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Shadow345

Is anyone concerned about generic officers?

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On 8/4/2018 at 7:40 AM, WAC47 said:

Both of these are misleading terms. They refer to lists that max out on objective-scoring activations.

Since you can fit more units of the Corps rank into a list, they are the cheapest units available, and they are able to score objectives, these lists tend to have 6 corps units (plus 1-2 commanders, who are also troopers), hence the name Corps spam.

Corps are Troopers, and the crux of what makes these lists work is that Troopers are capable of scoring objectives. Future releases like the generic commanders and special forces will allow you to fit even more cheap Troopers into a list. Hence the name Trooper spam.

But again, it's all about fielding the max number of units that can score and out activating your opponent.

It works great till I blow everything up from max range. 

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7 hours ago, TauntaunScout said:

And I think as various units get released other methods, such as that, will start working better.

Yes sir, in my opinion ( and first off I don’t need drama over a game just speaking freely I’m America here) the methods people aren’t seeing yet are going to handle this spam, cheap, horde style play, yet hopefully if  that is done right in a competent Generals hands than hopefully it goes to worlds and is a Teir one list of a Hoarde list. This game is a long haul ladies and gents. Thinking of how interesting, competitive, and the play styles people will invent on the tier 1 level in 1-3 years will make this game majorly vast in depth and tactically challenging. Everything table top sim needs. 

 

Remember where we we are this game is basically in Beta mode lol. The whole first armies aren’t even fleshed out with all our standard options. Everyone thinks FFG doesn’t know what they are doing but through my mediation I have seen the force is strong with these guys and by force I mean this bird thing told me that they have made this a major thing. Disney man. Star Wars man. The best time for gaming it is. 

Follow,

This is will be a balanced game when it gets the minimum amount of units per slots with play styles effected by these choices. I don’t think 800 will be what they will competition play at forever(meta). We can argue till I’m blue in the face but judging by past trends, things change, people change, and numbers do too. 

I have a 1600 point Imp army and As long as you know the rules of the game(like 98% of all rules and weird situation rulings) then as long as we can get along with opponents about most matters, solved quickly and effectively. Perhaps other people involved who have good eyes can help vote disputes down quickly. With great sportsmanship, playing decisively like a true battlefield war. With all that for me it clocks games done by what everyone is saying a normal 800point game is taking them or less.

Finally, turns should be more of a time restraintive more realistic. This is a battle sim war game, you should only have (“xxx”) amount of time to use all of your activations in a round. Like stop clocks at chess tourneys so at the Top Teir for us we are timed. This would effect hoard armies, add a new whole dynamic where speed benifits or could hurt, and also quicken games and add a real game time effect to it. Raising competition because that’s all the light Vs dark is and I can beat these rebel scum quicker than they are ever going to be able to do the Empire. After all they only had so much time in the Death Star, couldn’t hang around for ever so why can we here? 

Let’s say we are on on the official rules equivalent to 1.2 so just wait till the version equal to 2.2 or next year 3.3. It will be a vastly improved game with all sorts of new rules. We are on the intro level into Enders Game first stage testing.  Lol so my example, simple I hope this is; 

Follow,

This game will live and breathe, eat and sleep. In such a way things that might not have been good but for proxy’s, as some shelf art or just sloshing around in the miniature junkyard. ?shakily Just waiting for recommissioning In my back up Tote.

at the weekly competition on Tuesday with the boys and then this hopeless band of merry rebel men thought to be in irrelevant city lost through forever in the table ages. Yes after a simple change, meta after any card droppes on Wednesday and by that weekend at a tournament it’s a major contender deciding a good percentage of victory. 

Morning Rant over. 

Thanks

W

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Generic officers don't bother me one bit. I played Warmachine before this and most units were bolstered with unnamed attachments and leaders. There wasn't a "non unique" army leader, but even then I'm not bothered. I think this is an opportunity to add more generic (although faction specific) command cards to the game and open the option for the empire to run two commanders without spending 30% of their points. It even opens the option (when they exist) to run two powerful operatives and their command cards while your generic officer is there to fill the list requirement and provide backup leadership to the operatives. 

It also allows for factions with lower numbers of named characters to have another option without needing the guy to be named. 

 

just my .02

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4 hours ago, Whichsideismyside said:

Yes sir, in my opinion ( and first off I don’t need drama over a game just speaking freely I’m America here) the methods people aren’t seeing yet are going to handle this spam, cheap, horde style play,?

 

Doesn't hurt that it's the most cost-effective way to play (out of game) also. I think $216 gets you three core sets shipped on Amazon, for less than the cost of an army for many other games you get a big infantry army for both factions of this game. As long as it works at least ok, it's going to be very common.

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I’m all for the variety of armies. Generic commanders allow for even more of this. I don’t mind activation and trooper spam, as long as Vader and other beat sticks with only 7-8 acts can still compete. If it becomes the only way to win is to max out on the cheapest/ most cost effective units then there will be a problem...

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I"m excited for Generic commanders.  This opens the door to awesome campaigns of them improving over a course of a few games.  Even FFG could come out with rival leagues where your commander has options to improve over the course of the games played.  Which would fit better then lets say a Han getting new abilities.    Things like add sharpshooter for 10 points, or nimble for 5, etc.  

I dont' see generic commanders going away, their special cards will keep them important.  

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18 minutes ago, Gridloc said:

I"m excited for Generic commanders.  This opens the door to awesome campaigns of them improving over a course of a few games.  Even FFG could come out with rival leagues where your commander has options to improve over the course of the games played.  Which would fit better then lets say a Han getting new abilities.    Things like add sharpshooter for 10 points, or nimble for 5, etc.  

I dont' see generic commanders going away, their special cards will keep them important.  

It could also allow for the development of generic force users as well.

Of course the problem arises when your generics are better than your named choices.  Theres no waste.

At the same time though it does make your army feel more like your own and you lose out on character specific cards so theres always a give and take.

Still, I'd like a Darth Rob walking around the board ...

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Well, I would hope the advancement would only be in certain campaign operations and not a constant rule.  

 

Sorry meant named characters*

 

Edited by Gridloc

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2 minutes ago, crx3800 said:

If the Imperial command cards are only as good as that first imperial one, I don't expect to see them being that valuable. 

Rebels get the good stuff again! :P

The one pip Imperial Command card is best played early, to give you perfect information as to your opponent's command hand. This is obviously more valuable against double named commander/named commander & operative lists, but with the new generic orders it is still useful any time your opponent has options. If you know your opponent's Luke list doesn't have Son of Skywalker, then he can't threaten you with the double Luke activation. Knowing your opponent isn't running ZX Flame Projector in his Boba Fett list then you won't be as hesitant to have large units near his Boba Fett. The Rebel one pip card only affects one of your opponent's activations, the Empire one pip card gives you information that is useful for the rest of the game.

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I guess I'm just not seeing the value at looking at two random cards from their command hand. It won't likely tell you what they DONT have unless you see two of the same pip value. It will only tell you what they DO have. Plus, whether you are supposed to show your command hand at the start is up in the air. If you do have to show it, this card has no value whatsoever. 

image I found 

https://www.jodocast.com/2018/08/02/ffg-in-flight-report-2018-star-wars-news-recap/

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Unless the opponent is running 3 people with their own command cards,i.e. Luke Leia and Chewie (9 to pick from), I'd say it safe to say that they will be using all 3 for each of the 2 or 1 that they are running. Command Card is useless IMO

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3 hours ago, crx3800 said:

Plus, whether you are supposed to show your command hand at the start is up in the air.
 

I forgot it was only two. Still, it gives you some manner of information that is useful in later turns. Per the Official Rules post in the Rules section of the forum: 

Quote

Question: Since a player’s command hand is a part of their army, is the contents of their command hand public information to their opponent before a game? During a game is a player’s command hand public information? Similarly, is a player’s discard pile public information?

Answer: No, although a player’s command hand is a part of their army, neither before a game nor during a game is a player’s command hand public information. The contents of a player’s command hand is considered hidden information, except to that player. However, a player’s discarded command cards are public information. A player can request to see their opponent’s discarded command cards at any time.

 

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Thanks, I didn't know that had been clarified. Our area has treated it as open information. I still agree with the above, if you have two commanders and no operative, I'm pretty sure I know your choices. 

Of course, that could change as the game goes on. Personally, I'm not a huge fan of 1 pip cards being "early game" design cards. 1st and 2nd turn have rarely felt like I needed to go first, and losing one of the cards that could let me go first later really hurts. The payoff, like Veers 1 pip, needs to be big. 

 

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