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Post by Wookieleader on Apr 28, 2005 15:48:59 GMT -5
two rules i dont like are that yo can move as many figures on a trun as you want and attack with 2
i also do not like that you cant move in any direction you want
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Link369
30 Point Warrior
????#???? ?$????????????? ?
Posts: 531
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Post by Link369 on Apr 28, 2005 18:37:56 GMT -5
You can move any direction you want.
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Post by pocketmego on Apr 29, 2005 1:09:23 GMT -5
When your playing with your buds all yu have to do is make suggestions and work out new rules. Nobody says you have to use the rules set down. For instance. I allow only 3 figures to move in any round and any 2 anywhere on the board can still fire.
Also since its mostly me and my roomate playing on our BIG table we don't go just 3 by 3. I am also tinkering with Terraine ideas and squads.
So many possibilities.
-Ray
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Post by allisonaxe on May 2, 2005 2:08:43 GMT -5
one thing that my friend and i have tried is rolling a d6 (or, when we got more figures, a d10) to determine how many figures get to move. no matter what, 2 figures still get to attack, but only the number of figures on the die can actually move. this makes the game take a bit longer, in all honesty, especially since we both lean towards using strikers as opposed to shooters.
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Link369
30 Point Warrior
????#???? ?$????????????? ?
Posts: 531
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Post by Link369 on May 2, 2005 14:11:37 GMT -5
I have a thing against dice. I lose constantly because of bad die rolls, thats why I like this game.
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derek
10 Point Trooper
Posts: 25
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Post by derek on May 3, 2005 9:00:32 GMT -5
hi everyone this is my first post ever.
anyway, the rule i like to use is for every 100 points worth of figs per team, you get two attacks. i think it really makes things even out, especially with th at-rt. the only "drawback" i've found is that shootback and attackback special abilities have a lower chance of being useful with ranged guys since you would have more empty launchers.
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Post by Joe Manzo on May 3, 2005 9:11:48 GMT -5
On Shootbacks and Attackbacks you get a BONUS shot, so you are allowed to reload your Launcher and fire. It doesn't matter if they went or not, you let your Strikers restrike, right?
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derek
10 Point Trooper
Posts: 25
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Post by derek on May 9, 2005 9:58:33 GMT -5
good point
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Post by lordxur on May 11, 2005 8:13:04 GMT -5
In terms of the "bonus shot", being able to reload a spent launcher...does everyone do this?
I ask because if using an Attackback power allows this, what's the point of not being able to reload until your next turn? It's not like you're going to attack with the fig normally UNTIL your next turn...
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Post by meepo on May 11, 2005 8:22:58 GMT -5
I certainly do. Not being able to reload for a special ability would certainly limit their usefulness and, given the luck I have getting that blasted white square (Even on Vader/16!), I need all the help I can get!
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Post by sfx5000 on May 11, 2005 9:41:03 GMT -5
In terms of the "bonus shot", being able to reload a spent launcher...does everyone do this? I ask because if using an Attackback power allows this, what's the point of not being able to reload until your next turn? It's not like you're going to attack with the fig normally UNTIL your next turn... One of the reasons for not reloading is that it would give certain charctes, like jedi, a force-blast 'shield' to use as a defense against attacks. And since you can't move a figure after you shoot, if you reload some small movement will occur (and cheaters may cause a great deal of movement). Having a gun empty or loaded affects the balance of the figure (I'm looking at you Wookiee Scout). And not reloading is one of the few rules that Hasbro actually gave us.
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Post by Phoenix on May 11, 2005 10:47:24 GMT -5
One the biggest reasons I've found is that the 'force-blast' jedi can be taken down VERY EASILY if they have their force-blasts reloaded. I usually shoot my force blast figs first just so my opponent doesn't have a target to shoot at on his next turn. And if I reloaded them, they would be def dead.
Also, as sfx pointed out, cheaters would move their figures quite a bit while 'reloading.' And I do play with cheaters!
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Post by Joe Manzo on May 11, 2005 13:53:05 GMT -5
One of the reasons for not reloading is that it would give certain charctes, like jedi, a force-blast 'shield' to use as a defense against attacks. And since you can't move a figure after you shoot, if you reload some small movement will occur (and cheaters may cause a great deal of movement). Having a gun empty or loaded affects the balance of the figure (I'm looking at you Wookiee Scout). And not reloading is one of the few rules that Hasbro actually gave us. I agree at the end of your turn you DO NOT reload. But YOU DO get to reload, if the Special Power lets you Shootback/Attackback. But ONLY the guy who does the shooting. If he was empty before the Shootback he will be empty again. Otherwise, you wouldn't be able to use your special power with a lone shooter that has already taken his shot. Basically, if you get a Shootback or Attackback, you get a mini turn for however many players they say. It is like the parenthesis rule in Math (Turn 1 Shot 1(Special Power allows Shootback) Turn 1 Shot 2 (Special Power Allows Attackback (Attackback allows Shootback))) So in the Last Shot of Turn 1. The opponent got a free attack, and then gave the originator ANOTHER free attack. It is like a nested loop. These miniturns allow you to reload and adjust aim and sometimes move. As long as you ONLY touch the one figure that you give the power to, all movements and reloading are legal.
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Post by sfx5000 on May 11, 2005 15:45:55 GMT -5
I agree at the end of your turn you DO NOT reload. But YOU DO get to reload, if the Special Power lets you Shootback/Attackback. But ONLY the guy who does the shooting. If he was empty before the Shootback he will be empty again. Otherwise, you wouldn't be able to use your special power with a lone shooter that has already taken his shot. Basically, if you get a Shootback or Attackback, you get a mini turn for however many players they say. It is like the parenthesis rule in Math (Turn 1 Shot 1(Special Power allows Shootback) Turn 1 Shot 2 (Special Power Allows Attackback (Attackback allows Shootback))) So in the Last Shot of Turn 1. The opponent got a free attack, and then gave the originator ANOTHER free attack. It is like a nested loop. These miniturns allow you to reload and adjust aim and sometimes move. As long as you ONLY touch the one figure that you give the power to, all movements and reloading are legal. Are you talking to me? Your preaching to the chior.
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Post by Joe Manzo on May 11, 2005 15:48:35 GMT -5
No not SFX , I only included QUOTE so people know where I am coming from. Which rule, I mean...
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