So you can bring a Tauntaun back with 3 wounds with the med droid?
1.4 rules are out
5 minutes ago, Weikel said:Actually, I think it is both a card action and a move action. The description of Jump says it should be treated as a move action. And the new verbiage says Jump can be used any time you would perform a move action. I would agree that normally a card action can only be used once per activation but that Jump would be the exception since it is treated as a move action.
Lukes card text says "This is treated as a move action."
"Treated as a move action" =/= "this is a move action"
You can still only Jump once per turn, but things that trigger off of or grant move actions still work with it.
2 minutes ago, buckero0 said:So you can bring a Tauntaun back with 3 wounds with the med droid?
If you have lost a tauntaun in that round you can in fact bring one back, but it will be 1 wound away from going down again.
The Ram X keyword looks pretty good. So the Tauntauns can get a free crit which would help with that one white die they roll
4 hours ago, Weikel said:Actually, I think it is both a card action and a move action.
Correct, it’s both. The card action part of the equation is what restricts it to once per activation.
4 hours ago, Weikel said:And the new verbiage says Jump can be used any time you would perform a move action.
Yeah, that was added to make it clear that things like Dauntless or panicking allow the use of Jump. Some folks argued before that Jump was not allowed in those cases. It does not affect the once-per-activation limit.
15 hours ago, Caimheul1313 said:Wookies have a wound threshold of 3.
That’s still 2 wounds out of 3...or 1 hit point left, also there was no change to that part of the text.
Edited by DerraultDidn’t see this get resolved just before, whoops
So no major changes, just clarification. Except for the 3 pip AIM chain
15 hours ago, Alpha17 said:All of those take a second action (besides Shoretroopers, I guess) besides the attack action. Rebels also often have nimble, making their individual dodge tokens more valuable than individual aim tokens. I've never once thought that the Imperial 1 pip was useful; it's worthless if your opponent is running a single commander, and only occasionally useful when they run multiple.
With the newer generic cards, it isn't "worthless" if your opponent is only running a single commander, since they still have 9 options for command cards. Admittedly, you can sometimes tell what cards they are likely to have based on army composition, but if all you really want to do is have an additional 1 pip card for Special Forces or Operatives, having some kind of effect is arguably better than no effect. The Rebel card "only" has an effect if your opponent is playing a card with more than one activation, and has minimal effect against "an Entire Legion." On the other hand, your opponent is always going to have Command cards, and knowing what two of those care can help you determine their likely plays, helping you bid for first activation.
As has been mentioned previously, the Rebel 3 pip is dependant on your opponent targeting the unit that has the Dodge token for it to be useful at all, whereas the Empire player dictates when the Aim tokens are spent. And Empire "often" have Precise, making their aim tokens 50-100% more valuable. Especially when the action taken to generate that first aim token isn't even from the unit that is shooting, and since the token hops around you can avoid quite a few Aim actions. This means that Stormtroopers can move then shoot with an aim, Snowtroopers can move twice and shoot with an aim, etc, etc. If you give the Shoretroopers one of the orders, then it doesn't even cost an Action to start the chain.
Disappointing. Vader being the article art made for a huge letdown. No changes to strike teams leaves the game in a pretty dull state.
4 minutes ago, LunarSol said:Disappointing. Vader being the article art made for a huge letdown. No changes to strike teams leaves the game in a pretty dull state.
Agreed. This was the one thing I actually did expect a nerf on, and there's no sign of it. Maybe variable points will help in the future?
Hi Steven,
Yeah, looks like we missed that. For the record, Immune: Pierce replaces Impervious if a unit has both keywords. We’ll make sure that gets into the next RR update, and we’ll post to the official rules clarifications thread on our community forums ASAP. Thanks for bringing it to our attention!
Cheers,
Alex Davy
Game Designer
Fantasy Flight Games
Whoever typed this must have a problem with their "H" key---so many "te" and "tere" in the RRG.
11 minutes ago, Djaskim609 said:Whoever typed this must have a problem with their "H" key---so many "te" and "tere" in the RRG.
Lol, this comes up a lot. It's a problem with some viewers as they render the PDF. Related to ligatures.
4 hours ago, ClassicalMoser said:Agreed. This was the one thing I actually did expect a nerf on, and there's no sign of it. Maybe variable points will help in the future?
I’m hoping there just becomes a restriction to number of strike teams. Maybe a detachment like requirement that a strike team must be accompanied on the field by a standard SF unit? Or a force org change that says 0-2 strike teams rather than 0-3?
For that matter, does it help to lock them down to 2 or its that still spammy? The people I play with don’t sniper spam so I’ve never really been up against it.
23 hours ago, Alpha17 said:All of those take a second action (besides Shoretroopers, I guess) besides the attack action. Rebels also often have nimble, making their individual dodge tokens more valuable than individual aim tokens. I've never once thought that the Imperial 1 pip was useful; it's worthless if your opponent is running a single commander, and only occasionally useful when they run multiple.
As crx3800 said, dodge tokens also tend to act as a deterrent. Being able to hand one out as an extra benefit of making an attack, with no further action required on your part, is far stronger than the active vs inactive element of the tokens, especially when paired with nimble. Against the massive aim token stack that was possible before, I can see your argument, but 1 on 1, it's now flipped the power ratio.
I would have agreed with that assessment when the Imperial forces were relegated to mostly white attack dice with a smattering of red, but most of the newer troops are at least the equal of rebel attack dice and sometimes better. Before the newer, more powerful Imperial units were introduced, taking one hit per attack meant something, but now the number of hits that are generated by the new units make the one hit reduced by a dodge almost meaningless. Couple that with the continued almost useless rebel white defence die and the new imperial units can delete most rebel units within an attack or two. With the exception of Sabine the new rebel units have continued to have white defence dice, while new Imperial units have in some ways surpassed Rebels in output of hits.
Granted this all assumes that the new and better imperial units were included in the imperial list, if they are not it would probably be more advantageous for the rebels, as you say. But most competitive lists do contain the new units (like Deathtroopers).
This is the inherent problem with trying to creat balance by making a new cards or a unit that’s slightly more powerful, to counter the effect of a particularly powerful unit on the opposing side. If you don’t include the new unit, you don’t get the benefit of balance and if it’s included with other strong units, it could be too powerful, swinging things in the opposite direction. That’s why the best way to correct things, isn’t through errata, or a new card, or unit, but to adjust points to make things that are too powerful cost more, and if possible (like the x-wing app) make it so that combos of certain cards are even more expensive.
14 hours ago, JediPartisan said:I would have agreed with that assessment when the Imperial forces were relegated to mostly white attack dice with a smattering of red, but most of the newer troops are at least the equal of rebel attack dice and sometimes better. Before the newer, more powerful Imperial units were introduced, taking one hit per attack meant something, but now the number of hits that are generated by the new units make the one hit reduced by a dodge almost meaningless. Couple that with the continued almost useless rebel white defence die and the new imperial units can delete most rebel units within an attack or two. With the exception of Sabine the new rebel units have continued to have white defence dice, while new Imperial units have in some ways surpassed Rebels in output of hits.
Granted this all assumes that the new and better imperial units were included in the imperial list, if they are not it would probably be more advantageous for the rebels, as you say. But most competitive lists do contain the new units (like Deathtroopers).
This is the inherent problem with trying to creat balance by making a new cards or a unit that’s slightly more powerful, to counter the effect of a particularly powerful unit on the opposing side. If you don’t include the new unit, you don’t get the benefit of balance and if it’s included with other strong units, it could be too powerful, swinging things in the opposite direction. That’s why the best way to correct things, isn’t through errata, or a new card, or unit, but to adjust points to make things that are too powerful cost more, and if possible (like the x-wing app) make it so that combos of certain cards are even more expensive.
That's fair. I hadn't considered units like shoretroopers being a factor. Deathtroopers and CF don't really seem to interact much because of Precise 4. They can't pass, so extra tokens tend to be a waste, but Shores don't have either problem and have better die than Storms or Snows. I can see that being an issue. I still stand by the idea that they went a little too hard with the nerf, and could have limited it to 2-3 aim tokens being passed, rather than 1.
Edited by Alpha17