Tarkin Initiative Labs: New Skirmish Mat

By Rogue Dakotan, in Imperial Assault Skirmish

1 hour ago, wannabepudge said:

I'll be quite happy when you go pickup a weapon and leave yourself out in the open. I'll follow that up with wiping that figure off the board.

Depends entirely on what you have available for that and how open you leave yourself as well, by opening your door. Depends a lot on who has initiative and opens the door first. I was playing hunters and had a very bad hand to start with, nothing to easily kill a Jet without leaving myself open to Terro's flame thrower on 3-6 figurines or losing what I used to kill the jet (eWeequay or Onar, maybe Greedo) but with the +1 evade -1 block and zillo for +1 block and/or pierce cancel.. good luck killing that Jet without paying dearly for it - and there are still 3 jets remaining and Terro in your face.

Start of turn 2, my opponent played Covering Fire, Fuel Upgrade AND Call the Vanguard all at once. Those 4 dice jets (one with 5 dice from Shared Experience) easily killed models and retreated to safety. If it doesn't kill in one attack and its not Onar, my figure is most likely stunned and killing jets is harder due to fuel upgrade, plus Palp's motivation to heal 1 and move one then attack with another jet for another 4 dice attack~

Bleh. Disgusting~

Its not undefeatable, but its also too effective and not fun to face.

Edited by Kalandros

@Kalandros , something you might be missing (that others might be too), is that when a figure picks up an experimental weapon they only get to use it once per activation . Meaning, a regular Stormtrooper group of three figures would get one 3-die attack and two 2-die attacks assuming the group one figure had picked up a weapon (and there were no other other effects). At least that's how I read it, quoted below:

Quote

A figure can retrieve a weapon. A figure can carry only 1 weapon. When a figure carrying a weapon declares an attack, add 1 attack die of that weapon’s color to the attack pool. Limit once per activation.

Edited by nickv2002
added rule quote & Figure/Group clarification from a1bert

Also, groups do not retrieve tokens, figures do. (If each figure has their own token though, each one of them would get to use their own once during their activation.)

Edited by a1bert

Also, as I understand, the experimental weapons couldn't be used during Call the Vanguard or other End of Round or Beginning of Round attacks as they are not "activations," but interrupts.

13 minutes ago, wannabepudge said:

Also, as I understand, the experimental weapons couldn't be used during Call the Vanguard or other End of Round or Beginning of Round attacks as they are not "activations," but interrupts.

Correct. They are not happening during activations.

FAQ3.0 said:

· Abilities that have per-activation limits (for example: "limit
once per activation") cannot be used outside of an activation.

Edited by a1bert

Smugglers, Jawas, Officers and Hired Guns will be the ones picking up the weapons most often, since they don’t sacrifice much giving up their crappy attack and represent a very low amount of risk being only 2 points each.

2 hours ago, Tvboy said:

Smugglers, Jawas, Officers and Hired Guns will be the ones picking up the weapons most often, since they don’t sacrifice much giving up their crappy attack and represent a very low amount of risk being only 2 points each.

Probably. But I think it's worth doing the "risk vs. reward" math for running just about any 4 or 5-cost figure to grab an extra die in an attack: Death Trooper, Greedo, Vinto, Mak, Murne, and Jyn. Vinto and Jyn are particularly interesting "risk vs. reward" figures: Jyn could use her extra die during Hair Trigger to Stun a figure right when it activates & Vinto could use his extra die to ensure he is Hidden for the next attack.

Edited by cnemmick
3 minutes ago, cnemmick said:

Probably. But I think it's worth doing the "risk vs. reward" math for running just about any 4 or 5-cost figure to grab an extra die in an attack: Death Trooper, Greedo, Vinto, Mak, Murne, and Jyn. Vinto and Jyn are particularly interesting "risk vs. reward" figures: Jyn could use her extra die during Hair Trigger to Stun a figure right when it activates & Vinto could use his extra die to ensure he is Hidden for the next attack.

Jyn can't use it during Hair Trigger because that's outside of her activation as @a1bert mentioned above.

24 minutes ago, nickv2002 said:

Jyn can't use it during Hair Trigger because that's outside of her activation as @a1bert mentioned above.

I think the difference here is "an activation" vs "her activation". So I think that Jyn could use the weapon for Hair Trigger (which is during an activation, just someone else's) but Han couldn't use one for his end-of-round attack (which is not during anyone's activation).

With that said, the "limit once per activation" on the weapons still leaves it unclear to me whether Jyn using a weapon for Hair Trigger would prevent the other player from using a weapon that activation if their player also had one.

25 minutes ago, nickv2002 said:

Jyn can't use it during Hair Trigger because that's outside of her activation as @a1bert mentioned above.

Hair trigger is still within some figure's activation.

Tarkin is in rotation Effective 7/23

Played both missions last night at the game store.

1st game: Abandoned Research. Han Rangers vs Han Rangers (me 3 smugglers, he had high command instead). Having the 3rd smuggler felt like a big advantage on this map, and these figures felt like key pieces. Smugglers are able to put pressure on the resources in the center of the map in a way that basically forces the opponent to open their deployment zone door to respond and expose themselves to long range sniper fire, while representing very little risk to the smuggler player at 2 pts a pop. I was playing from the red zone and they were able to block key sight lines while sitting on the objectives and threatening to pick up weapons and my figures were still able to shoot around them while hiding behind the blocking terrain. The blue side is able to hide pretty effectively in their deployment zone, but has less control over the goodies in the middle if they do that. During round 3 when we were both down to 2 rangers each and our Hans were fighting up by the terminals, we had a bit of a stalemate where neither side could shoot the other’s rangers without breaking cover, but because my cover was in the hallway (consisting of the blocking terrain and 1 remaining stubborn smuggler) instead of my deployment zone, my rangers were able to move 2, grab a weapon each and move 2 back into cover, and then next round moved out of the hallway with urgency and Gideon to join the fight at the terminal with suped up 4-die attacks.

2nd game: Rogue AI. Unshakable Vader vs Han Rangers. With an officer assist, I was able to open the terminal door with a cross-trained rRiot and still have a movement point left to touch the objective. It got sent to the blue point and for the rest of the game nobody touched it even though we both could have with a double move, essentially turning the game into deathmatch. I crammed all my figures into the cross shaped hallway using the riot trooper as cover, ignoring the green and yellow hallway door completely. Vader moved up right next to the riot and killed a Smuggler with Force choke. The game was basically just a Vader-march through the middle of the map towards the opponent’s deployment zone where they were hiding. Caught them clumping up and cleaned up Han, Hera, 3po and 2 Rangers with a Grenadier end of round 2 and overrun start of round 3. Interestingly he had Chopper and because the terminal is smack in the middle of that intersection, it was pretty much impossible to avoid system shock, but it was worth it to take that approach.

General thoughts: The green and yellow hallways are a sniper’s alley, but only on mission B or against other sniper lists. On the AI mission there isn’t enough incentive to open the door into those areas if a player doesn’t want to fight there. On mission B though, cheap 2pt figures on the sniper’s team can threaten 4 vps and 3rd die shenanigans if the other player takes the long way around. Alternately, close-range units that push through the middle take advantage of a line of sight bottleneck that makes it difficult for long range figures to select priority targets if they aren’t willing to open the terminal door, which gives them another attack lane into the center of the map but also gives the opposing force an easy route from which to cut off escape. This actually makes me think that on the AI mission where center-of-the-map rewards are fairly scant, it might actually be a viable strategy for sniper lists to abandon their deployment zone and move to control the blue hangar. That’s probably not right but it’s definitely something I want to try out.

Initial deployment is also an interesting puzzle, because so much of what you’re doing is dependent on what your opponent is doing, so you have deploy in a way that leaves flexibility. Which door you open and when you open seems to be crucial, and changes depending on the mission played. Calling it a hybrid between Jabba's Palace and Training Ground is pretty apt (2 of my favorite maps), while it still has its own unique feel. I am actually liking this map more than I thought I was going to, but though the random victory point rewards on AI still concerns me and I’m sure it’s going to turn more than 1 close game into being decided by the luck of the draw, moreso than usual.

Edited by Tvboy

These missions have me so confused. Can someone please explain the mission with strain

23 hours ago, ONEnONLY1 said:

These missions have me so confused. Can someone please explain the mission with strain

4 consoles, Strain starts on the red one. You should have 4 red/blue/green/yellow neutral tokens on the board representing the consoles and 4 to the side. On the side, the red one starts face up, the rest face down. The ones on the side are used to randomly pick where the strain moves.

If a figure enters the space with the strain, they get 2 points, then flip up one of the 3 face down tokens randomly to see where the strain goes next.

Move the strain there. Flip the red token off to the side down so it can be randomly selected next time.

That's it.

Essentially, there are 2 points on the board and it randomly moves around immediately when someone gets it.

Edited by DTDanix
16 hours ago, DTDanix said:

If a figure enters a space adjacent to the strain , they get 2 points, then flip up one of the 3 face down tokens randomly to see where the strain goes next.

Small correction, you have to enter the space containing the console, not just be adjacent, to gain the points and shuffle it up to the next color.

Oops, fixed.

Two questions here :

1- Has any store recieved it yet ? I'd love to have it before gencon, easier for the tournament.

2- Do you keep the token in mission (with the dice add). We played as a use once and discard, not so sure anymore.. If it's once per activatiin, change of plans means it could be used twice in a turn, thrice with emperor or elite officer.

thanks

13 minutes ago, Viperhook said:

Two questions here :

1- Has any store recieved it yet ? I'd love to have it before gencon, easier for the tournament.

2- Do you keep the token in mission (with the dice add). We played as a use once and discard, not so sure anymore.. If it's once per activatiin, change of plans means it could be used twice in a turn, thrice with emperor or elite officer.

thanks

2) Yes, you keep the weapon after you use it (and then drop it in your space if you're defeated, meaning it could be picked up again).

And yes, you can use each weapon once per activation, meaning that things like change of plans and emperor do let you use it more than once a round.

Thanks ManateeX

Any idea where to get it ? Is it in store yet ?

14 hours ago, Viperhook said:

Thanks ManateeX

Any idea where to get it ? Is it in store yet ?

I've been keeping my eyes open. It seems available for pre-order in the USA but not Canada quite yet. I'm told since it's made in house at FFG, but is not allowed for sale directly, it may not be at Gencon. But, I have my fingers crossed. But I see that my LGS has had the most recent maps available, so I'm hoping to get it soon where I can.

With the right pressure, I just had news from my rep that we'll be able to have the new mats (Uscru and Tarkin) for sale soon in Canada. I ordered 5 of each for my store, sad I won't have them for GenCon, but at least we'll have them for the other tournaments !

33 minutes ago, Viperhook said:

With the right pressure, I just had news from my rep that we'll be able to have the new mats (Uscru and Tarkin) for sale soon in Canada. I ordered 5 of each for my store, sad I won't have them for GenCon, but at least we'll have them for the other tournaments !

That's awesome. So are you able to pre-order Tarkin? My LGS said they had not got the pre-order ability yet.

It was updated today or yesterday, so he should be able now (Preorder Tarkin and Uscru). We have to keep the pressure on to get the Lothal Wastes on preorder soon enough to have it on release day.

48 minutes ago, Viperhook said:

It was updated today or yesterday, so he should be able now (Preorder Tarkin and Uscru). We have to keep the pressure on to get the Lothal Wastes on preorder soon enough to have it on release day.

Direct me to your store so I can get in on that Tarkin mat. It's uh, for a friend.

3 hours ago, cleardave said:

Direct me to your store so I can get in on that Tarkin mat. It's uh, for a friend.

I'll add them to the webstore soon. Working on getting it up to date. Not easy to do everything as a one man army !