New FAQ - Junk Droid - Place to Put

By Smashotron, in Imperial Assault Rules Questions

Can someone clarify the significant of the changes to the Ugnaught Tinkerers? There doesn't seem to be a mention of whether or not they count as defeated when spawned. The only change to Spot Weld is switching the word "place" to the word "put" but there is a definition in the RRG for the former but not the latter. What might I be missing?

Quote

• The “Spot Weld” ability should read: “Put the Junk Droid companion into play in an adjacent space.”

They are not defeated when you put a new one into play when one already exists. They are just removed from play.

The reference to "Put" is in the companion rules that come with Bespin. When a companion is put into play, it's card is readied.

What this effectively means, is that you can activate an ugnaught group, active the junk droid figure, then activate the ugnaught figure, place a new droid, finish the ugnaught's activation, then activate with the newly ready junk droid.

Actually, that all cards enter the game ready is a generic rule. The companion rules just specify that you can have only one companion of each type per player, and when you would put another copy in play, you first remove the old one.

Thus when the Junk Droid is put into play, the companion card enters the game ready, so with Spot Weld the (new) Junk Droid can activate after the Ugnaught Figure even if the (old)Junk Droid activated before the Ugnaught Figure.

13 hours ago, Smashotron said:

Can someone clarify the significant of the changes to the Ugnaught Tinkerers? There doesn't seem to be a mention of whether or not they count as defeated when spawned. The only change to Spot Weld is switching the word "place" to the word "put" but there is a definition in the RRG for the former but not the latter. What might I be missing?

Note that that is not the only change in the sentence. It changed "place" to "put into play" which are two different things. Place implied moving the droid from one location to another without changing its state. The second means that it's state is reset, meaning it will be ready even if activated before in the group's activation.

Thanks guys, it is all clear now. The board state is adjusted and a new droid is put in to play, but since the old droid did not 'suffer damage equal to its health' it does not count as 'defeated' just removed from play.

On 31/03/2017 at 1:33 PM, a1bert said:

Actually, that all cards enter the game ready is a generic rule. The companion rules just specify that you can have only one companion of each type per player, and when you would put another copy in play, you first remove the old one.

Thus when the Junk Droid is put into play, the companion card enters the game ready, so with Spot Weld the (new) Junk Droid can activate after the Ugnaught Figure even if the (old)Junk Droid activated before the Ugnaught Figure.

Wait a second. Does this mean that:

one Ugnaught tinkerer could cause two activations of a junk droid? One ("old" junk droid) before its activation and one ("new" junk droid) after.

if I have two or more Ugnaught tinkers they could each do the same thing?

13 minutes ago, Marcus2410 said:

Wait a second. Does this mean that:

one Ugnaught tinkerer could cause two activations of a junk droid? One ("old" junk droid) before its activation and one ("new" junk droid) after.

if I have two or more Ugnaught tinkers they could each do the same thing?

Yup. But the junk droids aren't that strong, and you always have to put them back next to the Ugnaught.

True they are weak, but the potential to cause bleeding up to twice in an activation for 3 threat is worthy of consideration.

1 hour ago, Marcus2410 said:

True they are weak, but the potential to cause bleeding up to twice in an activation for 3 threat is worthy of consideration.

Three times :)

It's annoying to play against. The little buggers just keep coming back over and over. It's the epitome of a "not-fun" game.

You basically just sit there and wish for the game to be over, win or lose.

46 minutes ago, ImperialOfficer said:

It's annoying to play against. The little buggers just keep coming back over and over. It's the epitome of a "not-fun" game.

You basically just sit there and wish for the game to be over, win or lose.

If you kill the Tinkerers, the Junk Droids can't activate or come back when they die.

59 minutes ago, Stompburger said:

If you kill the Tinkerers, the Junk Droids can't activate or come back when they die.

Agreed. But the local player in our group runs 3-6 of them. If you keep killing the droid, you can't move up the front line.

If you don't kill the droid, it paper cuts your white defense die activations to death.

It's not impossible by any means, but just unbelievably annoying, and not fun at all, imo.

With shared experience, and terminal protocol it just gets stupid.

18 hours ago, ImperialOfficer said:

Agreed. But the local player in our group runs 3-6 of them. If you keep killing the droid, you can't move up the front line.

If you don't kill the droid, it paper cuts your white defense die activations to death.

It's not impossible by any means, but just unbelievably annoying, and not fun at all, imo.

With shared experience, and terminal protocol it just gets stupid.

What I do to counter this is to bring Jabba and get a point every time you kill that figure. If you also bring vinto, boltsling the junk droid while attacking their main figures.

1 hour ago, reznoob said:

What I do to counter this is to bring Jabba and get a point every time you kill that figure. If you also bring vinto, boltsling the junk droid while attacking their main figures.

That would definitely help. Unfortunately, I was running a rebel list at the time. And he's also getting better at the tink list, making sure to spot weld and remove the droid itself, trying to lessen the blow from Jabba points. For Scum I've been using rebel care package instead of jabba most of the time.