Where is that posted bud I can't see it sorry?
https://www.fantasyflightgames.com/en/news/2016/7/12/2016-july-rules-update/
Where is that posted bud I can't see it sorry?
https://www.fantasyflightgames.com/en/news/2016/7/12/2016-july-rules-update/
Here's Ibsh's version of the new map if you need to refresh your memory:
http://ibrahimshaath.co.uk/imperialassault/24.jpg
Via http://ibrahimshaath.co.uk/imperialassault/
and https://community.fantasyflightgames.com/topic/186906-pre-assembled-skirmish-maps/
Thanks Ibsh!
This is kind of a unique map right? I know all the maps have an alternative objective, but the dianoga is kind of a big distraction, as well as the crates. Some lists will be good at grabbing crates, others not so much. It definately makes me want more alliance smugglers in my merc list. The Dianoga can give you almost 20 points just for shooting at it and for killing it. That's halfway to a win.
This is kind of a unique map right? I know all the maps have an alternative objective, but the dianoga is kind of a big distraction, as well as the crates. Some lists will be good at grabbing crates, others not so much. It definately makes me want more alliance smugglers in my merc list. The Dianoga can give you almost 20 points just for shooting at it and for killing it. That's halfway to a win.
An interesting consideration is that if you fail to kill the critter before the clock runs out
So it's a very "bet-heavy-win-heavy" thing.
Edited by Don_SilvarroThis is kind of a unique map right? I know all the maps have an alternative objective, but the dianoga is kind of a big distraction, as well as the crates. Some lists will be good at grabbing crates, others not so much. It definately makes me want more alliance smugglers in my merc list. The Dianoga can give you almost 20 points just for shooting at it and for killing it. That's halfway to a win.
Actually you can get 25 points from shooting and killing it if you do all the damage to it.
Thanks for the link bud, showing up in news now, for some reason I couldn't see it there before.
Looking forward to this map looks really interesting, a little disappointed they didn't use Bespin but I get what people have been saying in terms of price to buy in so that's fair enough.
Rich
With 3 inherent blocks, the Dianoga seems to be very hard to kill.
I don't think, this will happen that often, because the time to play has become quite short.
With 3 inherent blocks, the Dianoga seems to be very hard to kill.
I don't think, this will happen that often, because the time to play has become quite short.
yeah, with some lists, you basically have a huge portion of the map you're going to ignore. It takes two to kill it and if you're shooting at the dianoga, you're not shooting at the opponent
With 3 inherent blocks, the Dianoga seems to be very hard to kill.
I don't think, this will happen that often, because the time to play has become quite short.
Depends on the list. Rebel Troopers and Just about anything with a lightsaber will do pretty well against it. For example, I think the Inquisitor would be really good hitting it.
Inquisitor does an average of 5 damage to it. It's good but not amazing. Decent value for 9 points. Rebel troopers are one of the more versatile units to kill the dianoga.
Best way to kill it though is Elite E-Webs, Tanks and AT-STs.
They out range it's damage and can cover almost the whole central room from the doorway. The massive ones don't even have to worry about LOS.
An elite officer (or Sorin) with any of these long range, hard hitters can make quick work of the dianoga and very quickly put you 25 points in front..... and then your opponent can enjoy trying to get through an AT-ST blocking the door.
I saw a guy last night play Sorin, ATST, elite officer and absolutely melt it. AT ST shoots door, get's a focus. Troopers or whatver you took for the remaining 13 pts finish off the door. Then the ATST attacks two more times (officer and Sorin), both of which will be focused. That's 12 damage on average on the first turn. If you get turn two initiative, you're likely to finish it off too.
Starting the game 20 something points ahead, when you've got a big hard to kill 14pt AT-ST is quite strong.
It was pretty funny.
Of course that list will probably struggle a lot on the "collect crates" mission.... But it still makes that central room into quite the kill zone.
Edited by InquisitorszInquisitor does an average of 5 damage to it. It's good but not amazing. Decent value for 9 points. Rebel troopers are one of the more versatile units to kill the dianoga.
Best way to kill it though is Elite E-Webs, Tanks and AT-STs.
They out range it's damage and can cover almost the whole central room from the doorway. The massive ones don't even have to worry about LOS.
An elite officer (or Sorin) with any of these long range, hard hitters can make quick work of the dianoga and very quickly put you 25 points in front..... and then your opponent can enjoy trying to get through an AT-ST blocking the door.
I saw a guy last night play Sorin, ATST, elite officer and absolutely melt it. AT ST shoots door, get's a focus. Troopers or whatver you took for the remaining 13 pts finish off the door. Then the ATST attacks two more times (officer and Sorin), both of which will be focused. That's 12 damage on average on the first turn. If you get turn two initiative, you're likely to finish it off too.
Starting the game 20 something points ahead, when you've got a big hard to kill 14pt AT-ST is quite strong.
It was pretty funny.
Of course that list will probably struggle a lot on the "collect crates" mission.... But it still makes that central room into quite the kill zone.
I wonder if Sorin is going to start making vehicles viable at all. This could be fun. Having Targeting Computer or Weiss in the list could make it even deadlier
Sorin is too expensive in my book:
Sorin + Advanced Com
1 Tank + Targeting Computer
2 Elite Probe Droids
= 30 Points
Sorin is too expensive in my book:
Sorin + Advanced Com
1 Tank + Targeting Computer
2 Elite Probe Droids
= 30 Points
I edited this bc Murne isn't affected by imperial only cards
Kayn is overpriced in my opinion, the adv com makes him really good, Sorin is a more limited elite imperial officer and is 2pt overpriced with advanced com on board, IMO, play testing will decide. If it allows us to field an at st (vehicles get a free targeting computer is my fix)and not totally regret it I'm on board
Edited by buckero0The point of Advanced Comm is to make Sorin and Kayn viable again. I think for 8pts Sorin is actually amazing. Especially with Advanced Comms now.
Giving your whole list surge for focus and surge for stun is huge. Elite probe droids already roll two yellow. Can you imaging 3x 4 dice attacks each turn that can recover and stun and have a reroll. It's a nightmare for anything that's not trooper spam. And that's only 19 points.
Then you can throw in HKs for long range 4 dice attacks with all more tasty rerolls. And you'll still have 4 points left over for two officers.
That's without a tank or AT-ST.
Having won a few tournaments with an AT-ST + eOfficer combo, I know it can be very powerful if played right. It's got some weaknesses sure, but Sorin is best with multiple units. If it's just a single vehicle then an eOfficer is better.
As for Kayn, he's harder to justify. He needs to attack to give out focus, and he's order ability is best used on Heavies or E-Webs. He doesn't passively buff things like Sorin does.
They were both hard to use because of the adjacency requirement. Now that that's gone, they are far more useful.
Also advanced comms is imperial only so it doesn't apply to Murne. It's a Sorin and Kayn fix only. Officers don't benefit much from it.
Sorin + adv com systems
eProbe Droid
eProbe Droid
Temp Alliance
HK
HK
Officer
Officer
It'll still struggle with super objective based lists, I'd really like rule by fear or an elite officer instead of the two regulars
Sorin + adv com systems
eProbe Droid
eProbe Droid
Temp Alliance
HK
HK
Officer
Officer
It'll still struggle with super objective based lists, I'd really like rule by fear or an elite officer instead of the two regulars
Well you gotta look at what map's you'll be playing right?
You might struggle with Constant Motion... but then it's a murder fest in that one corridor anyway isn't it? eProbes tank hits and everything else kill the enemy.
Fallout, just hold the middle areas and terminals and you'll be fine.
Dianoga - shoot it from range, eProbes have pierce 2, you got a lot of 4 dice attacks to bring that thing down.
One Man's Trash - yeah you could suffer here a bit but you can still cover most of the central room from the doorway and the eProbes are mobile.
Deception game.... takes shots while the enemy comes to you.
Reprogrammed... probably the biggest problem but with a few officers you could get an eProbe to pick up the middle token, and then it just wait for the enemy to come to you again.
The thing about this list is it really doesn't care about command cards much. Take initiative and Negations and some of those are always handy, but you're not relying on Reinforcements or Jungland Terror or Son of Skywalker or stuff like that.
I probably wouldn't care too much about not having any command cards with this list. all the power comes from mass 4 dice attacks with rerolls at a good range.
I'll probably try this list next week and see how it goes. It's biggest problem would be some fast hard hitting units like RGC, Boba or Nexus (maybe even the inquisitor) who could get into the back line quickly and kill sorin or the HKs.
Has anyone tryed IG-88 with Sorin?
I have not, but with advanced comms, that's now 22pts with temp alliance. I dropped IG from most lists bc the regular HKs even not having recover, can deal out so much more damage.