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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/6/2011 Posts: 73 Location: Bay Area
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I don't exactly understand the "activate 1 character at start of phase" thing. Does that mean it allows me to activate one of my opponents figure? And for figures like Grand Moff Tarkin, I'm allowed to activate 3 of my opponents? That is how it works right? If so, what are some other figures that provide this?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 9/20/2010 Posts: 109
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In a normal game a person activates two, then their opponent activates two. In a tournament, the player who goes first activates one, then the opponent activates two, and from there it is two and then two, ect. However, if you have a character with activation control you can choose to activate only one, rather than two. Or in some cases activate 3 instead of two. This allows you to control your activations a little better. It is benificial to make your opponent make their moves so that you can respond to them. Playing only one to his/her two enables you to force them activate characters that you can then respond too by keeping your key pieces unactivated. Or in the case of three, use the extra activation to your advantage with, for example, an extra cunning attack against a player who hasn't activated.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/20/2009 Posts: 522
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After initiative is determined, the person to go first can only activate one character.
Now there are ways around this:
Grand Moff Tarkin says that if he can draw LOS to an enemy character, you can activate UP TO 3 characters that phase (1-3). So, using Tarkin's CE, you can activate 3 characters even if you're the first to go in a new round.
The new Mandalorian Tactitian works very similar with a subtle difference. His CE says that you can use 2 or 3 activations if he can draw LOS to an enemy.
Some CEs that change your number of activations are optional, others are mandatory. Here's some examples:
-San Hill's and Admiral Ozzel's CEs are mandatory. So as long as they are still around, to owning player can ONLY activate one character per phase whether he/she wants to or not.
-The CEs of Dodonna, Tarkin and the Mando Tactitian are optional. If you want to use their CEs to change the number of activiations you are normally supose to do, you must declare the number you are changing to at the start of a phase before activating anyone.
Sincerely, Jester007
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/20/2010 Posts: 162 Location: Bloomington, Indiana
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A question I have is if I have Ozzel and Tarkin I have to only activate one character correct? Because it is mandatory and you ust use the most limiting?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 6/5/2009 Posts: 190
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You have to follow all the rules. The only way to follow the rules for Ozzel is to activate 1, so Tarkin is of no value until Ozzel is defeated (or possibly Disrupted).
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/6/2011 Posts: 73 Location: Bay Area
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So, if I have this right, throughout the game as long as the "activate 1 character" is still around I can activate only 1 figure while the opponent continues to activate 2? Correct?
Which would be the better one for the imperial then? Ozzel or Tarkin? Or someone else?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/20/2010 Posts: 162 Location: Bloomington, Indiana
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Honestly, it really depends on what you want to do. Ozzel plus Mithrawn rocks, in my opinion but if you have say a 501st Squad with the Anikan that gives cunning Tarkin would be good because you could activate three of them to get cunning off. Though, I haven't played in tourneys so I don't know how competative a 501st squad is.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/20/2009 Posts: 522
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It's very situational. Some people like not being out activated and run Ozzel. While Tarkin's CE is very nice, you have to expose him to use it.
It also depends on how you're building your squad. Some people like to use Thrawn's swap mid-round. Using Ozzel makes it more of a challenge for the mid-round swap because whoever runs up there to be swapped out has to survive the barrage of two activations. However, you can design your squad around this flaw. Most people like to use Jareal as a swap piece. She's fast and has a lot of survivability. Some also like to use people that are difficult to target; like a Genoharderan Assasin, Imperial Dignitary, etc. Basically, it comes down to what you're trying to do with your squad.
But, just for facts, most Imperial players use Ozzel when they want tempo control.
Sincerely, Jester007
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/6/2011 Posts: 73 Location: Bay Area
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Thanks for all the replies, very helpful indeed!
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