Still have to increase the production value by a lot, but I think it's alright for a first effort.
If you liked it, subscribe, as I may do more of these in the upcoming weeks.
Still have to increase the production value by a lot, but I think it's alright for a first effort.
If you liked it, subscribe, as I may do more of these in the upcoming weeks.
Great video! I like your squad, too. However, I think I'd probably want to drop one of the Royal Guards for an Elite Imperial Officer and 2x Regular Imperial Officers...that's more movement and more deployment cards.
Great video! I like your squad, too. However, I think I'd probably want to drop one of the Royal Guards for an Elite Imperial Officer and 2x Regular Imperial Officers...that's more movement and more deployment cards.
Yeah I was thinking this after the match. The activation disadvantage was hitting hard during the first 2 turns, but then I bounced back nicely, so I am not sure getting many deployment cards would have mattered that much. Though Imp Officers sure would have helped in getting the crates to safety faster. Need more games to figure that out
The Saboteur that your opponent was using to keep control of the terminal didn't look to be adjacent. There is a wall between the spot the unit was in and the terminal.
Edited by charliefilmsNot sure you played Urgency correctly. It gives you movement points equal to your speed +2. So when you used it on your Royal Guard you should've had 7mp to use. Then you pick up the contraband which gives you -2 to your speed. But this doesn't affect the 7mp youve already gained unless Im confused how the mission works.
The Saboteur that your opponent was using to keep control of the terminal didn't look to be adjacent. There is a wall between the spot the unit was in and the terminal.
Good catch. Though it shouldn't have impacted the mission that much.
Not sure you played Urgency correctly. It gives you movement points equal to your speed +2. So when you used it on your Royal Guard you should've had 7mp to use. Then you pick up the contraband which gives you -2 to your speed. But this doesn't affect the 7mp youve already gained unless Im confused how the mission works.
Since Urgency is a special action and movement points gaind by special actions have to be spent immediately, you can't take urgency and then take the crate (unless you play it to get to the crate) in order to have 7 movement points to spend with the crate in hand. I actually didn't know this during play, but I played it wrong by accident .
Edited by jacenatThe only time you must spend movement points immediately is if they are gained when it is not your activation RRG pg 20. There's nothing about a special action forcing you to use them.
The only time you must spend movement points immediately is if they are gained when it is not your activation RRG pg 20. There's nothing about a special action forcing you to use them.
This is false.
Under "Actions" in Rules Ref:
If movement points are gained as part of a special
action, they must be spent immediately during that action.
Edited by DarkJodoFound what you quoted and its actually under Actions in the RRG pg3 4th bullet point. Would be nice if this was under movement as well.
So when you use Urgency you must spend all your movement points before doing anything else? So I can't play Urgency, Move X spaces, Attack, Move X spaces? Is there any other Special Actions like Urgency that grant movement during your turn? Fleet Footed isn't an action and everything else seems to trigger during the opponents turn.
"Close the Gap" moves your brawlers at the start of the turn and "Slippery Target" on your opponent's turn - but that is about it.
No you cannot play "Urgency" move X, Attack, then Move X.
Thanks for the clarification. The others I had no problem with since they are gaining movement outside of their activation. Its all makes since now.