yes, I agree, it was a rough game. Behind the scenes, both myself and the Separatist player were trying to explain tactics and options, especially as the new rules applied. Unfortunately the dice were decidedly one sided, and the droideka incorrectly had extra dice, which led to a slaughter.
This is due to the Divulge action at the start of the turn of Do Not Underestimate Our Means - that provides 3 friendly units with AI the Reinforcement keyword. Reinforcement now gives a Short move action at the end of the Turn.
correct observation, after the first attack they ended up with an extra white dice per model, which carried thru the rest of the game. Likely caused a significant shift given the way the dice were going
yep, definitely another error. Similar to the Droidekas attacks, we were more focused on helping the Shadow Collective player, that the Separatists didnt pay attention to the details.
OUCH. Seems like Red spread pretty widely across the field. I appreciate seeing the overhead transition at the end of the rounds. It made the blue choice to dive in Grievous and the Magna Guard even more obvious to break the line at that point. Ditto what you said about sticking it out through turn three. The game has gotten bloodier, faster, with these new deployment and objective rules. I think it remains to be seen how this all shakes out in a few months' time.
lol, yep, was a rough game, though as has been pointed out by several the Droideka were rolling extra dice accidentally, which was significant. Dice played a big part, with the Separatists getting far more crits than they should have and the Shadow Collective failing more saves than they should have.
(Re 1:24:00) There's a scene in Kenobi where an airspeeder hovers in place shooting at the inquisitor (Ep4, 28m40), so the T-47 should be a Hover Air 2 now, not a Speeder 2.
I recall that scene, and yes, I would agree, removing the Compulse move would be valid at this point. I suspect the same could be implied for all hover vehicles, including speeders as well.
can you point to a time code where that happened? I suspect it may be an editing error, the droidekas should be using red and black as you stated. It may have been cover saves as well.
I do see that happening at 18:44, 2 droidekas rolled 2 red, 4 black, and 2 mystery white dice against the Shadow Collective. No reason for that I can recall, I suspect it was a dice pool error caused by the similar pool from Grievous. Added a bit of damage, so it was significant
Important fact on backup: the backuping unit needs to have less Suppression than their morale. If for example b1s have one suppression token, they no longer can provide backup. Giving an option to disable this Rule
Loved this open discussion! I have one comment on the subject of objectives. I've played several games at this point (I want to say around 10?) and I've played most of the objectives twice and I really do feel like there are differences between them. Some force a wider deployment, some force a scrum in the middle. The amount of total points available are often different. Some only allow 3vps per turn, others allow 5. Keep playing and I think you'll see what I mean.
For the Recon Mission, the Mandalorian Commandos had the scanner for the Rebel player. The move specifically put them within range 2 of both Kraken and the Droidekas, but out of charge range of the Magnaguard, scoring a single point at the end of the activation.
it was mainly due to order control, and not really needing to move them in faster. Grievous had a solid position on the opposite side already in Turn 1, so the other pieces were more conservative
correct, yep, that is an editing error. We played the correct mechanics during the game, but I didn't catch during editing that the card graphics had been changed.
"And it's double suppressive." "Is it?" "...No." 🤣 Exactly my sense of humour! Often when I'm playing somebody for the first time, I'll (for example) announce an attack with Han saying it's 8 red pierce 8 sharpshooter 3 and watch them go from shock to confusion before I wink.
Not sure, but I guess you misplayed „backup“. It only applies if the attacker is beyond range 2. So if Han Solo attacks Grievous at range 2 there is no backup even if Magna Guards are next to him. AMG really did a good job streamlining the game. But „backup“ is just too complicated to fit in.
Correct, that was a mistake. We have been struggling with backup - most games we forget it entirely, this time we used it, but incorrectly assumed it worked for all ranged attacks
The Shield and Darksaber are worthwhile upgrades for Sabine. Having Immune:Pierce in Melee is very useful now and the shield is a recoverable 6th HP that's easily worth the points cost. Also, Clan Wren Mandos are a better value than the generic ones. This counts double if you have Sabine since they can provide her with Backup and she gives them free tokens.
That was due to his command card giving him Disengage for this round, so he didn't actually "withdraw" in this case. I believe that is the round with an error in the command card graphic, which has now changed (I missed it during the editing)
My tip for rebels is you have to many points in the wrong place, I’d recommend getting rid of the big squad upgrades, chuck some defensive tech on Sabine and jyn and if you can squeeze clan wren in instead of the mandos
Thanks for the suggestions. I am revising my forces today to take on the Empire for our next sessions, and will give those a try. Definitely like the punch of large squads, but my dice failed me this time, and I am finding that many activations is a very strong tactic.
Good catch, yet another subrule in Backup we didnt realize. I was thinking Backup was already powerful, this somewhat tones it down. Interesting that they are defining Backup as an enhanced Guardian mechanic, but makes sense.
That was a subject of some debate, does "Infiltrate" count as the initial deployment move, or is just placing the piece already on the board? We havent found anything definitive (it may deploy within friendly territory), so we have previously concluded that it counts as the initial move. Given the current strength of Scout though, I do suspect the intent is place the leader on the board, then take the normal two actions. If you are aware of a specific ruling we are missing, I would be interested.
Despite the few mistakes great game guys, the new format definitely favors melee units and up close and personal play styles, hopefully when the new mission pack comes out itll have some long range objectives to help out gun lines.
i agree, we have been noticing that too. The current game feels like a mad dash to the objectives rather than a true tactical combat. Once the momentum starts, it is very difficult to turn the tide.
@@Halfling13 agreed, I also feel like if they keep the objectives as is they should raise the price of melee units because they matter alot more now than last edition
also a good catch, we had missed that subrule. I assumed it was not valid in melee, but within range 2 is much more reasonable. and would have helped the rebels out quite a bit.
That dodge was due to the Covering Fire command card - "After a friendly corps unit (the Troopers) performs a ranged attack, another friendly unit at range 1-2 (Han) may gain 1 dodge token". Then due to Teamwork, Chewbacca gains one as well.
You rolled 2 black dice for each of your regular fleet troopers and 2 red for the shotgun at 19:50. Should only be 2 white dice each for the regulars instead
Yeah the clone player was making some minor new clone player mistakes with his orders and not maximizing his out put or positioning. For example turn 2 could have started with Cody in range to direct a tank so that he could get orders to all three vehicles plus fives and another clone unit getting out 5 instead of 3. And using up all the aims on Cody all the time isn’t the best move when you can share the aims range 2 now. Just little things to help future planning. Oh and tactical triggers on scout so the arcs would have had a stack of aims
thanks for the feedback, that is definitely something I am working on. The Republic player is my younger son, so we know each other well, and he fortunately isnt easily offended. I was trying to pull back some on the game, since he is having difficulty understanding all the options (off camera we were giving lots of advice), but the late hour no doubt crept in as frustration.
I found nothing wrong with the way you spoke to him. It was matter of fact but not rude. He clearly isn't as aware of some of the changes as you are. Some people are just way too sensitive.
correct, I realized it after the fact. At the time I was thinking "don't eliminate the unit", so that Chewbacca could not be shot, and didn't connect the dots that an extra kill would have been fine. I was also admittedly trying to play a bit softer, given how one-sided the game was headed.
@@Halfling13 well in that case you absolutely should triggered Lethal just to be able to later choice to not use Pierce 1 if it ment wiping the squad. after all 4 hits is less likely to wipe than 5 since you can control pierce. :)
Question at 38:07 you say most of the unit is not behind the tree, what did give them cover 1? They have courage 2 and I only see one suppression on the video at 38:15.
Error adapting to the new rules, we incorrectly applied Suppression cover, which now longer applies unless you have Suppression equal to your Courage. We likely made that mistake a couple other times
34:25 those that notice clone troopers cant shot because of Los of the AT-RT can rejoice that at 35:05 they magically have jumped to be able to see the fleets.
good catch, you are correct, that is an editing continuity mistake. The clones originally moved behind the AT-RT, but then we re-adjusted off camera since they would have been blocked (and the intent was to take the attack).
You bounced the beam weapon incorrecetly. The Beam X keyword is applied during the Declare Additional Defender step to declare additional attacks and form new attack pools for each. During this step, the attacking player forms new attack pools targeting different defending enemy units. You may not declare an attack against a previously-declared defender who already has an attack pool assigned to them; Beam X is no exception.
is there a forum posting or similar I can reference? I agree with the implication and your interpretation, and that certainly feels like the intent, but we have ruled within the games recently based on the core wording of "Beam" - "Each additional attack must be against a different defending unit that is at Range 1 of the last defending unit declared." Since each declared unit is sequential, the wording would indicate that the beam could "bounce" back and forth.
disregard - there is a recent posting specifically covering this - You may not declare an attack against a previously-declared defender who already has an attack pool assigned to them; Beam X is no exception
1:08:24 I dont know if you knew this and rolled dice before, but something about Ion tokens has changed. Now, when you start your activation with any amount of ion tokens, you roll one white die for each one and remove an ion for each paint in the dice (as you would do for supression tokens). Then, if you still have one or more Ion tokens left, you just lose one action and proceed with the activation
Great catch, no, we were not aware of that change. Very interesting that they changed how it works, that does prevent locking a unit entirely with multiple ion tokens. It also looks like ion weapons could potentially add multiple tokens now, if they have Ion 2 or higher (not aware of any units that do).
@@Halfling13 there is no weapon ATM that does give more than one, no. However, they have improved a lot the ion weapons on rebel troopers, fleet troopers and snow troopers... You should check those out! Keep up the good work! Really enjoying your reports here
Those are a design I created custom for the need, we were tired of the tokens getting rather confused. I offer them pre-printed in my Etsy shop, or the STL is available as part of my RU-vid Members perks (along with all my other designs). Admittedly, they are fairly simple to just recreate if desired.
I believe when moving with a unit you still need to put them in the notch to start but when they "move" is when you can do the change where they don't have to be notched.
@@sonnsobek7633 Offensive Push did not previously apply to Scout, since it was part of deployment. Now Scout is considered a Move, as part of the initial deploy action, and does provide an extra Aim during round one (if activated). From the two games, Scout has become a lot more powerful it seems
@@stephenheinze5578 well, that has been apparently a long standing error for us. I know they didnt change the text, but we have played for quite a while thinking it was for the activation, rather than a specific move. Great catch, and we will definitely correct that.
Lelia was within half range of the fleet troopers when she was shot, giving her a static block two. New BACKUP ability that all commanders and operatives have now. (Guardian may affect this)