Here it is, as fast as I could get it out. My thoughts on the next map to hit the rotation: Tarkin Initiative Labs!
http://rollfordamage.net/index.php/2018/06/29/tarkin-initiative-labs-map-breakdown/
Here it is, as fast as I could get it out. My thoughts on the next map to hit the rotation: Tarkin Initiative Labs!
http://rollfordamage.net/index.php/2018/06/29/tarkin-initiative-labs-map-breakdown/
15 minutes ago, brettpkelly said:Behind a closed deployment zone door, the ugnaughts are untouchable round 1.
That's not correct.
2 Officers pushing a single Hired Gun brings the Hired Gun to a position, from where it can move and open the other player's door. That's just three activations.
After that, even without any more Officers, Vader can get a first hit within the opponent's deployment zone at the end of turn one.
6 minutes ago, DerBaer said:That's not correct.
2 Officers pushing a single Hired Gun brings the Hired Gun to a position, from where it can move and open the other player's door. That's just three activations.
After that, even without any more Officers, Vader can get a first hit within the opponent's deployment zone at the end of turn one.
You're technically correct but that's pretty impractical. I didn't mean it was impossible to get to them, just unrealistic. Plus if you're playing against Vader it's pretty unavoidable that he gets to you at the end of round 1, unless you want to keep both your doors closed, which seems bad.
Edited by brettpkellySo when should you try to grab the 2 points from the Red console? A smuggler in either deployment zone can get to that space in 1 activation without any movement point assistance by opening the door next to their terminal. Any 4 speed figure can get there with a Gideon or Officer bump. Snagging those 2 points early could give your opponent a big information advantage depending on where the AI gets randomly assigned to next. But 2 points is still 2 points.
I think if you're the Red player you wait, and if you're the blue player you go for it early. Blue player wants to know early on how valuable those green/yellow hallways are going to be and position their force accordingly. If the AI moves up to the blue console out of both player's reach, then Blue would seemingly want to avoid the green/yellow hallways and head north. But honestly I have no idea, the random objectives thing is really annoying.
Thanks Brett for this article.
I agree when you speak about 3-figures group like stormtroopers: let's imagine Regular Stormtrooper double activated by Strenght in Numbers.. hard to see it in a competitive list but for sure very interesting combo in this map (rogue AI scenario). Ovverdrive can be another interesting card to push your droids (regular sentry for example) with three movement actions to grab objectives. Probably also Terro e/o Dewback with Mounted ability can help.
On 7/2/2018 at 6:20 PM, Tvboy said:So when should you try to grab the 2 points from the Red console? A smuggler in either deployment zone can get to that space in 1 activation without any movement point assistance by opening the door next to their terminal. Any 4 speed figure can get there with a Gideon or Officer bump. Snagging those 2 points early could give your opponent a big information advantage depending on where the AI gets randomly assigned to next. But 2 points is still 2 points.
I think if you're the Red player you wait, and if you're the blue player you go for it early. Blue player wants to know early on how valuable those green/yellow hallways are going to be and position their force accordingly. If the AI moves up to the blue console out of both player's reach, then Blue would seemingly want to avoid the green/yellow hallways and head north. But honestly I have no idea, the random objectives thing is really annoying.
If you have control over the bottom room, you should try to trigger the objective roulette, otherwise you're potentially giving big points to your opponent. You should also keep in mind that opening that door exposes your terminal, which often leads to bad positioning.