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Destro911

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Posts posted by Destro911


  1. On 10/1/2018 at 2:58 PM, Tvboy said:

    It's a good idea to read the full mission and all of the events before you play so you can plan this out in advance. 

    This is probably the most important piece of advice because each mission will have a different answer. Get an idea of how you might go about winning the particular mission: wounding them or stalling them so they run out of time. There are definitely rounds where I've skipped deployment despite having zero figures on the board because those figures would be more valuable to me later on when trying to block an objective or fighting with backup. Think of the action movie scenes where the bad guys attack one at a time only to be taken out by the good guy and you're screaming at the TV, "OMG why don't you all just attack him at once."

    On the other hand sometimes you need to keep the pressure up and deploy whatever you can if a hero is close to being wounded or you're just trying to get them to waste actions. Some of those decisions are also dictated by the Rebels that you're playing against and their gear as well as the groups you have at your disposal. Do you spend 6 threat to put down 3 stormtroopers while playing against Fenn w/ Rebel Elite and Underbarrel? Absolutely not, he could rob you of 6 threat in one action so bank it. Are you playing against a strong single target damage character like Mak that could blow up your Nexu in one action? Do you have Hired Guns? Send them in to get slaughtered and laugh as they wound their attacker.  


  2. 8 minutes ago, subtrendy2 said:

    I like that rule quite a bit.

     

    Another thing I do is I remove grey side missions that a group has played before shuffling the rest in.  At this point, I still have plenty to continue doing this, as my group tends to prefer red and green ones anyway.

    For my group it's always a big disappointment when the card drawn isn't red. When a Diala player drew the lightsaber as their first side mission I've never seen someone so pumped for a mission. I felt very bad winning that mission as dealing 4 damage with starting weapons was difficult for them.  

    In 3 campaigns where Quickdraw Holster has come up I've never played it because every Rebel reads it and initially says this is awesome! Then I explain it's deplete and not exhaust and all of a sudden they want nothing to do with it. 


  3. Long time reader, first time poster, and big fan of a1bert's eclipse eating. 

    Is Pin Them Down not the best card in game? It's a guaranteed stun on multiple characters with unlimited range(dependent only on finding a character within line of sight). 

    Murne's Double Agent for 1 more xp is limited to 3 spaces and threat less than the current threat level. But Pin them Down allows you to keep strong melee villains like Vader and RGC effectively locked down, while negating E-webs and the Tank from double attacking. If it was 4xp, only one character and just the Stun instead of Weaken as well I feel as if it would still be good.

     

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