Guys, guys, guys...Dano was wrong on teh internets.. You CAN fit the large bases at any angle in the deployment zone. You run no risk of being out of the Set Up area. Whew!
Intensify Forward Firepower Episode XIII: Rogues, but Mostly Villains.
That would be a doh! Moment ![]()
Enjoyed the podcast! Although it's situational, I think Han Solo could be huge in a game like when you are the 2nd player and have taken an enemy ship down to its last hull and now you have one more chance before he repairs/and raises shields and then has a chance to do more damage in the new turn.
I'd agree that Bobba Fett is much more valuable over most sistuations, but when Han counts, he really counts! I find that rather cinematic, like when he swoops in at the last minuite in Episode 4 and knocks out Vader's squadron.
Enjoyed the podcast! Although it's situational, I think Han Solo could be huge in a game like when you are the 2nd player and have taken an enemy ship down to its last hull and now you have one more chance before he repairs/and raises shields and then has a chance to do more damage in the new turn.
I'd agree that Bobba Fett is much more valuable over most sistuations, but when Han counts, he really counts! I find that rather cinematic, like when he swoops in at the last minuite in Episode 4 and knocks out Vader's squadron.
Agreed. Han's flexibility is his biggest advantage. He could literally activate at any time (before the ship phase, via a squadron command, in the squadron phase), and if your fleet has Adar, he's always a threat to activate twice.
Although Han's great if you're second-player and need to plink, if you're first-player, that gives you the option for the first two activations in the game. Two anti-ship dice without bomber isn't awesome on its own, but depending on what that next ship is doing (an AFII with Ackbar and gunnery teams? An MC-30 at close range? Salvation or Yavaris? An MC-80 carrier with four sillies followed by an Ackbar shot?), the second player could be eating a ton of dice before he gets to activate at all.
...if your fleet has Adar, he's always a threat to activate twice.
Inb4 "but you can triple-tap with him": you can do this with initiative and B-Wings too. Adar on your last ship activation, second shot in the squadron phase, activate again with your first activation next turn. The only difference is the B-Wing hits harder for half the cost.
Edited by ArdaedhelSmall point: "Like a Boss(k). He is only amazing if he has taken damage. Well guess what. Counter exits."
Triggering counter is optional for the defender. "... you *may* attack that squadron..."
I figured this was the case. I am at work and couldn't fact check it easily. If Boss(k) is killing counter equipped squadrons and they are not taking advantage of counter.....you're still winning.
You can also equip a ship with the new ruthless stratigist card and deal bossk a damage yourself to deal a damage to an enemy squad and that will trigger his ability
I think we are spending far too much time and effort on the XI7 ruling, are they really all that good? Take a VSD as a target and hit it with XI7 shots and normal shots, say you take 6/4/2 damage per shot?
6 – 3 shots with and 3 without.
4 – 4 shots with and 5 without
2 – 9 shots with and 9 without.
Too much damage and you just overkill your opponent and end up with no advantage, too little damage and you end up reducing all the shields in small bites and gain not appreciable advantage, although you may get a few extra opportunities to draw a critical.
Tactically with XI7s your ships may have to remain “on target” to punch through shields, just how long can ships stay in front of a VSD, you also have to consider Squadrons, is bunching them up all on a single downed shield any better. Your opponent may be able to move as to have you hit fresh shields or use a repair token that lets him move shields around and reinforce the shield facing the XI7 ship. (Tarken or Guam Bel Iblis can both do this easy enough). A poor mans’ Advanced Projectors as it were.
At the end of the attack a redirect is a zero gain for the ship being attacked. You get hit for 6 damage and you take 6 damage. Give me a card that affects brace, so that those 6 hit attacks cause 6 damage and I’ll be happier. Even a timely evade can reduce the damage by 2.
I think the key defense token is the Brace, a card that reduces its effect is going to have far more impact on a game.
ACM is a better counter to Redirect though it can only be seen is a few number of ships.
This is true of every single Rebel squadron in the game, why do people keep bringing it up as though it were some special feature of Han? I feel like I must be missing something. His big shtick, in fact, pairs terribly with Adar, because you have to choose to use one or the other on him in a turn....if your fleet has Adar, he's always a threat to activate twice.
Inb4 "but you can triple-tap with him": you can do this with initiative and B-Wings too. Adar on your last ship activation, second shot in the squadron phase, activate again with your first activation next turn. The only difference is the B-Wing hits harder for half the cost.
Woah buddy. That's not the only difference. What makes Han different then the B-Wing in your scenario is that Han doesn't need that second ship activation. Han can complete the triple-tap using his ability, and he can do it when you are second player guaranteed. So while either option is effective, and certainly the B-Wing is cheaper/stronger anti-ship, Han does give you a little added flexibility and is stronger against squadrons.
Also, I completely agree about the Adar point. If you are missing something there, so am I.
Edited by MadaghmireI think we are spending far too much time and effort on the XI7 ruling, are they really all that good? Take a VSD as a target and hit it with XI7 shots and normal shots, say you take 6/4/2 damage per shot?
6 – 3 shots with and 3 without.
4 – 4 shots with and 5 without
2 – 9 shots with and 9 without.
Too much damage and you just overkill your opponent and end up with no advantage, too little damage and you end up reducing all the shields in small bites and gain not appreciable advantage, although you may get a few extra opportunities to draw a critical.
Tactically with XI7s your ships may have to remain “on target” to punch through shields, just how long can ships stay in front of a VSD, you also have to consider Squadrons, is bunching them up all on a single downed shield any better. Your opponent may be able to move as to have you hit fresh shields or use a repair token that lets him move shields around and reinforce the shield facing the XI7 ship. (Tarken or Guam Bel Iblis can both do this easy enough). A poor mans’ Advanced Projectors as it were.
At the end of the attack a redirect is a zero gain for the ship being attacked. You get hit for 6 damage and you take 6 damage. Give me a card that affects brace, so that those 6 hit attacks cause 6 damage and I’ll be happier. Even a timely evade can reduce the damage by 2.
I think the key defense token is the Brace, a card that reduces its effect is going to have far more impact on a game.
ACM is a better counter to Redirect though it can only be seen is a few number of ships.
I'm with you on this. Also, that turbolaser spot is gold and you are basically paying for an accuracy that doesn't quite work like one (granted it hurts more when you have ships with multiple Redirects that get shut down, like the VSDs). I prefer H9s in my spots most of the time because that works on ANY defense token (including redirect) and really hurts ships with only one of a given type.
What I think what is really cool about Han's ability to activate before anyone else is that it feels very thematic. He is the fastest gun in the galaxy (like in the bar scene in A New Hope, etc.)
I am with Steve on XI7s - the ability to drill into the hull and not have the redirect disperse the damage is huge. If you can accuracy the Brace too, your opponent is in a world of pain.
If you're chucking 5 red and 3 blues your chances of an accuracy are high! Or combine with Intel officer.
I really want Han to be great, but each time I try and fit him into a list, he's just far too expensive, if he had bomber too, he might be worth it ![]()
If you're chucking 5 red and 3 blues your chances of an accuracy are high! Or combine with Intel officer.
I really want Han to be great, but each time I try and fit him into a list, he's just far too expensive, if he had bomber too, he might be worth it
Topic for future: Home One/ISD and Maneuvering.
I made some cardboard mock-ups and those large bases are long, so the drift on these guys in a turn is crazy. Just how hard will it be to keep these in some useful formation while at the same time not crashing into each other? Are the rebels somewhat advantaged because they have broadsides and can perhaps maneuver slightly better or at least differently? Are the Imperials advantaged as they don't care about maneuver, I got used to speed two and 1 yaw, thats all the ISD needs, isn't it?
Just how big a drift can you do with a double yaw?
The ISD is faster than Home One, but will it be likely that people have to push these around at speed 1-2 because it will just sideswipe every last debris field and asteroid at speed?
What other advantages and disadvantages can you see with the large ships?
While I think we'll see them go through a honeymoon period where every fleet has one, will they be needed to play a competitive fleet or will medium and small ships pull them down by weight of numbers?
Topic for future: Home One/ISD and Maneuvering.
I made some cardboard mock-ups and those large bases are long, so the drift on these guys in a turn is crazy. Just how hard will it be to keep these in some useful formation while at the same time not crashing into each other? Are the rebels somewhat advantaged because they have broadsides and can perhaps maneuver slightly better or at least differently? Are the Imperials advantaged as they don't care about maneuver, I got used to speed two and 1 yaw, thats all the ISD needs, isn't it?
Just how big a drift can you do with a double yaw?
The ISD is faster than Home One, but will it be likely that people have to push these around at speed 1-2 because it will just sideswipe every last debris field and asteroid at speed?
What other advantages and disadvantages can you see with the large ships?
While I think we'll see them go through a honeymoon period where every fleet has one, will they be needed to play a competitive fleet or will medium and small ships pull them down by weight of numbers?
I noticed that they are much more suseptical to asteroid fields if your opponent has big ships and you dont, try to clump up the objectives to force their deployment.
I will say my ISD usually sits at speed 3 and then i drop it to 2 when i know i can guarantee multiple turns of forward firing solutions.