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Post by raceygaming on Oct 15, 2023 19:59:34 GMT -5
Just a fun place to write up your shatterpoints and look at things you missed/ learned and want to know more about.
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Post by raceygaming on Oct 15, 2023 20:57:02 GMT -5
Oct 15th 2023
Gervious/ Asajj vs Mace/ Grand Inquistor
A show down between the separatist and an alliance of evil jedi hunters (instructions unclear from inquistors) opened with with a "z" deployment map. The first stuggle went will with the tactical droids ( first draw Kalani) of the separatist using the network to get a lot of position and was able to force a strong 3-1 point contol to end the stuggle in 4 activations. Mace sadly tripped up the ladder and missed with 5 of 10 on a shatter point activation. 1-0 Separatist
The Cleaver Republic allianced, capitalized on the spread out droids and the 501st quickly secured the new objectives and forced the driods to move into thier gun line. Then Asajj tried to keep on her feet but commander Ponds dropped her late in the round. With smart command choice to focus priority objective the republic jedi hunters took a fast stuggle 2. 1-1 Republic
Stuggle three had some awesome some big clashes with Mace flipping the separatist rear objective early and gaining momentum on wounding droids. In the last turns General Gervious had big turn wounding Mace and 4th sister with some Trained in the Jedi arts to squeek out a win. 2-1 Separatist.
Take aways
- No extra dice for attacking from high ground, a misunderstaning from watching a youtube game - movement triggered from expertise occurs before conditions or pushes from the damage tree are assigned *** pg 14 bottom left " personal effects (jump/recover/active ability) are always resolved after all directed effects (push/pin/exposed/etc) are resolved and damage pool is applied to defending. I guess we played this wrong the one time it came up. - Objectives are only flipped if you take control, on a tie the control stays on the owning player (found out after game) - YOu score right away on stuggle 2 and 3, there is no first turn no scoring like in stuggle one. - Cover is much harder to get now with the change to "must have hunker token" - when Mace rolls well he does crazy amounts of damage - B1s can go ham when the stars align. - two boxes of starter Terrain gives a very good feeling battle field - Ingress points work well when you can balance them, good to talk over setup with opponents.
Overall super fun game, there were times when you knew you were going to lose the stuggle but the game was pretty much down to the wire.
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Post by godsproxy on Oct 17, 2023 16:30:04 GMT -5
Great list of takeaways. I missed a few of those rules myself.
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Post by raceygaming on Oct 22, 2023 21:03:42 GMT -5
Another good take away is the engage only occurs at the same height so having good 3d map is key to not blocking up all the movement and not having melee being too much.
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Post by zachman599 on Oct 22, 2023 21:11:53 GMT -5
TIL: Obi Wan doesn't go super well with Anakin using their respective clone squads cuz everything wants force and there's no force regen in the pairing
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Post by raceygaming on Oct 22, 2023 21:28:53 GMT -5
Oct 22nd - Mercenaries at Gan Moradir
Cad Bane / Grevious vs Anakin/ Obi-wan
The Galactic republic intercepted intel the at Gervious was moving on the planet Gan Moradir to force them to join the CIS. General Skywalker and Kenobi made haste to intertept and capture gervious before the planets fell, but Grevious had more forces in the area than the intel listed, in the form of hired guns...
The Republic had the intiative to surprise the CIS, the first stuggle had Obi, Cody and 212th take the center of the field across from Cad/ Aura / Bounty Hunters and Anakin/Rex/ 501st take a left flank across from Grevious / Jango /Magna Guard. The stuggle was Locate the Asset. Kenobi took an aggressive push to the middle point and forced the bounty hunters to scatter to the wings, Aura used hit and run to move to the left side and take the middle. Kenobi's hunkers and deflects kept the villians at bay until jango pulled a lucky roll and got 2 jumps and used his restraint cable to pull cody off a point and stun a 501st to flip 2 points in one go. The 4-1 objective control proved to be too much with the force heavy mobility of the republic and the stuggle ended on the 5th activation; Leaving anakin and a shatterpoint to go in the good guys deck and a Grevious and shatter point in the villians deck. 1-0 to Grevious
The 2nd stuggle was a double-Cross!!! it seems the bounty hunters had fed poor intel to the republic to lure them in. Anankin in the left corner had little options to push objects but did show grevious why he is a general and laid him out mid stuggle 2. Jango held a good midfield position and chipped damage away with " Not so fast" as the clones and jedi moved around the map. The turning point saw the magna guards team up on kenobi and push him from the catwalk of the highest point and flip the middle right objective, and pinned kenobi with no force out of the fight. The draw right into a kenobi who couldn't flip a point lead to the downfall of the republics efforts and they were forced to retreat and let the CIS stay and act upon thier neferious plans.
2-0 Gervious.
Take Aways -Kenobi feels really good for the republic -Need to sort out the rules for reactive triggers. I think we ended up reading that each PLAYER can only reactive once to a tigger, not each character which I thin is correct. - melee doesn't feel as dominate when you play engagement correct and can't smach people who are not at your height. -Anakin still feels pretty force hunger
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Post by zachman599 on Oct 23, 2023 17:57:59 GMT -5
I checked the rules book, and each player can only use 1 reactive ability per triggering event. Also, checking the FAQ revealed that multi-character units only lose movement on 1 character to pinned, which is interesting. Under that logic, disarm should also affect only 1 of the unit's attacks
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Post by zachman599 on Oct 23, 2023 18:10:05 GMT -5
oh, also Mando jump pack abilities don't trigger Pride of mandalore cuz they aren't making Move actions
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Post by raceygaming on Oct 23, 2023 18:29:15 GMT -5
I checked the rules book, and each player can only use 1 reactive ability per triggering event. Also, checking the FAQ revealed that multi-character units only lose movement on 1 character to pinned, which is interesting. Under that logic, disarm should also affect only 1 of the unit's attacks Ya multi model units are interesting that it's after a character resolves so it does only affect 1 of the 2 models. So for example a unit of night sisters start the turn disarmed, they choice their first action as advance sister 1 moves, completes the move and then sister 2 moves and completes the move.The second action is to attack. The first night sister rolls the attack dice, check conditions and CAN NOT use attack expertise as there is a disarm, and finishes her attack. The disarm token then checks an attack action has been resolved and is removed. The 2nd night sister then attacks, rolls and check conditions. There are no active condition and she uses her expertise in the attack. It does mean that supports with more than 1 characters are useful because it is hard to fully shut them out of the game with conditions which can happen to primary and secondaries. Multi model units also get a cool advantage when using the recovery action. Both models get to do it so you can heal 1 and remove a condition for the card.
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Post by raceygaming on Oct 31, 2023 10:53:30 GMT -5
Oct 29nd - Clearing of the Slums
Maul / Talzin vs Mace/ Obi-wan
The Allies of Dathomir found themselves in the lower level of Coruscant following up on a relic that was to hit the black market with ties to the witch cult.For extra protection Lord Maul and some mandalorian were brought in case the seller needed some convincing...but there was no deal to be made as a 3rd party who had interest arrived - The JEDI council...
The Jedi had the initiative , the first struggle had Obi, Cody and 212th take the centre of the field across from Talzin/Savage/ and the night sisters and Mace/ ponds/ ARFs take a right flank across from Maul/ Bo /Super Commandos. The struggle was "steal the secret plans" (relic). With a measured push from the troopers to the middle point the Dathomirians countered with a push from Talzin, who urged Savage to push up the left flank and take an early mid-line point. With Maul pushing the right flank how could it fail...KENOBI!!!!!... Obi had a strong mid round activation that knocked out Savage with a "hello there" and left the villains left flank weak. With the Night sister pulling a sneaky 2 point swing it looked like the first round would go to the Dathomirains and yet the jedi kept building and building momentum and halting their plans. Finally late in the first order deck a big Mace turn was drawn and the Jedi reverse the 2 point swing knocking out the night sisters with easy. The Dathormirs force could not deal with a centralised Mace and the game quickly turned. 1-0 Jedi
Struggle 2 Saw the The Dathomirians get a better position and with sold play on the left from Maul, knocking out Arfs and force pulling 212th. They regained their footing. Mother Talzin provide to be impossible to push off the middle, healing all the damage her would take. The Dathomirians took struggle 2 in short order, without Mace interfering due to super commando pinning him in play and a strain stopping him from shatter pointing. 1-1 Dathomir
Stuggle 3 Saw the Jedi council pull out all the stop and a Savage all in Obi and brought him down before quickly being dealt with my the 212th. the Arfs and Super commandos battled over the back field with neither giving an inch for 3 rounds, final lord Maul stepped in and dealt with the ARFS only to foolishly step out into the open, that gave Commander Cody all he needed to end the game, knocking out a very injured Maul and then flipping 1 point to seal the game with a momentum and score 3 with the priority objective. 2-1 Jedi
Take away
- Hunker is by unit not by model so its easier to strip off multiple unit models - Mace is still really good - Kenobi with force to spend is scary. He did 9 of the 14 damage to the night sisters on his super deflect - Talzin is stronger than I gave her credit for and is more front line then support - Recovers can be spend on any one within range 2, doesn't matter about engagement range, could open up a "healer" roll in list making.
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