I used Unshakable, probably always take it, cool thing is it doesn't have to be exhausted on vaders activation. or i will use rally/leader cards that remove conditions. didn't get stunned though in my game
Edited by Spidey NZVader fix card
21 minutes ago, Spidey NZ said:I used Unshakable, probably always take it, cool thing is it doesn't have to be exhausted on vaders activation. or i will use rally/leader cards that remove conditions. didn't get stunned though in my game
I think once Vader re-enters the meta Stun will once again become a major factor.
8 hours ago, ThatJakeGuy said:I think once Vader re-enters the meta Stun will once again become a major factor.
yeah, but there are a lot of ways to fight with. Unshakable, command cards, zillo (reducing pierce and damage can negate the harmful)... And in the worst case that he finally get stunned, he can force choke.
I don't know if "motivation" can be used against Vader now. If his figure cost is 13 cause the upgrade -5, potentially the RGC or Weiss can use this upgrade.
Other thing has me worried is the command card "lord of the sith", this card isn't too usefull now (except if you combo with a lot of force user command card) but with the upgrade vader loses brutality (-1 potential action) and he can already do all in one round, he doesn't need this card
any thoughts??
Skirmish upgrades do not affect the figure cost, they are just scored when the last figure of the group is defeated. (Unless FFG specifies something else for negative skirmish upgrade cards.)
Edited by a1bert
Is there any limit to the number of skirmish upgrades a figure can have? I thought there was but now I can't find that rule, so I was probably making that rule up.
-ryanjamal
35 minutes ago, a1bert said:Skirmish upgrades do not affect the figure cost, they are just scored when the last figure of the group is defeated. (Unless FFG specifies something else for negative skirmish upgrade cards.)
perhaps only affect his points when he is defeated, reducing 5 to the total... but FFG must specifies this case cause there aren't other examples in the game until this one.
QuoteIs there any limit to the number of skirmish upgrades a figure can have? I thought there was but now I can't find that rule, so I was probably making that rule up.
-ryanjamal
Yes , only one attachmnent per figure or group. So Vader can't use another attachment. For lucky, Zillo and unshakable aren't attachments
13 minutes ago, naitsirk said:perhaps only affect his points when he is defeated, reducing 5 to the total... but FFG must specifies this case cause there aren't other examples in the game until this one.
The opponent scores 18 VP for defeating Vader and gains -5 VP = loses 5 VP for the skirmish upgrade, which the opponent can always do due to 18 being larger than 5. I don't think the case necessarily needs any additional rules.
1 hour ago, a1bert said:The opponent scores 18 VP for defeating Vader and gains -5 VP = loses 5 VP for the skirmish upgrade, which the opponent can always do due to 18 being larger than 5. I don't think the case necessarily needs any additional rules.
Do those things happen simultaneously? Meaning that a player who has 25 points doesn't win by killing Vader, but only ends up with 38, correct? I'm sure that's how it's intended.
-ryanjamal
Yes, the skirmish upgrade is scored in addition from the same defeat, so both happen at the same time and are both resolved before mission end condition is checked.
(And even if it weren't so, the player with more VP's wins, not the one who triggered the mission/game end.)
When a group with an "Attachment" card is defeated, the opposing player scores VPs equal to the deployment cost of the "Attachment" card in addition to the VPs he scores from the defeated group.
On 5/9/2017 at 8:12 AM, ThatJakeGuy said:In the Skirmish subforum, probably a page or 2 back in the archives is a thread called something to the effect of "Skirmish Fixes for Overpriced Uniques."
Yup, that's my thread and my suggested fixes. I was close on both the IG-88 and Vader fixes!
My doc is focused on making overpriced figures worth their current cost. So there's no negative deployment costs to the skirmish upgrade cards and LOTS of additional abilities for each. It's still a working draft, and I'd appreciate y'all's feedback. https://docs.google.com/document/d/1tSo0jH4u_q1OZitrGSj_m_IH-rGe1gieuVCjngVdgMk/edit?usp=sharing
I've recently completed another round of playtesting and have some interesting Han/Chewie changes coming. I take another stab at Royal Guard Champion, though admittedly I might not have the best feel for that figure. I'll update the document with my new changes soon.
26 minutes ago, cnemmick said:Yup, that's my thread and my suggested fixes. I was close on both the IG-88 and Vader fixes!
My doc is focused on making overpriced figures worth their current cost. So there's no negative deployment costs to the skirmish upgrade cards and LOTS of additional abilities for each. It's still a working draft, and I'd appreciate y'all's feedback. https://docs.google.com/document/d/1tSo0jH4u_q1OZitrGSj_m_IH-rGe1gieuVCjngVdgMk/edit?usp=sharing
I've recently completed another round of playtesting and have some interesting Han/Chewie changes coming. I take another stab at Royal Guard Champion, though admittedly I might not have the best feel for that figure. I'll update the document with my new changes soon.
I like these; they look pretty reasonable and effective!
I do wonder if any figure can be allowed to be powerful enough to be worth more than 14 or 15 points. The fact that single-figure groups, as long as they stay alive, stay at full power (unlike a group of figures that lose effectiveness gradually as the units in it die). This means that putting damage on a big unit doesn't change anything about what your opponent is capable of. Investing multiple activations into killing a unit is already a liability, so it's probably more worthwhile to take out your opponent's smaller figures and ignore the big one. If the big one is so powerful that you can't ignore it, or has so many points in it that you can't win without killing it, then you have to spend a lot of time attacking it. That means you're spending activations not reducing your opponent's power level, while their activations are reducing yours.
That's just a theory though. Maybe it wouldn't be as much of an issue as I think. But if it is, then maybe a large figure that does lose power as they take damage would help?
1 hour ago, cnemmick said:Yup, that's my thread and my suggested fixes. I was close on both the IG-88 and Vader fixes!
My doc is focused on making overpriced figures worth their current cost. So there's no negative deployment costs to the skirmish upgrade cards and LOTS of additional abilities for each. It's still a working draft, and I'd appreciate y'all's feedback. https://docs.google.com/document/d/1tSo0jH4u_q1OZitrGSj_m_IH-rGe1gieuVCjngVdgMk/edit?usp=sharing
I've recently completed another round of playtesting and have some interesting Han/Chewie changes coming. I take another stab at Royal Guard Champion, though admittedly I might not have the best feel for that figure. I'll update the document with my new changes soon.
Oh yes was you! i saw this some time ago and when finally FFG spoiled Vader upgrade, i remember your list, cause the close you was in the changes.
I can't wait to see your new chewie and han changes, if you was close in the two previous, perhaps we must pay attention!
EDIT: What do you think about vader upgrade? and the IGG 88?
Edited by naitsirk17 minutes ago, Stompburger said:I like these; they look pretty reasonable and effective!
I do wonder if any figure can be allowed to be powerful enough to be worth more than 14 or 15 points. The fact that single-figure groups, as long as they stay alive, stay at full power (unlike a group of figures that lose effectiveness gradually as the units in it die). This means that putting damage on a big unit doesn't change anything about what your opponent is capable of. Investing multiple activations into killing a unit is already a liability, so it's probably more worthwhile to take out your opponent's smaller figures and ignore the big one. If the big one is so powerful that you can't ignore it, or has so many points in it that you can't win without killing it, then you have to spend a lot of time attacking it. That means you're spending activations not reducing your opponent's power level, while their activations are reducing yours.
That's just a theory though. Maybe it wouldn't be as much of an issue as I think. But if it is, then maybe a large figure that does lose power as they take damage would help?
Thanks.
In the direction that Skirmish is going nowadays - love you, eWeequays! Love you, Driven by Hatred! - I'd say 14/15 deployment points are possible but the figure HAS to be worth it. The figure must have multiple actions or activations per round and provide a value to the skirmish team that can't be provided by just any other deployment group.
In the case of Han Solo, his Return Fire is only good if he gets shot at AND he happens to roll an X-Man or uses something like On the Lam to negate the damage. To make him as valuable as Jedi Knight Luke, Han needs either more opportunities to use Return Fire or another ability to let him attack more than once.
Has anyone made a "fixed" Vader deployment card? I saw one for IG88 but I haven't seen a Vader.
8 minutes ago, a1bert said:
Thanks!
18 hours ago, a1bert said:
It is missing the damage and strain icons still, and the skirmish icon at the top.
Perhaps complaining in the original thread would work better. Or just complain again and I'll release the Imperial Assault symbol font to make it easier to add those... I have also added the expansion symbols in addition to the regular symbols and power token symbols.
Or did I already upload it to http://www.iki.fi/a1bert/ImperialAssaultSymbols.zip ?? Feedback appreciated.
Edited by a1bert