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Mr Licorice

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  1. aah! thanks! No matter how much I play this game, there are always forgotten rules that seem to pop out of nowhere!
  2. Many missions require the heroes to be in the evacuation area to win the mission, and in those missions, instead of retreating, a defeated hero remains but receives only one action per activation, which they can only use to perform a move action... So, dumb question, but... what if that hero is stunned? rules as written, it takes a special action to remove the stun, but the only action that's allowed is move (so the defeated hero can't remove the stun), which is not allowed when stunned... does it mean this is game over for the rebels, since that hero now can't make it to the evac zone?
  3. After finally playing the mission I have mixed feeling. - The pursuit parallel game was fun, but not that fun. The rebel players felt a disconnect with that part of the action. It felt for them like an afterthough, a cute extra thing to do at the end of the round, but not more. - The rebels cleared all the imperial units in the first round (that includes the 10 threat worth of optional deployment that was used) At that point it was already clear that the imperial could not re-deploy fast enough to wound all heroes. I think the very small map makes it very difficult for the imperial to position correctly and protect units from splash damage heroes. - Back to the pursuit, the rebels took control of the walker on turn 4. At that point, the imperials had managed to deliver a total of zero, that's right, zero damage to the rebel walker. The blue dice did not collaborate. We stopped the game at that point. It was clear that the imperials had been steamrolled. There were only two wounded rebels, the others were full health, and clearly not enough imperial units on the board to make a dent. Removing time limit was the final nail on the coffin. My thoughts are that this mission is totally slave to the RNG. If the imperials get lucky hits on the walker early, then the rebels will feel pressure to hurry, and maybe leave enough Imperial units on the board alive to be a real wound threat. If the blue dice misbehaves (like it did in my game) then the imperial has zero chances to win. Team composition is also a big factor here, that is, having heroes that benefit from a small crowded map. Between Drokatta, CT and Jyn, I could barely activate anything. I don't think the mission should be taken seriously as a competitive experience. Just enjoy the narrative, and may the blue dice be with you. In the end we acknowledged the fickle nature of the mission, and gave the winner rewards to both sides.
  4. Fixed! I play the game in another language, so translating back to English has its quirks
  5. Taking inspiration from other FFG games, I am contemplating the idea of creating a restriction list for IA campaign, both for rebels and imperials. The goals are: - Prevent unbalanced and unfair match-ups. - Shut down overpowered and unfun combos. - Promote diversity and creativity. - Avoid the need to ban or house rule some cards. My experience with the game is not as deep as other members of this forum, so I'l like to take some feedback from the community, and maybe see what the consensus is. For those unfamiliar with the concept, restriction list means that you are allowed only one item in the list. Rebels: - Gideon (perhaps the only ban candidate) - Shyla - CT - Mak - Vinto - Fenn (maybe) - Electrostaff - any item that is broken with a restricted hero. Empire: - Subversive Tactics - Military Might - Tech Superiority - Nemeses - Deathtroopers (as open groups - overpowered with MM?) - Jabba (possibly overpowered with nemeses) - open groups that are broken with a restricted imperial class. - couple of auto include agenda sets (i.e. choice between one of these and a top tier class deck) - not sure which. It seems the list needs a lot of work, especially on the imperial side. Any suggestions, thins to add/remove/take into account?
  6. With your choice of Villains, have you considered for your open groups: - Nexu. Brawler that gets +1 evade AND +1 block when you use inspiring on it. It gets funnier when you also deploy elite Loth cats that bring evade tokens to their mommy. - Elite Weeqway pirates: always a strong choice, but these hunters greatly benefit from prepare the ambush: they can hide, attack and reposition! They were my heavy hitters when bringing the Inquisitor. Especially with ringleader attached on him. - Royal guards: these Brawlers strongly benefit from inspiring to gain +1 surge, guaranteeing the stun.
  7. Welcome to the forum 3korp! I have played Nemeses with Inquisitor and Maul. They are fun to play, and Maul is a real terror in the early game. But if you are facing strong damage dealers like Shyla, Vinto or Mak, they will die quickly. These are melee villains that have to be in the front lines. They are easy targets. What heroes are you facing? To answer your question, I think I read somewhere in this forum that you reveal. @a1bertis the reference person here, he will answer this. But if you think it is more fun to keep them secret until you play them, go for it! This is what I did when I played them. Agenda decks: anything that gives threat is good! Giving survival to your villains is also good, there is a set that lets you roll two red dice to heal damage, and another set that lets you block 3 damage, those are good. There is a also a card (don't remember which set) that gives a discount when deploying hunters? Quite good with the Inquisitor, and there are a lot of nasty hunter units now.
  8. I think CT suffers from the same issue as Fenn did back in the early days of Imperial Assault. Fenn felt overwhelming, killing entire squads of units before they could activate. It felt unfair. Then people started learn how to play around Fenn. Deploy smart, both in choice of deployment cards and in positioning. Choose an imperial class deck that does not depend on using a lot of low HP clumped units. Last campaign Fenn was used in my group, his splash damage hardly triggered. Same thing can be said about Subversive tactics. Once you know how to play around it, it is not that strong. CT's pin them down is the same. It is the first time that in the history of this game that we are facing a true crowd control hero with such efficient use of negative conditions. I was with the choir, complaining that this is OP, as the imperial player I tried to convince the rebel player to accept a nerf to Pin Them Down. Now, I am not so sure. I think I am learning how to play around it, and in the end, it is not that bad. For example, choosing units that can be useful even when stunned, like Dewback riders and cats. Playing an imperial class deck that can give free movement and immunity to negative conditions, like nemeses. Avoiding melee units that rely on move + attack or on surges to be effective (like royal guards - though with Nemeses that is greatly mitigated)... So maybe, the question we need to ask ourselves, as imperial players, is: what are the viable counter-picks to CT? The game allows the imperial player to choose after the rebels, there is a good reason for that. p.s. I haven't tried this yet (I did not feel the need with Nemeses), but with a trooper oriented build, snowtroopers with their negative condition removal ability are prime choice. p.p.s. stunned and weakened is still better than dead (i.e. vs Vinto and Shyla)
  9. First, very cool mission design! FFG are really pushing the gameplay boundaries with this campaign. Now I have some questions...
  10. ...Or CT? I guess my group and I are even. I wouldn't say MM and Shyla are fun killers, but they make it much harder for the opposition. They require you to rethink your tactics. I think as long as both sides are balanced (MM vs a tier S hero comp) then fun is had on both sides.
  11. Some imperial class decks are like wine. They get better with age, as more units and more strategic options are available. One such deck is Military Might, with endless ranks now doing wonders with so many cheap trooper deployment cards. The other deck that ages well is Nemeses. With the current choices of villains, this is now in my opinion up there with the best of them (MM and Tech Superiority). After a couple of games with Jabba, I must admit: the slug is huge! You wait for the rebels to advance, and when the time is right (end of turn 2, sometimes turn 1 or 3) you deploy him in the back, next to the start point. The rebels have this immediate hard choice of letting him be (2 threats and a free attack from your best scum unit or focus+heal every turn + one influence in the end is game changing) or they move one hero back to deal with him. But that effectively means the hero is out of the game for several turns, far away from the other heroes. After the rebels picked CT, I changed my plans, taking Captain Terro instead of Blaise. I felt Blaise was too fragile, and too vulnerable to stun from pin them down. Terro at least has some free move. I now realize Nemeses is perhaps the best deck to counter CT! Prepare the ambush means your stunned units always have the option to move 2 and attack - especially critical for short range units like RG and Transdoshans that would be otherwise unplayable against CT. Indomitable becomes a priority card for obvious reasons, and forces CT to leave the villain alone.
  12. there should probably be a separate faq for Thrawn. One more question: how does the stun interact with the bacta thingy item that lets you remove a negative condition at the start of your activation? I am assuming that since both stun and removal of stun trigger in the same window, and that it is in the rebel player's turn, then the rebel player decides the order?
  13. In the second mission (Hondo) we managed to defeat (retreat) 3 heroes before wounding the last one. It was brutal. Now I am starting to believe that these missions are very swingy, one way or another, and any attempt by the IP to "fix/houserule" perceived unbalance will result in unforseen collapse of either rebels or imperials. Just play the game as is and enjoy the experience! Now speaking of Thrawn, how do I play prediction? Openly declare the prediction and let the rebels decide how to work around it, or make a secret prediction and let them guess? My assumption is open, but secret feels more fun (and evil) 😈
  14. Would it be fair to houserule that it does appy? I am not even convinced the designers considered that trait would matter here... I mean it's a droid right? Jawas should be able to... motivate it! I like theme over rules, when it makes sense. But maybe it would unbalance the mission too much?
  15. Well... finally got to play the first mission, and it was an easy win for the rebels. CT did make optimal use of pin them down, and maybe that was the game winning factor. We did try to play against it, with Nemeses (Jabba+Terro) and Nexu with Dewback rider to minimize the stun impact, but it wasn't enough. Can't wait for the official FAQ update. Maybe someone will realize that PTD is supposed to cost 2 strain or something. Bah, enough threads discussing PTD already. Maybe we will have better luck with Hondo mission.
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