Endless ranks decrease the deployment costs of all trooper (Stormtroopers and E-Web Engineer) by one. I think assault armor is better for two xp, but I imagine at the beginning when threat is not flowing so freely it could make a difference. I opted for other things first and could not test it in time. If you buy it too late I think to gain is too little.
Imperial Players Unite
(I don't have the cards in front of me) Does Endless Ranks reduce the reinforcement cost of troopers as well, or just the deployment cost? Cause if it is both, then 1 point reinforced troopers are awesome. If it is just deployment, it is still pretty good, that's still one less threat that you have to spend.
It's only the deployment cost
I need some help. As an imperial I'm 0-3 and I'm afraid that the Rebels are just gaining too much power and resources for me to keep up. They seem to be getting more powerful while I'm barely scraping by with 1 influence from each mission there is not much I can buy that's worthwhile.
You are not wrong there. If there's not much worthwhile to buy, save your points. Although it sounds like your Rebels are snowballing, when it comes down to it, the campaign is won or lost in the final mission. If all else fails, save your influence (or influence cards) for the final mission.
They would put a wounded unit in between the non wounded unit and a nexu, positioned so the nexu had no where to position to attack. or they would just block in behing blocking terrain.
Nexu have mobility, so don't pay additional move points to go through hostile figures. And they can go through blocking terrain. And, unless I'm misreading the rules, they can attack while in a hostile figure's space, they just can't end their movement there. So, in the case above, your Nexu could step up two spaces, attack the non-wounded Rebel, then move back (or somewhere completely different).
they just split up and moved past my units. Doing double moves. <snip>
The Rebels have figured out by ignoring, splitting into groups of 2 and just moving through the imperial unit spaces they get to the objectives fast and they just concentrate on keeping one non wounded.
Yeah, this is one of my least favorite aspects of Imperial Assault...this is the optimum strategy for most missions. I don't find it to be very fun or Star Wars-y, but that's just a personal gripe.
I have three recommendations against this playstyle:
1. They aren't bothering to remove your enemies? Make them pay for it. Every time they run past a squad of stormtroopers, that's three free attacks you get on them. Get improvements that make your cheap units scary. (I find that Arc Blasters -- in the Tech Superiority deck, and the threat of being stunned every round, is more than enough to make your worst stormtrooper a scary threat. I haven't played the others, but assume they have their answers too.)
2. If they're using the same tactics over and over, you know where they're going. You know where the objectives are, and how much speed they have. Try to plan ahead a turn and make sure there are units in their way. Make sure that the Rebels have no easy choices. Every time they double move, they should be leaving themselves vulnerable, and you should have units in range.
3. Bleed and stun are your best friends. Your Rebels are really good at optimizing their actions? Take their actions away. I find that pairing up a red officer with a nexu works wonders. The Nexu is tough, fast and causes bleed with no surges. The officer stuns and can command the Nexu to move (to catch up with those double moving Rebels) or attack a second time.
I don't believe any figure can perform an action while in another figure's space. However, a nexu could move right next to the wounded character, then pounce. Don't forget that pounce uses the 'remove then place" mechanic which means you don't count spaces as "move" spaces, but merely as "accuracy" spaces. So ennemy figures, impassible terrain, obstacle, only count as 1 space for the purpose of pounce (and you get a free attack!).
Pounce also benefits from "large figure" movement that was so prevalient in Descent2E. When counting spaces you count and move as if the figure was a small 1 squaure figure that can move diagonally and throufh terrain and when you place it, it can expand in any direction from the chosen square
I don't believe any figure can perform an action while in another figure's space. However, a nexu could move right next to the wounded character, then pounce. Don't forget that pounce uses the 'remove then place" mechanic which means you don't count spaces as "move" spaces, but merely as "accuracy" spaces. So ennemy figures, impassible terrain, obstacle, only count as 1 space for the purpose of pounce (and you get a free attack!).
I could be wrong, but the only rule that I see is the "moving through enemy figures one" which only states that a figure cannot end their movement in a space with an enemy figure. And since you can use movement points, attack, then use more, that doesn't seem to be "ending their movement" to attack.
If there's another rule I'm overlooking, I'd appreciate someone pointing it out.
You cannot perform actions while in the same space as another figure as you cannot end your movement in an occupied space, nor can you interrupt while in space occupied by another figure.
When you are moving "though" a space, you are counting the space the hostile figure is in, but you arent actually moving to that space, you are moving "though" it. Note the rules state that if you don't have enough points to move "though" then you cannot move there.
See "Movement", RRG, Page 19:
Figures can move through other figures’ spaces. The figure must spend one additional movement point to enter a space containing a hostile figure. Some abilities allow figures to move through spaces containing blocking and impassible terrain.
The definition of “moving through a space” is that the figure can enter the space as long as it does not end its movement in the space. The figure cannot enter the space if this would spend its last movement point.
See "Interrupt", RRG, Page 15:
It is possible for a figure to interrupt its own activation.
A figure’s action cannot be interrupted while the figure is in a space containing another figure.
Edited by FizzYou cannot perform actions while in the same space as another figure as you cannot end your movement in an occupied space, nor can you interrupt while in space occupied by another figure.
See "Movement", RRG, Page 19:
Figures can move through other figures’ spaces. The figure must spend one additional movement point to enter a space containing a hostile figure. Some abilities allow figures to move through spaces containing blocking and impassible terrain.
The definition of “moving through a space” is that the figure can enter the space as long as it does not end its movement in the space. The figure cannot enter the space if this would spend its last movement point.
See "Interrupt", RRG, Page 15:
It is possible for a figure to interrupt its own activation.
A figure’s action cannot be interrupted while the figure is in a space containing another figure.
I see that. But, the second section indicates that the "end of movement" isn't until you've spent your last movement point. So performing an action while you still have movement points is not ending your movement. Your movement doesn't end until you've spent your last movement point (or end your turn).
Never mind.
FFG Support clarified the rule here: http://community.fantasyflightgames.com/index.php?/topic/132176-a-figure-cannot-perform-an-action-while-moving-through-another-figure/
You cannot take an action while sharing the space with another figure.
If you read the rules correctly, a good imperial player can always win easily. One important rule is movement, as several people mentioned you can move through friendly and opposition figures.
Also your figures can double move just like the rebels to keep up with them. You can just attack them in the next round once they're in range.
I find a Nexu can hit almost anything during it's activation with it's mobility, 6 movement and pounce.
Getting back to the original post, I think a great tactic is mind games. Every rebel team will have that one Imp unit that gives them issues early on. For my team it was probe droids. As they progress that unit will become less of a concern, but, they will still be wary of it cuz it messed them up in the beginning. Until they get past that, always deploy that unit. My players HATED when I popped an elite probe droid. They could deal with it handily, but, they were still afraid of it and it distracted them from the mission.
That is the other big, (probably the BIGGEST), thing to remember. You don't have to beat the Rebels. You just need to stop them from accomplishing their mission. Most missions have a time limit, so, delay them as much as possible. Strain and conditions are your friends here. My players are learning to fear Trandos for that very reason. Large models are also good as they can block your Rebels from getting where they need to get. My players tend to be very mission oriented, so, anything I can do to throw them off their game is a priority. For the aforementioned reasons, when possible, (and thematic), I ALWAYS take Elite Probe Droids, Elite Nexu and Elite Trandos.
Wow, that was kinda all over the place. Hope it isn't TOO unreadable.
I've skimmed this entire thread, but I haven't noticed anything about probe droids and their Self Destruct ability (possible I missed it, though). I've had situations where I've noticed the Heroes were far too clumped up for their own good and have used a probe droid who was ripe for being finished off anyway to run right into a Rebel group, attack, then wait till the end of the round (ideally this would be the last activation of the round, to ensure success) and deal a full die roll of damage to all adjacent heroes. If all 4 heroes are nestled close together (I haven't had all 4, but I have gotten 3 several times) and you roll 3 damage, that's up to 12 direct damage that you can deal to the Rebel party, plus whatever you managed to attack them with during the droid's actual activation.
If the droid is close to being defeated anyway, that's not bad at all for the 3 threat that it costs.
I've skimmed this entire thread, but I haven't noticed anything about probe droids and their Self Destruct ability (possible I missed it, though). I've had situations where I've noticed the Heroes were far too clumped up for their own good and have used a probe droid who was ripe for being finished off anyway to run right into a Rebel group, attack, then wait till the end of the round (ideally this would be the last activation of the round, to ensure success) and deal a full die roll of damage to all adjacent heroes. If all 4 heroes are nestled close together (I haven't had all 4, but I have gotten 3 several times) and you roll 3 damage, that's up to 12 direct damage that you can deal to the Rebel party, plus whatever you managed to attack them with during the droid's actual activation.
If the droid is close to being defeated anyway, that's not bad at all for the 3 threat that it costs.
The only time I've ever been able to destruct a probe droid amongst my rebels was when they inadvertently stood next to a deployment point I hadn't used yet (so they didn't know there was one). My rebels would never let a damaged probe droid get near them.
I've skimmed this entire thread, but I haven't noticed anything about probe droids and their Self Destruct ability (possible I missed it, though). I've had situations where I've noticed the Heroes were far too clumped up for their own good and have used a probe droid who was ripe for being finished off anyway to run right into a Rebel group, attack, then wait till the end of the round (ideally this would be the last activation of the round, to ensure success) and deal a full die roll of damage to all adjacent heroes. If all 4 heroes are nestled close together (I haven't had all 4, but I have gotten 3 several times) and you roll 3 damage, that's up to 12 direct damage that you can deal to the Rebel party, plus whatever you managed to attack them with during the droid's actual activation.
If the droid is close to being defeated anyway, that's not bad at all for the 3 threat that it costs.
The only time I've ever been able to destruct a probe droid amongst my rebels was when they inadvertently stood next to a deployment point I hadn't used yet (so they didn't know there was one). My rebels would never let a damaged probe droid get near them.
Yeah, it takes a little bit of luck, but it can happen. If you have more activations than they do, saving the probe droid for last pretty much guarantees it.
The best I have done was in Loose Cannon where I self-destructed a Probe Droid close enough to the Royal Guard Champion, so that he could move 2 spaces and attack the last healthy rebel hero and end the mission during the end of round. This deprived the rebels one crate as well.
I have also used self-destruct to get two Royal Guards focused, so that they could stun the objective runner(s) of the rebels.
Probe Droid bombs in Temptation and Brace for Impact can also be effective. (FAQ changes the Rebel Trooper deployment rules for Brace for Impact because the original was quite unfair to the rebels.)
The mission rules in the respective missions allow to deploy to any empty space or onto a named tile.
(Probe Droid bombs are possible due to the order of the steps of the status phase. You can first deploy a Probe Droid, then self-destruct in the End of Round step of the same status phase.)
(Probe Droid bombs are possible due to the order of the steps of the status phase. You can first deploy a Probe Droid, then self-destruct in the End of Round step of the same status phase.)
Ooh, that's mean.
I like it.
Right so if they spend actions defeating the probe droid then that is also a win for you. Instead of being able to ignore this figure as it's already attacked and just run past it, they have to be concerned that it is next to two of their heroes that have already gone and could potentially deal 6 damage for free at the end of the turn. Any time you can create a win win scenario for you it makes sense. This is why Hired Guns are so useful, especially early on, they are fast, they get an attack and ignore them or not they are attacking you again... and again... so spend that action on them instead of your objective.
When I want to win I focus on slowing the rebels down, not killing them. Lots of stuns, bleeds, strains whatever I can do. Run and gun to preserve life, or move troops in the middle or better yet BEHIND them so they are forced to turn the other way to deal with it. If I want to give them a fighting chance I try to wound them all. Now certain missions one is better than the other for winning/losing, but overall I find you are worse off if you just try to focus fire them down. It is also less fun as you generally target the same 1 or 2 heroes to start every mission, which apparently Jabba's Realm is fixing!
(Probe Droid bombs are possible due to the order of the steps of the status phase. You can first deploy a Probe Droid, then self-destruct in the End of Round step of the same status phase.)
Sorry albert I am not doubting you on this at all, but could you clarify this for me? I feel like it is an important piece of information that I do not understand.
The order of the steps of the status phase is important for various things, they must be executed in the correct order.
1. Increase Threat
2. Ready
3. Deploy/reinforce
4. End of Round effects
5. Increase Round dial
So, in step 3 you deploy a Probe Droid (paying the 3 threat) to an active deployment point that is adjacent to rebels - the actual location can be quite far from the deployment point if the deployment point is blocked by figures - either rebel figures, your figures you set up during the activation phase, or figures you deployed before the Probe Droid. Self-Destruct happens in step 5 after mission's end of round effects.
Nothing really complicated to it. Also, some missions allow deployments in other ways than using deployment points, so you have more options.
The drawback is that you can't redeploy the self-destructed Probe Droid during the same round you self-destructed it, because End of Round is after the Deploy/Reinforce step. (And Self-Destruct happens after potential end of round mission events that give optional deployments.)
The order is also important for mission rules and agenda cards that give threat during the end of round step. That threat is not available in the Deploy/Reinforce step of the same status phase.
Edited by a1bertIt's almost never a good play to detonate a droid as you're just freeing the rebels up of an action to kill another one of your units that probably would have done as much damage that round and each round after. Unless you're wounding/withrdrawing someone, triggering something useful or getting a lot of damage in, having the extra unit on the board will be worth a lot more.
It's almost never a good play to detonate a droid
It's almost never a good play to self-destruct a droid except when it is good play, some of which I already listed.
It's almost never a good play to detonate a droid as you're just freeing the rebels up of an action to kill another one of your units that probably would have done as much damage that round and each round after. Unless you're wounding/withrdrawing someone, triggering something useful or getting a lot of damage in, having the extra unit on the board will be worth a lot more.
I mean, I don't just indiscriminately blow up my probe droids left and right. But even if I was going for action economy, look at it this way-
I could move and attack with my probe droid, possibly doing damage, and then blow up in vicinity of multiple heroes, doing more damage.
I could move and attack with my probe droid, then keep it alive in the hopes that the Rebels finish it off with a relatively wasted action.
If my probe droid manages to hit even only two Rebel heroes, that's damage on the board. They're going to either have to
A) weather the damage and possibly get wounded/withdraw
or
B) Heal
If both Rebels heal, I have them now using 2 actions instead of the 1 they would have used killing my probe. Take into account that I often for this strategy when the Rebels are even more closely grouped and I can hit 3 of them, that's even better action economy for me. Plus, once the Rebels start getting wise to this strategy (which, sadly, they will- though every now and then they'll mess up and group close together again) at least they'll learn to stay spread apart, which is also often advantageous.
It's almost never a good play to detonate a droid as you're just freeing the rebels up of an action to kill another one of your units that probably would have done as much damage that round and each round after. Unless you're wounding/withrdrawing someone, triggering something useful or getting a lot of damage in, having the extra unit on the board will be worth a lot more.
I mean, I don't just indiscriminately blow up my probe droids left and right. But even if I was going for action economy, look at it this way-
I could move and attack with my probe droid, possibly doing damage, and then blow up in vicinity of multiple heroes, doing more damage.
I could move and attack with my probe droid, then keep it alive in the hopes that the Rebels finish it off with a relatively wasted action.
If my probe droid manages to hit even only two Rebel heroes, that's damage on the board. They're going to either have to
A) weather the damage and possibly get wounded/withdraw
or
B) Heal
If both Rebels heal, I have them now using 2 actions instead of the 1 they would have used killing my probe. Take into account that I often for this strategy when the Rebels are even more closely grouped and I can hit 3 of them, that's even better action economy for me. Plus, once the Rebels start getting wise to this strategy (which, sadly, they will- though every now and then they'll mess up and group close together again) at least they'll learn to stay spread apart, which is also often advantageous.
If you hit 2 rebels for 2 damage each, that is 1 or less heal actions worth of damage and as I said, will almost always be a bad play.
If you think it's a lot of damage than play Armored Onslaught and you can Mortar the Rebels every round. It's easier targeting means you will generally be able to hit more figures and makes allies a really bad option for Rebels as you can drop it as your first action on their deployment.
Interesting, I have been doing it wrong. I've been giving myself the threat first then doing my re enforce/deploy. It is amazing that even after playing for so long something as simple as that is over looked. Just when I thought I had the game figured out!
I guess it is designed that way to give the Rebels some warning that more troops are coming at the end of the subsequent round due to the increased threat.
Edited by FrogTriggerI guess it is designed that way to give the Rebels some warning that more troops are coming at the end of the subsequent round due to the increased threat.
Exactly. For example the flavor text gives a hint why the Imperial Informants agenda card doesn't work instantly, the rebels have one round to prepare.
But note that some mission rules in the newer missions also use "at the start of the status phase", i.e. before the increase threat step. So with those the threat is available in the deploy/reinforce step.