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Everything posted by R4Pi3R

  1. So my friends and I just recently started the game and went for a little tournament of our own, between the five of us (totally Casual and uncompetitive, besides the demeanors, of course :D). In one of the last games of the day (didn't have any time restrictions and haven't played that much, so a game could last for 3 hours) we had a situation, in which both players reached zero honor, after bidding in the drawphase. After looking through the RRG, inquiries to Dr. Google, and a quick forumsearch, we couldn't figure out what to do. The RRG says the drawing happens simultaneously, and we are unsure wether the simultaneous rule applies, since there are no decisions to make? Does the rule apply and first player drops first? Or, if not, is there another rule that applies? Or an official ruling for such case? Thanks in advance!
  2. The officer slot is (in my eyes at least) more disputed than the commander.
  3. The most motivated one will be the guy who just got promoted, due to a sudden opening in the position of his superior officer o_o xD
  4. The "each round" took me off. But i noticed Something else. Vanto only gains a token after resolving a command. So with the SSD gaining a matching token to its dial, that only makes 3 tokens a round, if one is spent to resolve a command.
  5. I don't believe it is intended to be able to spend only one token to activate both EF! and TEA!. RAW seems to allow it, but I am not as deep into the Rules as maybe @Drasnighta?
  6. That is naughty... Consider it stolen๐Ÿ˜ฌ
  7. My group and i don't apply the regulations, because we see why it is handled that way for tournaments, but the restrictions bar a lot of viable, funny and/or thematic builds from a campaign. You can still have some houserules that handle such situations. We experimented with a special objective a player could get from "flotillatabling" his opponent. Abandoned Payload Setup: Before deploying fleets, the defender deploys a flotilla of the enemy faction in the setupzone, beyond distance 5 of his edge and facing the attacker's edge. The flotilla is not considered allied to any player and cannot be attacked. End of Round: The flotilla must execute a speed 1 maneuver with a yaw value of "-" Special rule: Attacker: When one of the attacker's ships at range 1 of the flotilla reveals a commanddial, it may discard that dial to execute a speed 2 maneuver with the flotilla and the attacker gains a victory token. If the flotilla leaves the play area on the attacker's edge, he gains 2 victorytokens. Defender: While one of your ships is attacking a ship, that discarded it's commanddial to move the flotilla, if the defender was dealt at least one damage, gain a victorytoken. 15pts It favors MSU lists on either side, and isn't completely balanced, as we hadn't played it more than a few times, but it's a fun little scenario
  8. Technically that's up to the other players and you, since "only flotillas = tabled" is a tournament regulation and doesn't necessarily apply to campaign games. At least CC didn't. I don't have RitR yet and since we're still in the middle of a campaign, it'll be a while until we're able to start the next...
  9. Dang! I overlooked that restriction, thank you ๐Ÿ™ƒ
  10. Just had a quick look and afaik the only combination where this matters is Royal Guards with the electric staff defending Vader or the Emperor? So thematically it's accurate that they give their lives without hesitation
  11. Major Derlin has very limited use. In a full standard game he will prevent 6 damage at max, due to the fact he's exhaust to use. As the MC-75 is in Raddusspace, that goes down to 4 / 5 at max, if you wait to deploy in a better position. What you want with that ship is jump in, deal 1 or 2 rounds of hard hitting against an enemy ship, in the hope of destroying it and then peel away again, in the hope not to die alongside the opponent. I'd go pretty offensive and would give Intel Officer a go. Block their brace and, if they have two, accuracy the other if possible. The Beauty in IO is, that you can look at your initial roll, before deciding. Same goes for ExRax! As a defensive altrnative, you've got Walex Blissex, so you can abuse your single brace + ECMs, or Lando to equalize a single big hit. But again: You want to do as much damage as possible in the round of the drop and the one after. After that, it is very possible, that the cruiser will already want to or have to peel off battle.
  12. Yes, since you are discarding, Not spending
  13. Nice recap and a good strategy, that was well executed. The Emperor will be pleased.
  14. Don't let him Ackbar Slice you and focus all firepower on the same ships. I'd drop an interceptor and QBTs to put gunnery teams on all vics. If he can only use Ackbar on one arc per ship you can outgun him by 4 red dice (ignoring his upgrades for the moment), adding 20 blue dice with dCaps and Dominator and you haven't even spent a command. You could go up to 43 attack dice thrown, divided on 2 ships for one or two rounds. Can sure be enough to destroy either or both of these in one round.
  15. The choice to make with objectives is as @The Jabbawookie said: With a list like this, going second and forcing the opponent to come to you probably will be advantageous. The thing here is, a List like this almost screams "I wanna go Second!". So if your opponent doesn't really care and has a bigger bid, you might get in a situation, where he intentionally goes second just to screw with your plans. The list isn't crap if you go first, but it plays a little different. I chose the objectives above as they all play around obstacles I can manipulate and funnel the enemy into a position where i want him to be. As a ground rule, the Objectives (for the most part) tell you whether you want them or not. For example, If your ships aren't mobile and you don't have squadrons, Precision Strike and Superior Positions will hurt you more than you gain. Also, A 2 Ship list will not gain as much from Opening Salvo as a MSU fleet. Read the Effect on the objective and then try to imagine a List that would benefit the most from it. Is your List close to that? Good. Is your list the exact opposite? Don't take the objective but try to anticipate, that you might play against it, if you see a list like it.
  16. A while ago I had almost exactly that list, when I tried to make Konstantine work for me (couldn't as I suck in speed management for my own fleet, not to speak of enemy ships...) But apart from my total inability to do so, the fleet itself did pretty well. Would switch LS on the Dictor to HIE now and also put the command in Jerry's capable Hands. Can confirm, the squads do well against small to medium sized bomber / fighter screens and keep em off for a round or two after engagement. Long enough to pop a carrier (popped an MC80 early in one game by luck, but utterly devastated a Yavaris based list and one with two AF MK2 as it's main carriers). Name: Interdictory Author: R4Pi3R Faction: Empire Points: 387/400 Assault: Station Assault Defense: Contested Outpost Navigation: Dangerous Territory Interdictor Supression Refit (90) Admiral Titus (2) Projection Experts (6) Disposable Capacitors (3) Grav Shift Reroute (2) Targeting Scrambler (5) Leading Shots (4) [flagship] Vicotry II Star Destroyer (85) Admiral Konstantine (23) Captain Brunson (5) Gunnery Team (7) Disposable Capacitors (3) Leading Shots (4) Vicotry II Star Destroyer (85) Support Officer (4) Gunnery Team (7) Disposable Capacitors (3) Leading Shots (4) Squadrons ( 45) Ciena Ree (17) Valen Rudor (13) Mauler Mithel (15)
  17. If I'm not totally mistaken, the ship at the top edge behind the Falcon is a Pelta
  18. Didn't see it here, but has anyone noticed, that the same situation comes up with the Nav Team? Have to admit I can see both sides of the argrument, but I believe Karneck to have it right. It comes down to how commands and upgrade cards corresponding to that command work. RRG, Page 3, Section "Commands": "A ship can resolve the effect of a command by spending a command dial or command token with the matching icon at the appropriate time. The effect of the command is based on which component was spent:" RRG, Page 5, Section "Effect Use and Timing", Point 3: "Effects with a command icon as a header, such as "NavigateIcon:,โ€ can be resolved once while the ship is resolving the matching command." Now, Piett's ability states, that by spending a command token and using his ability a ship "... resolves that command as if it had spent a dial of the same type instead." Ravager's card text implies an alteration of the effect that resolves, when a token is spent to resolve the command. As I see it, the problematic part is the distinction of spending the token and resolving the command. Yes, you spend the token, but that token does not play any part in resolving the command. The command is resolved as if a dial was spent. Thus, Ravager should not trigger, as it only alters the way a command resolution via a token would work.
  19. It's in the rrg on page 8 in the section "Overlapping" (the third point in the List): "If a ship must execute a maneuver at a reduced speed due to overlapping another ship, it is allowed to overlap the maneuver tool in its final position."
  20. This is the one case where overlapping the maneuver tool doesn't matter and the move will be completet even if doing so
  21. To which activation does the "It cannot move this activation" part of RLB refer? If it's the squad's activation there's no problem, but if it's the ship's activation, the ruling for Yavaris should apply, shouldn't it?
  22. I get that part, and I tried to explain in the second post that this is not the reason for me wondering. My question is: Can he use his effect outside of the Spend Defense Tokens Step? Thx @Drasnighta as always pretty in-depth answer. That's the stuff i'm coming here for Are you still editing?! ๐Ÿ˜‚
  23. I think my weird mind spitting out words didn't actually put out what i meant. What i wanted to ask with my post is: As his ability is not the "normal" spending of a defense token and due to the lack of the "during the Spend defense Token Step" wording, is his ability restricted to the Spend Defense Token step? I was wondering, because it's the first ability of a defending squad, that modifies the attackers dice. If one could use it not only during the Spend Defense Token step, it could counter Ten Numb. I do not think the ability does work that way. But could it?
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