Ringmaster80
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Posts posted by Ringmaster80
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for a hero hammer list i found cassian/luke/k2/chewe works really well. Generally the biggest drawback of such litsts is the fact that you must leave some good command cards behind, thus not getting the best from some of your heroes. But in a list with the aforementioned 4 char, you can bring 3x cass and 3xluke cards without losing much (chewe and k2 cards are not the best).
i'm looking forward to try this one out:
heroquest
789/800 (10 activations)
Commanders:
- Cassian Andor (90): Seize the Initiative (5)/Overwatch (4), Offensive Push (4)/Duck and Cover (4), Recon Intel (2), A280-CFE Config (10) = 111
- Luke Skywalker (160): Force Push (10), Force Barrier (10), Recon Intel (2) = 182
Operative:
- Chewbacca (95): Offensive Push (4), Seize the Initiative (5), Recon Intel (2) = 106
- K-2SO (70): HQ Uplink (10), Jyn's SE-14 Blaster (10) = 90
Corps:
- Rebel Troopers = 40
- 2× Rebel Troopers (40): Medical Droid (18) = 116
Special Forces:
- 3× Commando Strike Team (20): DH-447 Sniper (28) = 144• Son of Skywalker, • Crack Shot, •• My Ally is the Force, •• Last Stand, ••• Return of the Jedi, ••• Volunteer Mission, •••• Standing Orders
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Vader alone would kill an rt in 2 strikes, with pierce 3 and impact 3, not ideal imho.
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5 hours ago, codytx2 said:An ATRT may be worth trying if you have one available. It has armor, surge to crit, and 3 red dice in melee. Any of the 3 hardpoints look good but if your opponent constantly charges you the flamethrower would be my 1st option. And as a vehicle you can be in melee but not technically engaged so you still have the option to use your ranged weapons.
i wouldn't bring at-rt if i know i'm facing vader and/or bossk. they both eat armor for breakfast.
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By the way, aren't you allowed to bring just one commander + 1 operative in skirmish? jyn AND Cassian shouldn't be legal
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25 minutes ago, Kingsguard said:Sure, 50% chance of success on defense but add on that my attack dice aren't anywhere guaranteed a sure thing as well and the amount of damage I am actually dealing is extremely small.
Today we played a 500 point skirmish.
He used Darth Vader, Bossk and 4 Squads of Stormtroopers.
I used Jyn Erso, Cassian Andor, 2 squads of Pathfinders, Fleet Troopers and Rebel troopers.Well, one of the strenghts of stormtroopers is the fact that they are cheap bodies with a good defence, a thing that gets often overlooked nowadays. sure 50% doesn't look like much but it can be hard to overcome so many bodies in skirmish.
I can see some isseues specifically with your list, here are a few tips:
-in skirmish force users are really good and hard to deal with, unless you bring your own. my advice is to bring luke. he can't beat vader 1v1 usually, but he can keep him in check.
-Bring units with pierce: luke,chewe, fleets with shotgun, wookies with bowcaster, snipers to bypass the red save entirely
-Paths are not ideal in skirmish, they rely on flanking tactics and the skirmish table is too small to do this effectivelly
In general your list is at a big disadvantage vs your oppenent's. he has 2 very good pieces ,1 of which you don't have any real counter to, and you don't seem to have the firepower to deal with all those red save wounds. Try to switch somenthing in order to get more firepower maybe. also 4 (i presume) naked storms are not a big manace in ranged fights: it looks like he is really just trying to overwelm you with bodies, so learn to prioritize targets.
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1 hour ago, Alpha17 said:That's actually a bigger problem in my opinion than the GAR doing well, and is likely a result of two things. First, until Iden and ISF came out, the Empire hadn't had a solid release since Shoretroopers. Dewbacks and Operative Vader were duds at best. That left they very much behind the other factions.
Second, their last release's biggest advantage, coordinate, was nerfed in a pretty heavy handed way due to the complaints of threads just like this one.
The coordinate-relay chain was embarassing and almost disgusting. And, as the developers said, unintentional. That, and the free-disengaging tauntauns where borderline 'cheating' (as of 'breaking the rules'. i'm not saying those who used them where cheaters or anything, i did use them too).
I Totally agree with what you are trying to say, you just picked the wrong example.
btw iden was available in season 5 of invader, but i think the sub-par performance of the empire was due to the fact that GAR is just better at range 3 gunfight and empire players failed to adapt (understandable, it was the first time facing arcs for many of them).
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6 hours ago, .art. said:So I chose Hostage Exchange
OK, first thing: don't play hostage vs clones expecially if you expect rex. He can just use scouting party to move his hostage back, and the clones hostage carrier can use standbys to move away too (likely with courage 3!).
I see you don't use any hq uplink on your b1s: having one (or 2) can really help you out with order control, wich (to me) is one of the best things about CIS. Even having a unit just hanging back and recovering every round can help.
for example, in a list like this you can achieve complete order control every round:
792/800 (10 activations)
Count Dooku (Force Choke, Force Push, Force Reflexes, Aggressive Tactics)
B1 Battle Droids (HQ Uplink)
2× B1 Battle Droids (E-5C B1 Trooper)
B1 Battle Droids (E-5s B1 Trooper, HQ Uplink)
2× B1 Battle Droids (E-5s B1 Trooper)
BX-Series Droid Commandos (BX-Series Droid Sniper, Offensive Push, Deflector Shields)
2× BX-Series Droid Commandos Strike Team (BX-Series Droid Sniper)with 6 range 4+ weapons ,3 of wich with pierce, you can poke at clones from a safe distance while waiting the right moment to hit them harder. full order control hepls you with that because it lets you choose when to activate your most important pieces.
buckero0 and lunitic501 reacted to this -
i think this change was made mainly to prevent entering melee with the hostage carrier in the hostage exchange objective. It was technically possible to melee that unit during setup on some deployments with a scout move.
Caimheul1313 reacted to this -
I agree on what you said about vader and saber throw.
But i don't think 2 b1s are worth losing the gun, because it gives Grievous some more flexibility and it adds something CIS lists don't really have now: ranged pierce. I guess it's a matter of preference, i just would never leave home without it.
Regarding the 5 vs 12 point cost, maybe the speed-2+scale on GG , the critical 1(usefull to get past cover) and the versatile keyword are what makes the gun cost so mutch more, although is harder to tell how mutch saber throw should cost (in fact, it was changed form 10 iirc) because , while it's used mostly on vader, it's not a character-specific upgrade.
Caimheul1313 reacted to this -
The gun on Grevious is almost as mandatory as saber throw on CVader, it lets you get the maximum value out of relentless and gives you some nice flexibility when in melee.
I think another possible reason you may want to add it to the melee instead of the second saber is if you really need a crit (against some dodge-stacked enemy maybe?). otherwise the difference seems minimal, but it's nice to know the exact numbers.
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Are we talking just units or upgrades too? Because i think some upgrades are AGGRESSIVEly changing list building and TACTICS lol.
To be fair, some units (most of them belonging to the first waves) needs something more then just a point reduction to be viable. I woudn't play Han even at 90-100 points.
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43 minutes ago, Mokoshkana said:I really don't understand how people put stock in lists with units that aren't fully known yet. BX/Arcs still have unknowns that could change everything about how they function.
Let's be honest, the only unit that was not ready to be used in the mod was cad bane( just because his command cards are not in the mod yet) + the unsploleid mandalorians and inferno squad. maybe those will change the balance when released,but the other units are already usable, staps and at-rt included. yes, padme misses her 2-pip, and the arcs don't have fives and eco, yet they are proving EXTREMELY good-and i bet they won't get any worse when they'll get all their options. oh, and i don't see the bx poison bomb beeig better then the sniper if it's anything like the bombs we have now. So i think this is a fairly good representation of the 'meta', at least before staps and co. (september?).
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If you don't plan on playing competitive, just buy what you like.
From now on, all i'll write is exclusively from a competitive point of view:
Heroes to avoid:
Jyn and Han, maybe Chewbacca : the first 2 are just really bad competitive choices right now(jyn has alweys been, to be fair). Chewe may be usefull for is guardian keyword in some lists.
Cores to avoid:
All of them. seriusly, rebels are the only faction that takes 3 cores (rebel troopers because they are cheaper) just because they HAVE to. some lists run more rebel troopers with the dlt-20a (4-5).
Special forces to avoid:
Wookies and Pathfinders. Because they are not sniper strike teams. rebels need the strike teams to add some long-ranged pierce and increase the number of activations. if you take those (wookies and path), i'd advise against buying more then 1.
Supports to avoid:
None of them. they are all at least decent. I wouldn't take more then one 1.4 FD, while tauntauns ad at-rts are best used in multiple copies.
Heavies to avoid:
Both. the landspeeder is probably in the worst spot right now, and the airspeeder is just mediocre. you could field one of those, just make sure to build your battle deck accordingly. To be honest, i'd rather take a rebel hero for the point i pay for one of the two.
Again, those advice are from a competitive point of view. Feel free to buy whatever you like, mosts of those units are fine-just not as good as others.
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Well, your answer covers both of my questions!
Thank you!
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4 minutes ago, RepentOrPerish said:Thanks for the reply! I wonder, with the list you've provided, would I have all these upgrades and command cards from the few packs you've mentioned? Or are they found in various expansions. I could always proxy them I assume.
Thanks for the tips and mentioning the synergy. That's my idea of "effective but fun." I'll look into the snipers as well!
Yes, i made sure to use only upgrades included in the packs i suggested. as @ScummyRebel mentioned, you shuld look at Tabletop Admiral. There you will find all the units and, if you click on an upgrade card, it will tell you in wich expansion it's included.
RepentOrPerish and ScummyRebel reacted to this -
Hi everyone,
I have a question about NTFS (and more in general about the command phase):
I have a unit that is outside of range 3 from leia.
if i issue an orther to leia and then she gets to move, could this cause here to be in range 3 of that unit and issue them an order(so that they get to move with NTFS)?
Or are the orders given simultaneously?
Thanks
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Hi,
Here you can find a nice article about what to buy as a new player.
if you want to use DTs, the your #1 pick (well, after them) should be Krennic. He is a solid commander that supports your troops via the compel keyword and good command cards, and has a natural sinergy with DTs thanks to his enturage keyword and his 2-pip card.
to fill out the rest of your army a second core set is probably a good choice, this way you'll have 4 storms AND the basis for a rebel army (also having more dice is always good).
From there you will probably want snipers and medics.
Snipers are a good and cheap activation that the empire needs, and if you don't play competitive you can prox 3 units with 1 box i think(and rememer: thanks to Krennic's enturage you can have 3 snipers AND the DTs in the army).
Medics are just outstandig with DTs due to their high save and high points-per-wounds, treating a death trooper is always a good idea. The good thing is that in the specialists pack you will also get the generic command cards and the other specialists, and those will give your some nice options in almost every imperial list.
you will pobably end up with sometingh like this:
792/800Director Orson Krennic 90
Esteemed Leader,
Boba Fett 140
Hunter, Emergency Stims,
Imperial Death Troopers 76
DLT-19D Trooper, Recon Intel, E-11D Focused Fire Config,
Stormtroopers 44
DLT-19 Stormtrooper, FX-9 Medical Droid,
Stormtroopers 44
DLT-19 Stormtrooper,
Stormtroopers 44
DLT-19 Stormtrooper,
Stormtroopers 44
DLT-19 Stormtrooper,
Scout Troopers (Strike Team) 16
DLT-19x Sniper,
Scout Troopers (Strike Team) 16
DLT-19x Sniper,
Scout Troopers (Strike Team) 16
DLT-19x Sniper,
Commands:
Whipcord Launcher, Voracious Ambition, ZX Flame Projector, Deploy the Garrison, Annihilation Looms, Z-6 Jetpack Rocket, Standing OrdersAs for competitive lists with DTs Krossk is a good list (looks familiar?) but there is also 'middle manager' (wich you can find some examples in this very forum).A tip for DTs: ALWAYS take the DLT-19D heavy weapon and the focused fire config, it is the most effective way to run them.Hope this helpsRepentOrPerish reacted to this -
Hi everyone,
I have a question about the "inspire" keyword
On the manual it's written:
After a unit with the inspire x keyword performs its “Rally” step, remove a total of up to x suppression tokens from other friendly units at range 1–2.
And on the card (Leia in this case):
After your rally step, remove 2 suppression tokens from another friendly unit at range 1-2
The question is:
Can a unit whit inspire 2 remove 1 suppression token from 2 separate units? Or is just 2 token from 1 unit?
Thank you in advance
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2 hours ago, Tokous said:If you are asking- Darth Vader with a standby token (gained any way prior, though in this case from Krennic's command card: Deploy the Garrison) Activates then uses his upgrade card Force Push to pull/push a enemy trooper unit close enough so that Darth Vader may use the standby token to do a free movement ending in base contact with them, followed by using Relentless keyword to attack.... then end his activation, then attack again... No.
Reason being is he attacked in his activation...how else would he use Force Push!? You may only attack once per activation regardless if it is a attack action or free attack action. Also, he loses the standby token either by using it and/or attacking that activation.
However, if the conditions to use the standby token happen before Darth Vader activated that round, then he may use the standby token doing whatever able to do even attack if able. Then, later when activates may attack again if able since only has one attack after activating from then on til end of round.
Hopefully that helps, and I didn't goof on anything.
My thinking was: Vader(with standby) activates->force push->uses the standby token and attack the pushed unit->attacks again with one of his 2 remaining actions.
I had 2 doubts:
1-Does he lose the standby token if he uses the force push?
2-If the answer to 1 is no, can he attack again during his activation?
Sorry if it wasn't clear
Since @nashjaee already answered to question #1, i guess he can't do what i was thinking(thank god!)
Thank you all for your help!
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If Vader uses his force push to trigger the standby from Krennic order to attack (move + relentless), could he then attack again with one of his actions?

Does “Hero Hammer” work with Rebels?
in Army Building
Posted
Don't get me wrong, those can be very powerfull cards. But chewe's 1 pip needs the right situation to be impactfull, while cassian's and luke's are almost always used at their best. the only upside on chewe's 1-pip vs the other 2 (actually 3) alternatives is that you get a better order control.
On k2's 3 pip, yes it has a quite unique ,yet situatinal, effect that can win games. I just don't feel like it's needed in that list because of chewe's guardian, luke barrier and the 2 medics. The only effect you can't replicate is the 'ranged attack immunity' part, but to get that you need to kill k2- and that's a bad idea 99% of the time. i prefer cassian's 3 (free recover and danger sense on luke is huge) and luke's 3-pip , while not the best, provide you with a better order control, some Suppression mitigation and a really important dodge on your force user.