And the Next Tourney Map Is... Uscru Entertainment District!

By cnemmick, in Imperial Assault Skirmish

13 minutes ago, Trudem said:

Thanks. Just trying to wrap my head around movement strategy for blocking LOS for end of round shots.

Unfortunately, they are are not figures and do not block line of sight. I wish that they did, because that would be a really cool and interesting mission effect with more strategic opportunities.

The droids are objects and don’t block line of sight.

1 minute ago, turkishvancat said:

Unfortunately, they are are not figures and do not block line of sight. I wish that they did, because that would be a really cool and interesting mission effect with more strategic opportunities.

Ah I misunderstood his comment about neutral. Makes sense now.

thanks

Followup: Are courier droids like companions in that they can occupy a space that is occupied by a figure? And vice versa, can a figure occupy a space occupied by a courier droid?

Heavy%20Ordnance.png

Heh! Perhaps this baby will see some play then... not likely, but at least it has a use now :)

4 hours ago, ManateeX said:

Mission A's escort objective sounds cool in theory, but from my (somewhat limited) skirmish experience I'm not sure if it's going to have a huge impact on the game.

Moving six spaces at a time, it takes a minimum of three rounds to get to the other deployment zone. If you're playing against someone who really likes to take their time and think, a lot of games may only go three rounds. That means that in those games there are, really, six points on the line for either side. That's not nothing, but it's also not a huge swing compared to many of the other missions. It looks like this one might favour lists that are better at an out-and-out firefight.

Edit: Also, I'm assuming (since it doesn't say one way or another) that the courier droids aren't considered "figures"? If they were you could start adding movement with officers, chopper, command cards, etc. and what I said above wouldn't apply so much.

I'm not sure. It can go both ways though. If the game does move into round 4 then it's a potential swing of 12 points if you get both yours delivered and your opponent doesn't deliver any.

May be a good reason to defend and withdraw a little more? Obviously the clock is an issue regarding this.

12 minutes ago, defkhan1 said:

Followup: Are courier droids like companions in that they can occupy a space that is occupied by a figure? And vice versa, can a figure occupy a space occupied by a courier droid?

Objects and figures can occupy the same space, yes.

I hate couriers scenario for two reasons (as long as I can hate something I never played..., ok... I have two concerns regarding this scenario :))

1. I am afraid, that it will encourage people to slow-play... Another round of acton + potential 6 vps for your opponent if he has courier in range of your deployment zone :(

2. 6hp + black die means, that there is a very big luck factor in objective VPs. As long as I don't think, that there will be any fancy courier movement strategies (because most of the time you can deliver just one, and there is not that much cover on the way), scoring VPs will just be based on rushing couriers forward and rolling dice against enemy courier. In a scenario, when one droid rolls 2x 3 blocks during round three just to make it to the deployment zone with one hp left, unlucky player would not only be 6 vps behind but also would waste 2 attacks, which imo is too much...

Edited by Szycha
1 hour ago, Szycha said:

I hate couriers scenario for two reasons (as long as I can hate something I never played..., ok... I have two concerns regarding this scenario :))

1. I am afraid, that it will encourage people to slow-play... Another round of acton + potential 6 vps for your opponent if he has courier in range of your deployment zone :(

2. 6hp + black die means, that there is a very big luck factor in objective VPs. As long as I don't think, that there will be any fancy courier movement strategies (because most of the time you can deliver just one, and there is not that much cover on the way), scoring VPs will just be based on rushing couriers forward and rolling dice against enemy courier. In a scenario, when one droid rolls 2x 3 blocks during round three just to make it to the deployment zone with one hp left, unlucky player would not only be 6 vps behind but also would waste 2 attacks, which imo is too much...

I don't think so, in fact after playing it several times. I think it's actually designed to speed up play. You will have a difficult time attacking anyone turn one, so move your guys up and prepare for turn 2. Only the end of round stuff will go off. Couriers don't show up til the end of the round and the deployment zones are pretty equal as far as where the couriers can go. It will be obvious and deliberate. You either kill all their guys and get a bonus for the courier or you split fire and take out the courier. It will take 3 turns to get a courier to the deployment zone.

In this map rotation could Survivalist make any sense? Lots of difficult terrain and Nal Hutta and back alleys have sizeable outdoor areas to add recovery for. Probably not worth it but I've always enjoyed the theme of the card.

13 minutes ago, draco193 said:

In this map rotation could Survivalist make any sense? Lots of difficult terrain and Nal Hutta and back alleys have sizeable outdoor areas to add recovery for. Probably not worth it but I've always enjoyed the theme of the card.

Ha! I that was one of my first thoughts as well. Unforunately I don't think any of the new tiles is outdoors, but there sure are a lot of difficult terrain on it.

If you are running something large but not mobile (like Dewbacks), Survivalist does wonders on Nal Hutta, and probably would help them on Uscru as well. Oddly I haven't found the Recover 1 health to do much. Maybe I need to bring that and some snow troopers to the next 'fun' tournament that is run out here.

Edited by HeliosLancer
6 hours ago, HeliosLancer said:

If you are running something large but not mobile...

are you hinting at the soon-to-be-released speeder bike and landspeeder expansions (Mercs get a skiff)?

Large but not mobile or massive is Captain Terro and Dewback Rider.

Unless it's mobile and not mobile. :)

Nevermind that, just echo...

Edited by a1bert
18 minutes ago, buckero0 said:

are you hinting at the soon-to-be-released speeder bike and landspeeder expansions (Mercs get a skiff)?

Rebel and Merc Vehicles... about time the imperials stop hogging all of those amazing command cards. Also Boba is clearly a Vehicle too, fix him!

don't forget the ever forgotten e-web engineer!

Yay, another tournament map that requires 6 tokens, so we can put our sets of 5 acrylic tokens to good use :-/

We tested the map just yesterday. I like the map. Many tactical options and decisions to be made. It just seems, that one deployment zone is remarkably better than the other.

5 hours ago, DerBaer said:

We tested the map just yesterday. I like the map. Many tactical options and decisions to be made. It just seems, that one deployment zone is remarkably better than the other.

care to elaborate which one? I'm trying to collect peoples' opinions.

5 hours ago, ThatJakeGuy said:

care to elaborate which one? I'm trying to collect peoples' opinions.

Blue side.

From his post in the other thread.

Objective grabbers with Move 5 (e.g. Hired Guns) or Officers, when you play from the worse side (the central objective is 10 spaces away from the worse side). Mobile and Massive figures (a lot of terrain to be used to your favor).”

Edited by TheUnsullied

Yes.

To become more specific:

- Movement needed to each objective

- Movement needed to terminal

- a 2x2 block of terrain right before the deployment zone, protecting your figures and giving mobile and massive figures perfect firing positions