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ricope

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Posts 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. 1 hour ago, Smashotron said:

    Imagine a world were "Fury of Kashyyyk" dropped the "Attachment, Wookiee Only" text, making it army-wide, and read:

    After an attack targeting a Wookiee figure is resolved, if that figure suffered 3 or more (DMG), it becomes Focused.

    I'd price a faction-wide Fury of Kashyyyk at 5 pts but yeah that could work


  3. 12 minutes ago, Tvboy said:

    Regarding the green side missions, I use a house rule in my campaigns that heroes and villains earned from side missions can be brought to a mission for 0 threat (except for finale missions) and are then discarded for the rest of the campaign. This actually makes those green side missions and 3 Inf Agenda missions worth taking, but they only impact 1 mission which balances out with the fact that they basically cost 1 mission to earn. It makes those green side missions much more appealing and really helps to bring those classic Star Wars characters back to the table in a big way. 

    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


  4. 2 hours ago, Rogue Thirteen said:

    Do they have to be played in order of release? If not, is it preferable due to say, mechanics complexity or story?

    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


  5. 4 hours ago, Kjaerhus said:

    The ambiguity is that it says "after you resolve", but I do agree that it makes sense, since you are using the melee attack from Close and Personal. It's one of those situations, I think, where the text doesn't undeniably allow it but where it makes sense.

    latest?cb=20150603132457

    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..."


  6. 40 minutes ago, KotasMilitia said:

    I havent had any problems with murn, and have actually found him to be one of the weaker heroes. I dont think he should be hamstrung in any way. MHD9 is an interesting thought, but I don't think he's OP. Think of it this way; he needs to take an action to search for a medical card which is the equivilant of taking an action to rest. In some cases, taking an action to rest is actually better. If the group doesnt have MHD9, they can just take actions to rest instead and still slow the game down. It's up to you as the imperial player to keep the pressure on so they feel like they can't take the time to rest. I also agree with all of the last points.

    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


  7. 7 hours ago, Click5 said:

    Wow cool!  Thanks for the insight.  Jabba's Realm is definitely on the short list of upcoming purchases.  

     

    Do you think I have anything that could be built along side the above list?  Getting the lady to play along with me makes justifying the extra purchases down the road a lot easier ;) 

    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)


  8. 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


  9. 1 hour ago, Tirisilex said:

    When resting it recovers strain and it heals if there is less strain than endurance

    Correct, it recovers strain equal to the Hero's endurance

    1 hour ago, Tirisilex said:

    So if you rest with no strain you can heal by the number of 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


  10. 3 hours ago, TeethAlmighty said:

    He's treating it pretty competitively. Does the rule change make a big difference, do you think? If I can't find something definitive, it may be best to just concede rather than get into an argument about it... and save the debate for when we start Hoth.

    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?


  11. 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


  12. 1 hour ago, TeethAlmighty said:

    Thanks for the feedback. Yes, we are adding in items from the expansion boxes to the original core game. However, our game runner is adamant that "incorporated", means running everything as one big campaign, and that independant campaigns, or mini campaigns, go by the original rule (6 items from each tier) . Is your interpretation explicitly stated somewhere? If it's not written, he will stick with his interpretation ?

    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 


  13. 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)


  14. 4 hours ago, cnemmick said:

    Elite Skirmish Attachment Card: Forward Sentry (Elite E-Web Engineer only)

    Cost: -2

    After deployment, you may interrupt to move 5 spaces. You cannot interact or claim objects.

    Health +1. You gain SURGE: +1 DMG TOKEN.

    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?


  15. 1 hour ago, Phoenix_FFG said:

    What do you think of this sort of change?

    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)


  16. 2 hours ago, cnemmick said:

    This is what we all workshopped earlier in this thread, right? Does the AT-ST card you worked up also have "once during your activation, you may perform a move without spending an action?"

    If so, I think that both figures having that ability is overpowered. Beast Tamer only lets you give you the additional move to one Creature per round. This will let both of these Massive Vehicles move once per round for free. Combined with the point cost reduction (-4 for Weiss, -3 for AT-STs), we'd be looking at Double AT-ST lists starting at Cost 22, AT-ST/Weiss lists at 23 -- and both figures can double-move and shoot on round 1, move and double-shoot in later rounds. That's great except that Imperial player still has 18 or 17 points to buff his army with the other powerful Imperial figures (elite Jet Troopers or elite Riot Troopers at Cost 7, elite Heavy Troopers at 8, Emperor or Soren at 8) AND have room for Zillo + Rule By Fear.

    For example, this is a list that would DOMINATE on the current maps, despite it being just 5 deployments:

    • AT-ST x2 (Cost w/ fixes: 22)
    • Elite Jet Troopers x2 (14)
    • regular Imperial Officer (2)
    • Zillo (1)
    • Rule By Fear (1)

    Without any help from command cards, you're getting four 3-die attacks per turn -- eight 3-die attacks if your eJet Troopers get within range!

    With the Beast Tamer model, only one of those figures may get the free move per turn, which keeps at least one of the figures from attacking on round one. The Imperial player then has to invest 4-5 points into two regular Imperial Officers or one elite Imp Officer to get the other figure up into battle quicker. Now that player is looking at having 4 deployments for a cost anywhere from 26-28 -- which rightfully limits the additional figures you can bring into the list. (Additionally, the Imperial Beast Tamer card should cost 1, which further complicates running two of these massive vehicles.)

    For the record, here's what I took away from our workshopping of the Imperial Vehicle Beast Tamer card:

     

    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

    R9eEHqT.png


  17. 2 hours ago, Collins said:

    I disagree with you @ricope I'm afraid. 

    Don't look at it as 3 points for 3HP, look at it as 3 points (but really 2.5) for a 3 dice attack (cheapest so far!). Id also keep the white dice as they're armour isn't meant to be strong, their primary defence is not to be seen followed by speedy getaway. remember that we don't want to be replacing stormtroopers with these which I feel you're close too to achieving (not deliberately).

    Currently for the points value I think they are fine. if you wanted to squeeze a bit more out of them maybe up their speed by 1 but I don't think they need it.

     

    I also would shy away from using eRangers as a baseline. I feel that would only encourage a creep we want to avoid ideally and the argument of suffering from 2 figures rather than 3 doesn't feel right as they are appropriately cheaper (4 points a model discounted by 0.5 point per model to buy). If you took eRangers to a 2 activation group they would be 8 points and you're wanting to make something more powerful for few points, too dangerous I feel. 

     

    Also, consider what happens when one of these gets focused?! 4 dice sniper attack with piece and acc for free, wowsers! you'd be killing people on the next map lol.

     

    If you go with the wording I suggested previously (although perhaps I wasn't clear, the piece and accuracy would be free, not surge'd for) but maybe add another Piece 1 for a surge. I personally really like the handicap of requiring to stay in your space to gain the massive buff, very thematic IMO. 

    See below rewording and difference between regular and elite.

     

    Comments?

     

    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


  18. 2 hours ago, Phoenix_FFG said:

    Have a glance over these for all your scrutinising pleasure. All feedback welcome. :) 

    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


  19. 1 hour ago, erlucius90 said:

    You can fine one bere aswell:

    There are many more custom fixes you can spot and eventually try of you wish

    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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