?
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