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cnemmick

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  1. cnemmick

    Unplayable figures...

    Yes! This kind of information is the stuff I crave! Thanks for y'all's feedback... and keep it coming! So my priorities for this rework are in the following priorities: 1) Make Shady Contacts affordable 2) Make Saska playable as a objective runner (mainly for Heroic Effort lists and even worth considering when NOT using Shady Contacts) 3) Let Saska contribute to end-game combat From your feedback, it looks like I over-compensated on #3 with the three-die attack. Honestly, I'm not a fan of unique figures being a two-die attacker. Rebel Unique figures *need* to hit hard, since you are only getting that single figure for the deployment cost. But I clearly overlooked that Saska can give herself a damage or surge token for round 3 combat AND could get Focused from Gideon/Threepio to be a 4-die attacker. Even with Doubt, Saska is going to keep one of those two bonuses. I'm fine with Saska's base attack not being three dice, but it needs to be potent. Just to be clear, she no longer has the Spy trait in this rework. I agree with you, a Spy at cost 3 would be way too powerful! Even in my rework document, Mak Eska'ray's cost is raised to 4 and he gains benefits to help his survivability and increase his attack potency. Honestly, that's a problem with 3-figure Trooper deployments, not Rebel Uniques. And I have some fixes for those deployments in the document. Take a look and let me know if the fixes are enough or not. So! New draft of Saska: Here's what her damage output looks like with the two-die attack and new abilities: red: vs 1 black die green: vs 1 white die blue: vs 1 black die +1 BLOCK yellow: vs 1 white die +1 BLOCK (this legend applies for graphs below as well) Now, her damage outlook after spending a DMG token: And her damage graph when spending a SURGE token:
  2. cnemmick

    Unofficial Fixes-- Why not just vote on one or two?

    Haha, I totally understand! Vassal requires a little learning curve, but once you get the hang of it, you can find games with a whole lot of us! @brettpkellymade a really great tutorial on Vassal recently:
  3. cnemmick

    Unplayable figures...

    I took another look at this and, while I don't mind the 3 die attack, I think I miscalculated how many surges was going to get through a single-die defender. Gonna make a tweak to the surge abilities to keep her from being able to Weaken about 1/3rd of the time and make it more of a choice. But overall, I like her damage output at cost 3, and I like she can pocket a DMG token and make your opponent be worried about her finishing a figure late game.
  4. cnemmick

    Unofficial Fixes-- Why not just vote on one or two?

    @NeverBetTheFett I'll make sure you know when the next Fixes tourney starts.
  5. I've been told that the first IA Regional in my area will be held at Heroes Comics & Gaming on December 1st, 2018 starting at noon EST. Heroes Comics & Gaming 361 Baxter Ave. Louisville, KY 40204 (502)589-2601 heroeslouisville@gmail.com https://www.heroescg.com
  6. cnemmick

    Unofficial Fixes-- Why not just vote on one or two?

    Thanks for the vote of confidence @Mandelore of the Rings! I should take this moment to share a few things: 1) If you haven't seen my fixes, they're here: https://docs.google.com/document/d/1tSo0jH4u_q1OZitrGSj_m_IH-rGe1gieuVCjngVdgMk/edit?usp=drivesdk Several of the fixes aren't just my creations. They've been forged through the comments of the IA community. So any feedback you have is helpful. 2) Currently I still think my fixes are still in beta. Also I'm still not 100% sure if I want them to be reprinted skirmish cards or skirmish upgrades (like Focused on the Kill, etc.). I'd like that to be solidified first before the community votes on making anything official. 3) Once the community does lock in one or more of these changes, I want to make sure we all have the understanding that using the fixes is a choice and not something we apply to official FFG OP events. For the Zion's Finest tournament that used the skirmish fixes, we actually created a separate Vassal IA Skirmish module with the fixes replacing the original cards. I'm looking to update that module soon for the next round of public testing.
  7. cnemmick

    Unplayable figures...

    Haha! Here's my current version of a fixed Saska:
  8. cnemmick

    Death Troopers. Thoughts so far?

    I've avoided talking about eDTs with a surge token because that's a modification of the attack roll. And it's not guaranteed that an Imperial player is going to have Thrawn give a SURGE to an eDT... Thrawn's SURGE may go back on Thrawn. Most lists with DTs getting played (like the one that won Nordics) doesn't feature 2 eDTs so that they can give SURGE to each other. And eDTs are already getting +4 Accuracy. I think that eDTs are designed to attack figures from 4+ spaces away also bolsters my argument that they split the roles of support and attacker more equally than Hera, and thus need their attack buffed with a reroll.
  9. cnemmick

    Death Troopers. Thoughts so far?

    I disagree but I will admit my fault in communication: I was looking for a closer comparison in damage math, and Greedo is pretty close. If we compare eDTs with a reroll vs. the damage math of Hera, that would be a more fair comparison since both units fit the hybrid role. Without any modifers or rerolls, Hera's attack vs. single die defense has roughly a 40% chance of doing at least 4 DMG... unless she's part of Spectre Cell. Then her odds improve to roughly 65-70% of at least 4 DMG, significantly better than an eDT with a reroll. Also to consider: are eDTs and Hera hybrids in the same way? Given my experience playing Hera inside Spectre Cell and also in Han Solo lists, I've found that her value is maximized when she is played as a support more than an attacker. If she can attack in a round is nice but giving Sabine/Zeb/Alliance Ranger/Drok/Han a boost in Accuracy or surge is where she really provides value. Given my experience with DTs, I've found they have to balance attacking and support duties equally. Imperials have fewer figures that can do DMG from long range, so once Imperials engage in attacking, they have to maximize damage output to ensure opponents are defeated. Having one or more 3 or 4-cost figure not participating in each round of combat really hurts the overall Imperial attack math. And Field Tactics, which is supposed to give Imperials an advantage with control over turn order, isn't as powerful since DTs attack math isn't very strong & Trooper groups that cost 6 or less don't do enough DMG to justify their cost. Given these facts, I think giving the DTs a reroll is a pretty good solution. It'll likely add at least 2 DMG per DT to the overall expected output of an Imperial list and makes Field Tactics more powerful without allowing the DTs damage from getting too amplified through Command cards
  10. cnemmick

    Death Troopers. Thoughts so far?

    You've been reading my skirmish fixes doc, huh? ? I really need to work on a programmatic way to simulate rerolls. But I can't imagine giving DTs a reroll would make them do too much damage. Versus a single die with no defensive modifiers, there's roughly a 3% or 4% chance of an Elite DT doing 6 DMG without a reroll. With a reroll, the odds of that result are still dependent on one of your die hitting the max result (either 3 DMG on the red or 1 DMG 2 SURGE on the yellow) and your opponent hitting a min result on their defense dice. Also, with a reroll, Elite DTs will likely have roughly a 50% chance of doing at least 4 DMG vs. a single die defender, not counting modifications. That's similar to an unmodified Greedo attack.
  11. cnemmick

    Happy Dengar Day!

    Yeah, unfortunately Dengar doesn't get to shoot if he's defeated. It is an attack, so you can use surge abilities.
  12. cnemmick

    Happy Dengar Day!

    Hahaha that's fair. Given how important Stun has become to shut down Spectre Cell/Vader/IG-88, I pulled the eSabs above Gaarkhan. And the people want Gaarkhan not to suck! He was probably the 2nd or 3rd most-used figure in ZF's skirmish fixes tournament. In my current version of the document (https://docs.google.com/document/d/1tSo0jH4u_q1OZitrGSj_m_IH-rGe1gieuVCjngVdgMk/edit?usp=drivesdk), I removed the whole surge for self-Focus mechanic that makes his attack math so difficult: Regular Unique Deployment Card - Gaarkhan (Unstoppable Ferocity) Cost: 6 Brawler - Wookie - Guardian +1 BLOCK SURGE: 1 DMG DOUBLE SURGE: Pierce 2, Bleed Brutal Cleave: After this attack resolves, if the target suffered at least 1 DMG, you may move up to 1 space and choose another adjacent hostile figure. That figure suffers 1 DMG. Enraged: If you have suffered at least 1 DMG, you can perform multiple attacks each activation. => Charge: Move 4 Spaces. Then, you may perform an attack. Attack Type: Melee Attack Pool: red/yellow/blue Defense Pool: black Speed: 4 Health: 12
  13. cnemmick

    Happy Dengar Day!

    As the runner up of 2018's Biv Cup, held in beautiful Columbus, Ohio AND as the sad man who has been working on a skirmish fixes document, I feel like I should contribute here: Top 5 Worst Rebels: Rebel Trooper - You'd think being able to move 4 spaces and self-Focus is pretty awesome. But with their surge abilities, blue/green/yellow is woefully underpowered on damage output. You'd think Aim is something that could help that. But then you realize there's almost never an opportunity to push or leave a Rebel Trooper in position so that they can shoot BEFORE moving. White die and 5 Health ensures they have a 5/6 chance of dying from one shot. Biv Bodhrik - There is a picture of me and @defkhan1 (Champion of 2018's Biv Cup) giving our Biv cards the middle finger. It is a well earned middle finger. Loku Kanoloa - Two! Two Double Special Actions That Are Impossible To Use! Ah ah ahhh! *lightning strikes* *thunder rolls* Fenn Signis - Trooper Assault is nifty, but Fenn's damage output is horrendous for his cost and his survivability. That includes the fact he can Assault. Rebel Saboteurs - You have to invest all Focus conditions into them... in order for them to maybe Stun and do 2 DMG. With Doubt in the meta, they can't even rely on keeping the Focus before they attack. Top 5 Worst Imperials: E-Web Engineer - Without a massive rework of how this figure deploys or moves, it is unplayable. (Lie In Ambush seems pretty good if you can keep the E-Web Engineer alive... and even with a static +1 BLOCK, it can easily get focus-fired off the board.) (tie) AT-ST, General Weiss - Sucks way too much deployment point value out of your list, especially since you'll need to invest heavily in support figures to help the AT-ST & Weiss to move & shoot outside of their activations. Kayn Somos - Wishes he had the deployment cost of Captain Terro, the extended ability range of Advanced Com Systems and the attack prowess of Thrawn. Heavy Stormtroopers - Wildly inconsistent attackers. Has a defense buff that is easily mitigated through positioning. Are as slow as the Emperor without the blessing of doing things while double moving. ISB Infiltrators - Doubt takes away their guaranteed ability to stay Hidden between activations, which is their one major advantage over other Imperial figures. Top 5 Worst Scum: Tusken Raider - "These tracks are side by side. Sandpeople always ride single file to get picked off from afar one-by-one since their Special Action ranged attack is garbage." - Obi-Wan Kenobi, Imperial Assault General. Wampa - Always gets an arm shot off before it can attack. Just not inexpensive enough to make it worth running with skirmish upgrades. Boba Fett - One activation of an unfocused Greedo has roughly the same damage outcomes as one activation of an unfocused Boba Fett. Greedo costs 4 points. Wing Guard - Now that players score VPs with each figure defeated -- and Scum now have all sorts of buffs towards gaining VPs -- it's difficult to justify sacrificing 6 or 9 VPs to your opponent so that they shoot your Wing Guard instead of your other figures. Dengar - Happy birthday, buddy!
  14. cnemmick

    The Mandalorian

    You can still win if all your opponents' figures are defeated, even if you don't have 40 VP. That's where the insta-kill verson is hilariously broken. But what if it was this: DOUBLE SURGE Disintegration: Use only if the target figure has suffered DMG greater than half its Health (round down). The target is defeated. You gain no VPs and your opponent gains VPs equal to half its figure cost (round down).
  15. cnemmick

    New to skirmish

    Comes in the Tyrants of Lothal expansion box.
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