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Post by Axlotl on Oct 4, 2008 16:15:45 GMT -5
In my miniature meta-game, the Predator decks i used to run started running Settle the Score, because Superior Species was so key to an Alien warrior group surviving long enough to melee the pred.
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Post by Shaolin Yautja on Oct 7, 2008 21:17:34 GMT -5
In my miniature meta-game, the Predator decks i used to run started running Settle the Score, because Superior Species was so key to an Alien warrior group surviving long enough to melee the pred. It really depends on the scenario being played, and whether it's a 1 on 1 match the way I see it. If it was every species involved I generally wouldn't worry too much about the Predator, unless I'm the Predator player myself. Another thing is it really depends on whether it's a "Veteran" Predator involved, though it's common sense to use a "Veteran" Predator if you are using the Solo Predator for official scenarios(unless it was like Dark Siege). And almost always choose the ones with 5 Speed stat, since when combined with the suit you are safe from any To Hit Rolls without any Bonus Modifies (+To Hit). I strongly recommend these Preds for solo (no this does not include the Atmosphere ones), in fact I would say if you are not going for the Honor Victory or any alternate victory condition at all. Sharp Eye (Killing enemies at a distance to prevent them from closing in on you works well) Fast Claw (Seems to be the most balanced, 1 of the Highest Stats Pred) HuntMaster (The only other pred that have the highest Stats) High Adjudicator (works best in games where it's not 1 vs 1, since it's easier to accumulate any of the special bonuses you need from killing any supporting characters) Outcast (remember you can only win by killing all of your enemies with this Pred) Both Huntmaster and Fast Claw with armour bonus can laugh at anything equivalent to a Shotgun or less worth of damage provided as long as your opponents do not have Settle the Score or any damage bonuses. The 8 Resistance is always there with the Armour's +1 Bonus. Also recommend to use Roll With It x3 (It's much better than having to search for a Predator Medikit and use additional healing cards) For the Honor Condition these Preds seem to work better with decks built for that: Eager Youth (Lowest Honor Requirement) Young Tusk (Second lowest honor Requirement) Honored Elder (Doubling CP can help with the Display of Skill combination) The other non-Veteran Predators are tough to play effectively with, especially the ones without really useful effects, they work better in Hunting Pack Deck Types. Also I can see a fun deck built around Silent Wraith.
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Meuchelmorder
Newborn
El Que Hace Trofeos De Los Hombres
Posts: 33
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Post by Meuchelmorder on Apr 4, 2009 11:20:37 GMT -5
I guess they had to do this since Preds cannot afford to get hit in the first place, but that was the flaw my friend considered in the game, since that's pretty much the excuse when you are allowed to use only 1 character when using Predator species in the official scenarios. An excuse to go for cheap kills with the Plasma Caster effortlessly with high defense and +To Hit bonuses. I'd always thought it was kind of cheap, but eventually came to the same conclusion. The Predator should be hard to hit/wound/kill, otherwise it'd not really be worth playing. I call it "The Roslin," but here's a super-cheap combo against the Marines: Decompression Valves + Eat Vacuum Just sit in the Docking Bay, and wait for him to return with all his civvies, then blow them all out the airlock during a non-move round.
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Post by Axlotl on Apr 4, 2009 14:52:36 GMT -5
ah.... Madame Airlock. lol.
And that is a very strong combo. Another reason to run Malfunction.
The combo reminds me of the Hull Breach/hive movement combo, for whatever reason.
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Post by sabin76 on Apr 23, 2009 15:52:32 GMT -5
Hi, I stumbled onto this sight a few days ago, and have started playing again recently. I play an A deck so my questions are mostly skewed in that direction (i.e. I'd like to hear good stuff about my race and bad stuff about the others ) I have a few questions regarding some things that seem rather ambiguous: 1. The weapon's locker card says that you can rotate a character to find weaponry by searching through your deck. My friend (a SM player) usually puts weapons cache on this location and then starts searching through his deck for either weapons OR Military Arms. After looking at the card is seems clear to me that he can still only search his deck for weapons, and can only find Military Arms if he has them in his hand. Is this right? If not, what about a location that has 2 weapons caches played on it? Let's say the Docking Bay has had two weapons caches played on it. Can he then search his deck for anything but equipment, or does he have to have the items in his hand? 2. Reading the errata and FAQ section about alien stealth (and other forms of alien hidden movement) was a little confusing. It seems to me that the most logical conclusion is that the alien(s) affected will use hidden movement until revealed, not just for one turn, as there is no duration present on the card and it doesn't make sense to have it just be one round. In that vain, I think it doesn't really make sense for it to be only 1 turn either, hence my idea on how it's supposed to work. 3. While on the subject of hidden movement, it is my understanding that you can't have more than one marker per character at a location at a time at the end of the movement round, correct? My Pred friend has been moving his 3 markers as one unit for a while now and I'd like to be sure about this before I slap him in the face with it. 4. Furthermore, when moving THROUGH locations, can the markers be together? Picture this situation: A SM player has plopped down a sentry gun in between my aliens and where I want to go. Can I use alien hunter on a character card, and move all three markers through the location with the sentry gun at the same time as long as they end up in different locations (or if some of them are together, I will discard tokens down to one per location)? Also, in this scenario, does the sentry gun make a free attack on all MARKERS, or, since all three markers denote one CHARACTER, it only makes one free attack and because all of the markers are in the room at the same time while moving through, the sentry gun has to choose which marker to shoot at? What if I move the markers through one at a time? If I have this all screwed up, please tell me how the scenario would play out as I seem to be constantly in a situation where there is a sentry gun in between me and where I want to be . Thanks in advance, since my friends and I are just starting up again after a long hiatus, we will probably have other questions in the future if you don't mind answering them . Edit: thought of one more... 5. Items that are rotated: Do items ready during the ready round like characters (unless otherwise stated like the sniper rifle), or does a character have to rotate to ready an item no matter what it is (i.e. motion scanners, sentry guns that have been manually fired with the control, etc.)?
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Post by nynax on Apr 23, 2009 16:58:57 GMT -5
1. You can only search your deck for weapons at Weapons Locker, regardless of what addition resources (IE Military Arms) has been added.
2. If the card does not list a duration for hidden movement, then it lasts until the Alien is revealed. Decoys revealed and removed would not be replaced during the next movement round since the card effect is gone, though.
3. One marker per character per location a tthe end of the movement round, unless he is playing Mirror Image.
4.You remove excess tokens at a single location at the end of the movement round. I would count each token as a separate character.
5. Items ready as normal unless the card says otherwise (ala M42A Scope Rifle).
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Post by Axlotl on Apr 23, 2009 17:13:38 GMT -5
I agree with Nynax on all 5 questions.
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Post by sabin76 on Apr 23, 2009 17:47:25 GMT -5
Alright, thanks for the response!
As to number 4, how you said it is how we've been playing it. Essentially, it is almost pointless to use hidden markers for Aliens that have to move past a sentry gun as the gun will attack all markers and reveal the alien during the movement phase. The only point would be to confer the +1 defense against the sentry gun before your aliens are revealed. Am I right in assuming this?
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Post by Axlotl on Apr 23, 2009 20:57:22 GMT -5
Yep. But I personally would find it worth the +1 defense.
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Post by sabin76 on Apr 24, 2009 0:51:40 GMT -5
One more question before the day's out.
Alien tokens in the breeding chamber (on the BC card only) heal at the end of the combat round if they are not killed. Can I then, move a wounded AW card to the BC, turn him into a token during the MA phase, have the token get healed at the end of the combat round, and then turn it back into an AW card during the next MA phase? I guess the question is really, can you exchange a card for a token at the BC or is it only one way at the BC (token to card)?
In addition, a wounded AW card can be traded for a token to put on another AW card at the same location during the MA phase. Is that token still considered wounded? As in, if I wanted to trade the token BACK to an AW card in the next MA phase, would it still have the wound counters on it from before? If not, it seems a pretty cheezy way to heal aliens.
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Post by nynax on Apr 24, 2009 2:30:01 GMT -5
Yes to both. Aliens can heal pretty quick by turning back and forth from cards to tokens, unless they are seriously damaged. Do note that you have to pull off one token at a time, so an Alien Warrior card with two Alien tokens and five damage tokens can move its two tokens off to the breeding chamber or another card (or turn them into cards), but the original Alien Warrior card will die from the five damage tokens the instant the second token is moved off.
It is not really unbalanced because it takes a couple turns or so, which lets your opponents pursue their own agendas.
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Post by sabin76 on Apr 27, 2009 1:08:53 GMT -5
I'm having a bit of trouble understanding exactly how a combat round would play out with a pred and IJTC. The premier edition text says that it can be played when a hidden marker is about to be revealed by an opponent and that all attacks on the marker miss.
This, to me, implies that a pred attacking at range cannot use this card... For example, would the following play out like this?
There are aliens at three location each containing a pred hidden marker. Each alien declares an attack against the marker at it's location. The pred then declares his ranged attack on the alien at his real location and is revealed because he makes his ranged attack before close combat. Because he revealed himself, he cannot play IJTC to cancel the alien attack and so the alien will be able to attack him if it survives the ranged combat round.
Can the pred player play IJTC when the alien player declares his attacks? I'd think not because the token is NOT revealed by declarations and the card text states that it can only be used when revealed by an opponent.
How would this work in close combat, as the results are simultaneous. The token would be revealed by getting hit (opponent) and attacking (himself) at the same time... so could he play it then? Would this also be the same if it were a pred using a ranged weapon with marines using ranged weapons?
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Post by Axlotl on Apr 27, 2009 15:22:49 GMT -5
IJTC cannot be used to return to hidden movement after declaring an attack.
Hidden characters are revealed when they declare an attack or are hit by an attack, i believe. This means there is never a timing issue with IJTC. If you are hidden, and declare a close combat attack, you reveal yourself. If you don't declare, you are revealed when the attack hits you, if at all. Then you would play IJTC.
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Post by sabin76 on Apr 27, 2009 17:06:10 GMT -5
Hmm, I was going under the assumption that declaring an attack didn't reveal the token, so I see how it would be quite different.
But now I'm wondering what use the card actually is in combat. If you are right and declarations by a hidden character reveal that character, then it will always be impossible to play IJTC in a combat round if you are attacking (as all declarations happen before results). Then the only use would be if you wanted to remain hidden after being revealed in a non-combat situation, a combat situation where the hidden character does not attack, or defense against free attacks.
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Post by mrdomino on Apr 27, 2009 21:40:24 GMT -5
Which is frankly only useful in certain decks, mostly primary win-condition based decks. It can be very good with Snipers using camo to evac civies (makes sure you get to the spot in one piece at least), or for Preds who are Stalking the Queen.
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