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Rogue Dakotan

Updated Tournament Regs. Nal Hutta Swamps is next Map in Rotation

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https://images-cdn.fantasyflightgames.com/filer_public/19/0c/190c9b26-7ca4-43bb-94c3-eb8b879edb31/swi_tournament_regulations_v22.pdf

 

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Starting July 5th, the legal maps—and their accompanying missions—for the season are: Anchorhead Cantina (formerly Anchorhead Bar), Jabba’s Palace, and Nal Hutta Swamps. All Formal and Premier tournaments must use these maps and missions unless otherwise specified in the tournament’s Event Outline.

 

New playmat announcement is up. 

https://www.fantasyflightgames.com/en/news/2017/7/20/the-swamps-of-nal-hutta/

 

swi51_playmat.png

Edited by RogueLieutenant

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I'm working on a much nicer version of the map but here's the preview from the Ranger's sheet.

35-halfres.jpg

Scenario A - Shielded

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Crate tokens represent shield generators.

When an attack targeting a space within 2 spaces of a shield generator is declared, if the attacker is not within 2 spaces of the same shield generator, apply -1 Surge to the attack results.

End of each Round: Each player gains 4 VPs for each shield generator he or she controls.

Scenario B - Raining Freight

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Setup: Each player claims 2 crate tokens from the supply. A figure can spend 2 movement points while adjacent to a crate for its player to gain 2 VPs and claim that crate.

End of each Round: The player with initiative places 2 of his/her claimed crates within 2 spaces of his opponent’s figures. Limit one crate per space. Then, his/her opponent does the same.

 

Edited by nickv2002
added detailed image!

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12 minutes ago, nickv2002 said:

Seems favorable to units w/ long range like the Rangers. Mobile will help too. Agreed  with @meggypeggs that melee might be tough b/c of map size.

Especially since is B has rotated out. Weequay and Rangers are now very good units on all three of the maps. Iggy will also remain very relevant. The terminal placement is interesting as well. Blue has a shelter deployment Zone with easy terminal access while red has less cover but much better firing positions. I will have to put in a few games to make further impressions.

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I just an hour ago had the current rotation sent to be print =p.    I should have known better based on the history.

 

Since printing 3 maps via Pixelartprinting seems to be the most cost effective, what other two maps are a good idea to print with Nal Hutta Swamps?  (Given that I have already ordered Jabba's Palace and Anchorhead.

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The blue deployment zone is crowded by blocked and difficult terrain. Will be hard to get all your units ready to move out if you have more than 7 (non mobile/massive).

Very hard for Blue to get to 3rd box (left to right) without mobile either.

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Yeah this map seems kinda strange, and I'm worried of course about melee. The -1 surge that one of the scenarios gives to defenders next to a crate against far-away attackers might help some. I'm not sure how the other scenario will affect strategy. 

But yeah, this is a huge boost to Rangers, which is nice after the disadvantageous Jabba's map. But now jumping between these maps will cause too much of a swing for my tastes. 

-ryanjamal 

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34 minutes ago, ryanjamal said:

Yeah this map seems kinda strange, and I'm worried of course about melee. The -1 surge that one of the scenarios gives to defenders next to a crate against far-away attackers might help some. I'm not sure how the other scenario will affect strategy. 

But yeah, this is a huge boost to Rangers, which is nice after the disadvantageous Jabba's map. But now jumping between these maps will cause too much of a swing for my tastes. 

-ryanjamal 

Poor Vader was about to get his chance to shine. Sniping Force Choke Vader incoming. New meta 100%

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1 hour ago, SlowComet said:

It's not legal to move diagonally between those 2 open spots on the left is it? 

If you mean the on large center tile: then diagonal moves are allowed between the blue spaces corners but not the red one, IIRC (by normal 1x1 non-mobile figures).

Also: I added rules to my post above!

Edited by nickv2002

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3 hours ago, mellowthello said:

Strange choice. I thought for sure this was a map that'd never be used.

I thought the same. Basically all maps out of w8 and 9 except this one. It just looks too restricting to all the new melee force users that will be coming. 

There are some spots close to the crates were you can safely hide some melees to get an attack the next round. Maybe ebt will shine here. They can walk through difficult terrain and have +acc and the close range option

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6 minutes ago, Collins said:

only have to wait 6 months now for a tourney legal neoprene map to be produced by FFG now.

 

seriously, sort out your supply or drop that annoying rule about home printed maps

We'll see, last time they pumped Jabba's Palace out pretty quickly (it was released the same time as Anchorhead here)

 

I'm hopeful we'll see it within a month

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Jabba's Palace hasn't arrived in my store yet... :/

 

I think this looks very interesting. I'm no pro or high end player, but while long range seems good on this - mobile also seems very good. I think long-range alone could be hard pressed against a couple of Nexu etc. The map pool also now have maps where you want melee, long-range and mobile and door-openers. You might need a good varied list, or use CCs to compensate for lack in one or two fields. Jump Jets might become an awesome CC.

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Yeah the only jabbas palace I saw were the ones people bought at worlds and brought home with them. Theres more to this game than the US contingent unfortunately.

Edited by Collins

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4 minutes ago, Collins said:

Yeah the only jabbas palace I saw were the ones people bought at worlds and brought home with them. Theres more to this game than the US contingent unfortunately.

I'm in the UK and have had it for a good couple of months

As I understand it it's not in mainland Europe yet but my FLGS has 2 in stock right now:

https://kirtongames.co.uk/products/star-wars-imperial-assault-jabbas-palace-skirmish-map

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13 hours ago, ryanjamal said:

Yeah this map seems kinda strange, and I'm worried of course about melee. The -1 surge that one of the scenarios gives to defenders next to a crate against far-away attackers might help some. I'm not sure how the other scenario will affect strategy. 

But yeah, this is a huge boost to Rangers, which is nice after the disadvantageous Jabba's map. But now jumping between these maps will cause too much of a swing for my tastes. 

-ryanjamal 

Who needs melee when you have force choke from across the map! ;)

Edited by dietz057

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