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Trevize84

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  1. Trevize84

    CT's Pin Them Down

    Look I believe this should require at least one damage and cost 1 action and 2 strains minimum. This way it would still be a must have card. Because you traded 1 action for 2 imperial actions and 1 strain for 1 weaken.
  2. Trevize84

    CT's Pin Them Down

    Overwhelming oppression. We are using full content from latest expansion and wave 11 integrating missing parts with previous expansions.
  3. Trevize84

    CT's Pin Them Down

    I kind of do this but having the threat for that is rare. Also you can't always leave the board empty to save threat, often you need to deal with objectives.
  4. Trevize84

    CT's Pin Them Down

    Yes you can use it on the target, and no you can't spread enough in case of strict map constraints or right after deployments.
  5. Trevize84

    CT's Pin Them Down

    It's already hard to get some actual damage and deal with objectives, I can't think of defeating CT twice. It's 24 damage with 1 black die. It's like wasting around 30 damages on him. Also in the meantime Onar with hand cannon and don't make me hurt you kill everyone else.
  6. Trevize84

    CT's Pin Them Down

    I agree but is there any way to partially counter that?
  7. Trevize84

    CT's Pin Them Down

    This card is completely broken. Without spending an action you get 2 stuns and weakens. I can't deploy my stuff because I already know my best 2 activations will be basically off for the round, if I'm lucky I will get an attack on a suboptimal target leaving my best stuff exposed. Any idea?
  8. Trevize84

    Embrace Suffering

    @a1bert is a guarantee
  9. Trevize84

    Embrace Suffering

    So in example I attack using Vinto. Then the player playing Vinto can apply Boltslinger after my attack with Vinto and he will choose an imperial target?
  10. Trevize84

    Spectre Cell command cards...

    I agree... If you go for pummel he may be able to use it. Like the Strength in Numbers + Spectre Cell combo, once my Hera died and I left with 2 pummels and Strength In Numbers. It's been 5 attacks in a row
  11. Trevize84

    Game defining command cards

    Well you asked for game defining cards and then you talked about meta defining cards. In the first case I said on the lam because it affects the gameplay, but it only partially affects how you build your lists. So when it comes to meta defining I would mention cards that affect how players build their lists. In this case there are 4 situations: 1) Cards that are must have. That is Take Initiative 2) Cards that you must bring to workaround must haves: Negation 3) Cards that when in your CC deck shape your Dep Deck: Son of Skywalker, Blaze of Glory, On the Lam. In example when you bring these cards then you want R2, RHC, Black Market, etc. 4) Cards that push you to bring in 1-2 more cards for getting a uber combos. Like Pummel that brings in movement cards, Son of Skywalker and Blaze of Glory because of Devotion Planning and Officer's Training, On the Lam because of Planning and Officer's Training, Wild Fury with Chewie that brings in To the limits and Rally, other combos that I don't remember now. All these are meta defining because people design lists around them and they inevitably impact large part of the choices.
  12. Trevize84

    Opportunistic and Hit and Run

    We replied at the same time
  13. Trevize84

    Opportunistic and Hit and Run

    Opportunistic applies during step 7 of the attack. Hit and run gives you movement points after step 7
  14. Trevize84

    Spectre Cell command cards...

    Double posting
  15. Trevize84

    Spectre Cell command cards...

    Strength in Numbers is great you activate Hera + a big guy. You get 3 attacks in a row using spectre cell, because of the movement of spectre cell you may easily combo this with a pummel for a total of 4 attacks. Imagine 3 attacks from Ezra and one from Hera, you can potentially kill IG and recover almost full health on Ezra. Also movement cards are very important to get pummel. If you go Extra Armour then you can push for defensive cards. If you go Doubt then you take Tough Luck. In my SC+EA I use: Brace for impact Force push Force rush Heart of freedom Negation On the lam Planning Pummel Pummel Rebel Graffiti Strength in numbers Take initiative Tools for the job Urgency In my SC+Doubt I replace: Brace for impact -> Though Luck You can also look at these cards: Dying Lunge Force Surge Stealth Tactics Set for stun To be honest, I prefer version with Doubt (I haven't tried Motivation). Main issues I had are on large maps and against Han+Rangers. I think I'll do modifications to include Set for stun (perhaps instead of Urgency but I'm not sure I want to give up a movement card just to stun Han) and Brace for impact+Stealth Tactics (instead of Second Chance and Planning).
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