True. Surely by now has someone has better defined what "perform an attack" means. Does that mean the act of rolling your attack dice? Or does it mean how *I* would interpret it: after you resolve an attack fully?
Bounty Hunter + Darth Vader = standard combo for imperials?
You roll attack dice, you resolve the attack, then you decide if you want to use the ability.
It's not like you roll attack dice and then use Vader and the opponent can decide to make vader hit the shields.
People who haven't played a ton of games shouldn't try to play rules lawyer.
Clearly you are meant to use Vader after you've made your attack, deciding if you have a good window of causing a crit at a precise moment.
You don't really need the games devs to chime in on every detail when you can use the flow of the game as a guide of how things work. Sometimes weird situations arise, and those usually end up in the FAQ. This isn't one of those times.
If a ship can't have a crit while shields are up, it takes a shield. I See no reason why a ship couldn't take a critical card whiles shields are up, unless I've missed something in the rules.
I don't claim to know the rules 100%.
They need to be more specific with their cards if an explanation needs to be made everytime a new card is released.
People who haven't played a ton of games shouldn't try to play rules lawyer.
...
I don't claim to know the rules 100%.
Seriously, man, I've got no need for the attitude. I wouldn't even bring it up as an issue except...
They need to be more specific with their cards if an explanation needs to be made everytime a new card is released.
This is obviously true, as can be evidenced from the FAQ. If anything, Wave 4 (or maybe even 3!) needs to feature a re-release of the rules with significant clarity added. Like I said, simply rewriting the card to say "resolve an attack" would eliminate all ambiguity. I see a LOT of rules that seemed common sense to me being argued in a different way, and sometimes the official FAQs seem to be coming to rulings I would never have guessed!
so its pretty clear the shields take the damage before hull does.
picking off a shield with a crit is not worth suffering 2 hits urself but dishing out a crit on their hull probably is.
u would have to support a vader based strategy with some good firepower, something like 3 named tie pilots or a combination or academy and name pilots eg. 4 support ships. it will need extensive testing to find what works.
perhaps a bomber with missiles for early damage and BH+Vader as the finisher?
Edited by The_Brown_BomberIf the point is to strip enemy shields, and then use Vader. It seems like a good idea to field as many low level pilots as you can to get as many attack dice as you can, then use Vader in the larger ship with more HP to clean up.
It would probably be more points than it's worth but I really want to put Vader and a gunner in a shuttle. After all it's perform an attack, not hit or miss, so you can miss, vader them, gunner the aattack, then vader again. It's a huge chunk of your health but if it comes in at a critical junction it will be amazing and/or hilarious.
I like that because it also forces your opponent into a lot of hard choices, moreso than Gunner already does.
People who haven't played a ton of games shouldn't try to play rules lawyer.
...
I don't claim to know the rules 100%.
Seriously, man, I've got no need for the attitude. I wouldn't even bring it up as an issue except...
They need to be more specific with their cards if an explanation needs to be made everytime a new card is released.
This is obviously true, as can be evidenced from the FAQ. If anything, Wave 4 (or maybe even 3!) needs to feature a re-release of the rules with significant clarity added. Like I said, simply rewriting the card to say "resolve an attack" would eliminate all ambiguity. I see a LOT of rules that seemed common sense to me being argued in a different way, and sometimes the official FAQs seem to be coming to rulings I would never have guessed!
If you take something I say as "bad attitude", please don't. I'm just stating that people can think their way out of problems without falling on the game devs to solve their worldy dilemmas, by using their gaming experience. Some may not have that experience and if you don't, don't curl up and attack those who can navigate lazy card texts put into print. Learn and absorb.
Edited by Arthur VoltsIf the point is to strip enemy shields, and then use Vader. It seems like a good idea to field as many low level pilots as you can to get as many attack dice as you can, then use Vader in the larger ship with more HP to clean up.
yeah, the trick will be to get in early damage to strip shields. how u do that will vary. BH+Vader = 33pts. So the remainng pts would allow u to go with a variety of support ships...
1) max out on 5 academy ties =96pts total, 4 pts left for upgrades
2) go for a glue-guy/glue-girl like Howlrunner/warm + 3 academy (leaving enough points for HLC on BH)
3) use 3 more expensive support ships like howlrunner + 2 intercepters (e. Saber + Alpha) =99pts
4) Captain Yorr, Howlrunner + Academy Pilot (leaving enough points for HLC on BH) +3pts for upgrades
5) Turr, Academy, Howlrunner/swarm
a key consideration is whether u want to go all out with HLC on BH or put those points into better pilot skills/upgrades.
Running the basic skeleton of BH+Vader and Captain Yorr = 60pts, thats even enough points remaining to run with a second BH+Heavy Laser Cannon ? Kath Scarlet+mines?
Im personally leaning towards a mix of smaller ships and a few upgrades for the shuttle.
Tie-Bombers seem a bit too pricey although i like the idea of using missiles to strip shields for Vader later game, the points investment hurts and missiles are iffy/hit or miss.
Edited by The_Brown_Bomber