Ringmaster80
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Ringmaster80 reacted to Decarior in What units need buffing?
I think the gap between 'low tier' and 'highly competitive' units is smaller than some people might think. Sure maybe you don't win Worlds with an Airspeeder but in the last tournaments that I played him he was fairly useful. Keep him alive by careful placement and he does wonders as a late game disruption tool. Fleet troopers and Han are good too if you build your army around them and learn how to play them. Again maybe not Worlds/Invader League top tier competitive but there will always only be a few broken units good enough for that.
Most units could be adjusted with simple point changes. Han Solo, (full) Commandos and Pathfinders are a tad to expensive probably because Low Profile, Danger Sense, Scout and Infitlrate got overvalued. Jyn Erso is basically a support commander and should be costed closer to Leia and Cassian. Wookies might need a greater points reduction and possible some keyword errata (like Scale). There also needs to be more to the MKII Medium Blaster, either a health increase or better yet: the Long Shot (1) keyword. I would have liked to see the Indomitable keyword on Veterans too. Also I almost forgot the awful Landspeeder - yes the weapons are way too expensive and (Open) Transporter rules don't do enough.
Dewbacks and (full) Scouts for the Empire are definitely too expensive. Shoretroopers are just badly designed. They overlap way too much with Stormtroopers in terms of role and playstyle. The Shoretrooper T-21B should be a Range 3 weapon (with points lowered accordingly). Leave the Range 4 Corp weapons to the Stormtroopers.
For CIS I think that Droidekas are a decent unit and only needing a slight point cost reduction.
GAR has a similar problem to the Empire in that two of their Corp troop choices are just to similar to each other. I will be hard to balance Phase 1 and 2s without one being strictly better or more efficient than the other. Maybe removing Standy sharing and thus less reliance on P2s Overwatch upgrade slot could bring out more P1s with their more varied weapons choices (with access to non-cumbersome R4 and R2 Pierce).
In general I would like to see a few upgrades to boost existing units and archetypes. For Rebels a command upgrade that gives Corp units (and the Commander himself?) Outmaneuver. Only in a certain range band? Than there should be a Training upgrade to give Saboteurs a 1-move after arming a device similar to how Bossk's and Sabine's 1-pip work. Right now the action economy of Saboteur strike teams is just too bad.
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Ringmaster80 got a reaction from lunitic501 in I need help with tactics for CIS
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.
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Ringmaster80 got a reaction from buckero0 in I need help with tactics for CIS
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.
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Ringmaster80 got a reaction from Caimheul1313 in Melee during deployment
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.
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Ringmaster80 got a reaction from Caimheul1313 in Opinions on General Grievous and DT-57 "Annihilator"
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.
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Ringmaster80 got a reaction from Dalae in Point rebalance
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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Ringmaster80 got a reaction from RyantheFett in Point rebalance
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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Ringmaster80 got a reaction from Han Singular in Point rebalance
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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Ringmaster80 got a reaction from Shrike in Point rebalance
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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Ringmaster80 got a reaction from folnjir in What Rebel expansions to avoid - New player
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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Ringmaster80 got a reaction from Memorare in What Rebel expansions to avoid - New player
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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Ringmaster80 reacted to Tokous in No Time For Sorrows 'timing'
I'll explain while answering the question...
No Time for Sorrows: When a friendly trooper unit is issued an order, it may perform a speed-1 move.
On page 11 of the RR 1.5.0 it explains about Abilities,
Upgrade cards and command cards also contain abilities. Each ability describes when and how it is resolved. If the timing of an ability uses the word “when,” that ability’s effect occurs at the exact moment of the described timing event.
So, you certainly may issue an order using No Time for Sorrows to Leia, she does the speed-1 move. Now being in range 3 of this other friendly trooper unit, can now be issued a order using No Time for Sorrows too.
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Ringmaster80 got a reaction from RepentOrPerish in Suggestions for new player
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.
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Ringmaster80 got a reaction from ScummyRebel in Suggestions for new player
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.
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Ringmaster80 got a reaction from RepentOrPerish in Suggestions for new player
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:
792/800 Director 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 Orders As 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 helps
