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MatsuRobun

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  1. Hello Andrew, Is there new products and content coming for Star Wars: Imperial Assault? I would love to see more content for this game and I expect the entire community would too. On a whole what we have so far for this game is brilliant across the myriad game modes and there's an incredible wealth of potential content in the Star Wars universe. These amazing untapped possibilities cause me a equal amount of frustration because my favorite competitive game is dying on the vine from a drought of new product and an overabundance of silence. Why is there so little support and communication around this product line? Is it not profitable enough? Are all of the other products filling up the production pipeline? Is there some legal or licensing issues around the game? Are you expecting skirmish players to jump to Legion or other FFG products? Thank you for your time, consideration, and all the hard work you and the team at FFG put into enabling us to all share in playing and creating memories together.
  2. But I'm guessing you put signal jammer in the list as a second protection against take initiative? And probably some other things too. I played the list this weekend at a store tourney. It was a ton of fun and very effective. Having Thrawn spend his surge token on a shot, then giving him another one with the eDT, then having palp give him another big attack was great. And the eDT was able to pick off a smuggler during its turn as well. The part where handing out the token doesn't take an action is the best part. The low damage might be a drawback, but there's times that figures survive attacks with 1 or 2 health. So a weaker attack against the opponents wounded figures, or objective runners, or other support figures can be really useful. Especially anything with a white die, the red should push through its damage if they don't dodge. And if you've got Vader or palp in the list you can tee things up to get choked or tempted or zapped. As far as them having surge tokens, uscru quite possibly has 0 attacks first round, so there will be extra tokens to go around. At least on that map.
  3. You've got a good start there. Hondo comes out tomorrow. I think he'll be a ton of fun as well. The scum "heroes" in Jabba's box are all great. I especially like Vinto out of them. The Bantha Rider is a whole other style of play from other figures in the game. I think it will be worth another look with the lothcats coming out. It's also one of my favorite figures to play. And Elite Jawas open up a ton of list building options by bringing in droids from the other two factions.
  4. Probably 2 weeks for it to show up? August 23rd release likely?
  5. But heightened reflexes isn't removing symbols specifically, it's targeting a die and removing all that die's results from the defense results. And a blank is a result as defined by the text on R2's card saying "if you roll a blank result" not if you roll no symbols or if you roll no results.
  6. R2's ability doesn't say "rolled" it says "if you roll". This is present tense and not past tense. So it sounds like it would trigger immediately after dice are locked in after rerolls. Except it is an ability that adds a modifier so I would assume it actually happens during the defenders turn of the add modifiers step. The game doesn't have a memory to keep track of past states like that for example with 4 player free for all and a self destructing probe droid or wookies that have more damage than their default health when adrenaline wears off in a 4 player game as well. So I argue that lucky can only look at the current game state. I also argue that blank is a result and not a null set of results. Therefore tough luck and heightened reflexes both remove the blank from the results because R2's card refers to a blank as a result and not a lack of symbols as a trigger to lucky. So to me this is important to clarify because we should know the difference between a null/empty set of results and a blank result. And we need to know how abilities like lucky look at the game state.
  7. I've had a few cases where I'll get stuck in a mental loop and keep coming back to ideas I've ruled out. In these cases I've found standing up, looking away from the board and drinking some water for about 15 - 30 seconds helps work as a bit of a mental reset. Looking at the board state then I can take a fresh assessment and I find it easier to make a timely decision. I'm not going to do this if there's only a handful of minutes on the clock though and we're about to get to another round. That's probably just going to make things worse. Being mentally on the ball and thinking during your opponents turn makes a big difference too. Every once in a while there's a major shift in the board state from some catastrophic dice roll or command card shenanigans (especially things like on the lam or Onar's extra protection) that make me have to reevaluate my strategy from the ground up. But that's usually only once or twice a game.
  8. Actually I got knocked out by a local player named Phil iirc
  9. Point for point the smuggler is probably better individually, but I think that being able to influence the board with 2 speed 5 figures puts them ahead as a total deployment on many maps and scenarios. I'm just arguing for the sake of it though. Both come in as the best in their respective factions for objectives and doors. There are lists where you want a different 4 points, but their synergy with the smuggler hunter lists helps them out quite a bit. Parting shot can be played around, but there's other times it can't. I've had a Jedi Luke sneak off with 1 hp left only to run up a hired gun and shoot him point blank unfocused. Whether Luke lives or dies I've only over extended a 2 point figure that will get a second chance to kill Luke if they attack him. And if I'm contesting a terminal or other objective with that same hired gun then it's even more hilarious. There's been games where I've used change of plans to stand down a single hired gun to bring Greedo back for a second activation (sure you can do that with reg clawdites too but not many of the others). Or there's been a game where an ignored hired gun got focused by Jabba from across the map and played tools for the job on a bonkers attack. Doesn't matter what surges you have when you're rolling 4 dice. I never expect them to survive more than 1 attack, but when they do that alone often wins games because too much time and effort gets wasted on a 2 point figure. Having them as bait to eat focused hidden weequay shots or other kinds of powered up attacks also seems like a net gain often as well. They have a completely different kind of utility than the other scum figures in the 4 or less cost range.
  10. Why make the cut and side event the same time? People that want to watch some of the most exciting matches of the tournament and cheer on friends and rivals that make it and just be a general part of the community can't participate in the side event. Which also let's them be a part of the community. I want to be able to do both whether I make the cut or not. Some of my favorite memories are from that 4 player free for all last year. Getting to make alliances and betray friends new and old, doing 14 damage to @ThatJakeGuy's IG-88 only to have @Masterchiefspiff's chopper fly across the map on a mission to ram him for the last damage XD, looking at the game next to us and seeing about 100 figures on that map all at once... There had to be a better way to schedule this. :'( Ditto - extra vacation day for this sucks.
  11. Is it possible to have focused on the kill add to the total health pool of a list? If this has been mentioned before you can disregard. Thanks for all your work on this. I really enjoy using tabletop admiral for my lists.
  12. At one of the two store champs I went to the TO said they got an extra pack of card prizes in the kit. So all the cards had an entire extra set, but there wasn't extra tokens. There was a spare junk Droid card that didn't have a token to go with it. I am going to guess that happened in other places too. Or maybe someone just doesn't want the bigger card to go with the token.
  13. Great job guys, that was a fun listen! A command card I don't think I heard mentioned was In the Shadows. It's one point and you have to play it at the start of the round (a benefit and a drawback) , but you can't be seen if you're 4 or more spaces away. So with Greedo you can shoot anyone with impunity for the whole round. And if you're on an objective they have to get close enough that you'll probably be able to parting shot someone. If you have Jabba to order hit and/or another unit to change of plans with you can get off 3 attacks with Greedo free of his drawback. It is smuggler/hunter so you can play it with many scum figures and it even comes in Greedo's pack. I don't see it much and it's a "fun" surprise for your opponent so I wanted to give it a highlight here. One other thought is that slow on the draw can be an asset in some cases. You can force or trick a powered up figure to shoot at a wounded Greedo and waste their focus/hidden shooting at a suboptimal target. Not always the best play, but it's worth keeping in mind. Thanks and keep up the excellent content! GIA
  14. I had the reg and elite clawdites, temp Alliance, Blaise, 2 elite ISB groups, elite riots with cross training and zillo. All spy stuff. No hunter stuff. Trying to use the elite clawdite to surge token up the ISB agents and Blaise to hide the clawdites. It was fun and challenging. The ISB do pretty well when they aren't shooting at jet troopers that just add an evade and mess up everything. Plus the elite riots were reinforceable trooper spy guardian brawlers. I'm sure there's some fun to be had there.
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