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  1. buckero0
    maps that weren't in the official rotation. When trying out new figures I think its actually counter intuitive to take TI and Neg, because you may get a false sense of their worth or not really, truly have an opportunity to display the figures rules. I play without those cards all the time, kind of like aermet69 mentioned, play a deck that has a theme. I played a rebel hunter list with eRangers, Biv and Verena in it. It actually did better than it should have and Biv actually got to attack twice
  2. Baer
    does biv get any extra attacks in your games when the imp is playing somehow smart? Biv usually gets 1 move and 1 close and personal. Thats just a worse garkhaan.Loku on the other hand is the number one target of my hks as he increases the dmg of the party
  3. Union
    Loku is support, not a DD. Both Biv and Verena will easily out damage him and are both far tougher than him as well. If you're spending your credits on giving him a better weapon thinking he's a DD rather than on actual DD like Biv and Verena who get extra attack actions every turn, you're just wasting them
  4. Dark Reaper
    else. Tactical Movement can be the difference between the IP having to place his troops 3 or 5 spaces away from you to prevent you from getting into the fray. In our current campaign, there is no doubt that Garkhaan is a much stronger melee fighter than Diala simply due to his ability to get stuck in and still dish out two attacks during the same activation. I would be interested to hear why Biv and Mak work so well together, as this is the kind of tips I hope to pick up on. On paper I think Biv looks absolutely hopeless. He has no way of getting into combat except for moving, as he doesn't even have enough strain to move if he wants to use close and personal unless he starts on 0 strain. I would love to be proven wrong though. Saska looks pretty good
  5. King_Balrog

    Favorite heroes

    King_Balrog replied to CECtheRonin 's topic in Star Wars: Imperial Assault
    Biv is a dangerous man in a 1v1. Come at me bro! He often comes through in the end when you need one of those big dangerous finale battle bosses taken out. I actually like all of them- but I am a bit biased cause I wrote backstories for each of them here in the forums (they have more meaning to me now after be better fleshed out). Biv just happens to sit on the throne; cause he reminds me of the punisher. Edited September 13, 2019 by King_Balrog
  6. DarthLaplace
    pretty seasoned player in IA and a friend (who will control 4 heroes) and I will go through the mini campaign. He has the following (I'm speculating on his XP upgrades and we don't know about items/mods but I'm pretty sure these will be it) - Saska Teft (Gadgeteer)- Biv Bodhrik (Trophy Armor)- Verena Talos (Point Blank Shot)- Shyla Varad (Responsiveness and Proximity Strike) I'm the Imp guy. Chose Subversive Tactics as my Class Cards (just chose Surgical Strike. Saving XP for next mission). I looked at the first mission and after some simulating of my being both sides I can't see how the Imps can win. He's a very smart player and knows it's all about the OBJECTIVE and not about killing things. [Warning: Minor Spoilers for the Mission] If I were him (Pub player) here's my overall strat which barring wild ... turns (less than the necessary 6).TURN 1:1. First turn have Verena go kill either the Stormtroopers near Han or simply kill a weak squad if he brought it out in the upper right near the safe. You'll almost certain to kill the Stormie and may kill another with Close Quarters depending on the dice .2. Have Han attack the door. He can easily do 5-6+ damage to it.3. Have Biv and Saska attack the door. It should go down.4. Have Shyla 11-movement herself (Responsiveness) over next to the Code Token. TURN 2:1. Have everyone but Shyla start killing off guys and making their way towards the hangar door. 2. Shyla picks up the Token then starts hightailing it towards the Hangar door (11 movement points, remember. Well, 6 in this case). TURNS 3-4:1. A lot can happen here depending on what
  7. buckero0

    More spoilers on facebook

    buckero0 replied to ryanjamal 's topic in Star Wars: Imperial Assault
    Well, look at who came from Twin Shadows and how much they get used. Biv Saska Heavy Stormtroopers Tusken Raiders There were some packs released along side that had Kayn Somos and R2 and C3Po. The droids are played all the time because they are useful and competitively priced. There are several posts dedicated to Kayn Somos and frankly Biv and Saska don't have bad abilities or dice (saska's blow me up in my face is silly), The Heavy storm troopers need desperately to be able to give each other a surge power token first turn (like the riot troopers ability) to get maximum effect from their gun. Movement or surge for range is necessary for them as well or a reroll. Tusken Raiders should be able to use their surges with the shooting attack, but really they're not bad, they just don't have Reach like
  8. Union
    First off, you have no support characters. Without a support character you're going to have problems no matter what you play against. You should have one of Gideon, Saska, or MHD-19 on every team, or Diala or Loku with all support abilities. Second, you have Garkhan and Biv, both of which are very strain heavy and probably the 2 worst characters to be playing against Subersive Tactics. Third, Jyn is easily the best of those 4 characters. However picking Roll With It, which costs strain, obviously isn't a great choice. Rather than that and Smuggler's Luck (3xp total), you want Get Cocky (3xp) which can get rid of 2 strain per round. The DL-44 may not have been a good choice either as it relies on surges for it's damage, and you'll see a lot of those disappear from evades plus you want ... have any support characters means your team is going to be taking even MORE rest actions. Since you're not having fun I'd recommend you go back and change a few things. Go back to Jyn's regular blaster and get the 500 creds back and get Get Cocky rather than those 2 other abilities. Spend the credits upgrading Mak's gun, because 2 blue is horrible. Swap MHD-19 for Biv and get him a Bacta Radiator and spend his actions pulling Adrenaline out of the supply deck so he can suck 7 strain and 4 wound per round off the team and give a focus. You'll find things are far easier then. Edited May 12, 2016 by Union
  9. Rikalonius

    Favorite heroes

    Rikalonius replied to CECtheRonin 's topic in Star Wars: Imperial Assault
    like it. I love doing stories for the characters. My long running one has been Biv and Fenn. Biv is a reformed Stormtrooper and Fenn is Alliance SF. Fenn worked him reluctantly at first, but now they are inseparable. I picture Gideon as the typical police captain in a buddy cop movie who sends them out on their missions and does debriefs when they get back
  10. 54NCH32
    round to the Royal Guard Champ, Biv and Boba last week. (still in process of rebasing Boba at mo) and built a few bits of extra scenery Biv Bodhrik: Royal Guard Champion: Edited July 20, 2017 by 54NCH32
  11. Pollux85
    talk about an experience I had in my last game, where we played High Moon. At the start of the mission, I had my players encounter a Hired Gun figure on the way to Szark's hideout named Vinto. Vinto was there to sell them tips about Szark's hideout. Jyn could pay some credits and make a couple Insight rolls to determine/learn some things about the mission in advance. The deal ended with Biv being able to infiltrate a stormtrooper patrol and start the mission MUCH closer to the E-web engineer than he would have otherwise, but he was unarmed (obeying the same rules for unarmed combat as in Captured) and had to interact with Jyn to recover his weapon. They also learned that Szark had made friends with the Sand People, so the elite Nexu got swapped out with a Bantha. If the players had even rolled ... enough surges on their Insight rolls, I would have allowed them to take Vinto with them as an ally (obeying the same rules as allies, but with his JR deployment card). With this intel, and the advantage for Biv, they ended up crushing the IP in about 3 or 4 rounds, but they agreed it was much more fun. I think the key to really boosting the story is to provide opportunities for the player to change the circumstances of the mission itself. In most missions, the Rebels are choosing which mission they play next, but their choices don't really have much impact on the mission itself (The bonuses available to them, the enemies they face, etc). The great thing about Temptation is that it gives Diala's player a chance to really impact the flow and feel of the mission and it does so in an way that
  12. borithan

    Thoughts on Return to Hoth Heroes?

    borithan replied to CalebML 's topic in Imperial Assault Campaign
    groups of normal stormtroopers and the like she just murdered them... and with the right upgrades she really didn't need the troopers to even be that close together to get massive chains of death (she killed 5 stomtroopers in one round once, the initial 2 being outside her own turn, and carrying her over a 1/3 of the map). She did have more trouble with individual tough targets, but then the players had Biv Bodrick to deal with them (anything less than 10 health and he would normally kill it in 1 turn... it became a running joke about the number of times he murdered Dengar, who usually only survived 1 turn). My guys only really became tenable when I started being able to field elite stormtroopers and snowtroopers, as they had enough health to make it hard for Verena to chain her attacks, and were still small enough ... that biv was normally wasted on them. Unfortunately by that point the two support characters (Loku and... the one from Twin Suns) had upgraded enough that they could actually fight as well. I found the reverse... the story missions tended to favour myself while the side missions tended to favour the rebels. I do think Loku is tricky, and starts off... underwhelming, but wuth the right upgrades and careful play he can be a real pain in the neck. I think early on one of the issues is that his +1 damage a shot thin is actually quite good, but it doesn't feel very active and so doesn't feel very satisfying to play. It makes it harder (our player didn't use the permanent evade thing, just tagging crates and tagging enemies), but I think if he could have more it would actually start to be overpowered
  13. Union

    E-Web Engineers in open groups

    Union replied to Elrath' 's topic in Imperial Assault Campaign
    points are always close to objectives or where the rebels are. I have made good use of engineers before, but usually it's an elite. Last game was the virus upload side mission and I hid a guard in behind the eEngineer giving him +2 defense. I also had the fire at will agenda effectively allowing 3 shots in a row, which, with the help of the guards was enough to take an armored Biv from unhurt to wounded, then cause him to withdraw next round. > Stormtroopers only hit 100% of the time at Range 3 or less. Stormtroopers can move 4 spaces before firing, their effective minimum range is 7 which is half the length of most maps. In two campaigns that I've been Imp, I've had a stormtrooper not get accuracy exactly once and that was because I took a gamble on killing an echo base ... trooper who was at range 5 or 6 rather than damaging Biv who was at 2. And that wasn't even a stormtrooper it was a snowtrooper so didn't have a reroll. Edited February 11, 2016 by Union
  14. tomkat364
    Just started that in a mini-campaign. Saska, Biv, and Fenn. First mission went very well. The changing activation token and extra 3 health really made a big difference.It helps to be able to move the activation token. Biv gets two activations when adjacent to multiple enemies, saska gets two activations when she picks up a token and has to run past enemies to activate a terminal. Fenn takes the second token when he's a better option than either of the others. Worked wonderfully. Edited February 5, 2016 by tomkat364
  15. Fizz

    Best/Favorite heroes? (Or worst)

    Fizz replied to biohunter21 's topic in Imperial Assault Campaign
    Biv player is quite effective in my campaign. Build him to get stuck in, with some defense bonuses and he's a monster. With CAP, the melee attack rolls a surge you cannot spend 67% of the time (until he gets the Bayonet Upgrade), so the Biv player should be spending that to recover a strain. Most players forget that
  16. Caverius
    find most of them to be interesting actually, maybe fenn is a little generic, and saska well its saska. And MHD actually appeared in the movies But Jyn is female han solo, Diala is as cool as kennan, Verena brings a strong female presence that is as though as a wookie. Biv and mak are heroic guerrilleros who could be interesting to see doing guerrilla against the empire(and exploiting maks dark past and bivs blood warrior tendencies). And gideon looks like Rex(a man can dream). And Gahrkan is a wookie So all in all the team could be fun to see doing a campaing in the form of a graphic novel Edited January 15, 2016 by Caverius
  17. Union

    Droideka

    Union replied to mazz0 's topic in Star Wars: Imperial Assault
    heroes in IA could rek king baddass lord of the sith even before they reach their final form at the end of the campaign. Biv could potentially butcher him with 1 action. Same with the inquisitor and new Luke. Hell, I think Biv could potentially kill all 3 with 1 activation
  18. Hatting

    Do Rebels ever win?

    Hatting replied to Flick Mccom 's topic in Star Wars: Imperial Assault
    playing a four-rebel campaign as one of the rebels, Biv. We lost the first 5 mission (but got partial win in the story missions) and then won the 6th mission solely thanks to Gideon getting Masterstroke, in Loose Cannon with the ATST, it was glorious bloodbath. I'm finding Biv somewhat lackluster, got Bayonet, Shake it Off, Into the Fray so far and only his starting weapon, we had some lousy item draws
  19. CenterPoint
    start this off, i started my first IA campaign last night as a reb playing 4 heroes. I chose to do it this way rather than 2 heroes with legendary upgrades based on everything I've read saying rebs CANNOT win that way. I'm totally up for a challenge but don't want to go against unwinnable odds on my first try. For Heroes i chose: Diala, Fenn, Biv, and Mak. The first mission went poorly for me. I started turn 1 running to go hit the terminal, and managed to open the door on my 2nd activation in round 2, however the door was immediately shut, and was a pain in the ass to re open. I managed to re open the door mid turn 4 and i just could not hit the terminals fast enough. i lost because of round count. the second mission was a side ... ready for that yet). So that being said i went for luke. The mission started well, with me spending extra strain to have 4 tokens secured and returned by turn 2. however i did so at the cost of allowing the imperials to gain 5. the threat bonus was a huge hit that i was not prepared for. all of a sudden i was fighting 4 red guards and vader. I used fenn, biv and diala as shields to rush the last 2 tokens with luke and mak winning the game by a narrow margin in turn 4 with only mak un wounded, and luke at 8 damage. Im looking forward to playing the rest of the campaign, but i feel like as a rebs you are playing a big game of Nazi Zombies, where you cant fix the walls. if you stop running to shoot or heal then
  20. Stormtrooper721
    allowed the Rebels to retrieve and control the objectives. Time ran out as 45 minutes seemed very short for a time limit! I killed Fenn Signus and only lost one Elite Heavy Stormtrooper squad but lost 29 points to 9 points. INCOMING TRANSMISSIONS (Kuat Space Station)https://www.youtube.com/watch?v=mcqTnfAhGP4I had:Elite Stormtroopers (with Vader’s Finest) x2 and Elite Heavy Stormtroopers (with Targeting Computer) x2He had:Luke Skywalker, R2-D2, C-3P0, Biv Bodhrik, Saska Teft, and Elite Trandoshan HuntersWe each received 6 points from the relay stations. I killed his C-3P0, Biv Bodhrik, Saska Teft, and Elite Trandoshan Hunters and only lost one Elite Stormtrooper squad but I only had four Stormtroopers in the end – two Heavies from one squad, one Heavy from another, and one Elite! Luke and R2 survived as well. Another turn would have been interesting. R2, with Lucky, easily Dodged several shots while Luke
  21. Cremate
    Biv being Biv, though, no one would put it past him to get angry enough at an immobile object to make it personal
  22. Rogue Dakotan
    feeling they want players to play Biv like a bull. Just rushing the enemy. Sorta like Gaarkan... Maybe Biv will be a mix between Fenn and Garararhkahan
  23. HoodieDM
    would try this: Verena, Biv, Loku, & MHD-19. Verena & Biv are your tanks, with Verena having some support functions. Loku is your dps (starts off slow/squishy, but gets going quickly). And MHD-19 is your full on support. He doesn't have the Gideon tactical support, but he will make sure your party survives a lot better than Gideon
  24. Fizz

    Hero Backstories

    Fizz replied to Stompburger 's topic in Imperial Assault Campaign
    should pull source material from each hero's side mission, as that gives more key details, such as Biv's hatred for Kayn Somos, and the fact that Biv may have actually been a stormtrooper hiimself. Edited May 2, 2016 by Fizz
  25. NuSair

    Wookie wookie wookie list

    NuSair replied to audere1882 's topic in Imperial Assault Skirmish
    stun, + 1 movement, and protector? probably not. But, what really separates them is the support of imperial officers. I'd like to see 4 wookies and 4 royal guards face off with each having officers. Anyway, back to the tournament- my first match was vs a 4x4. The game was a lot closer than I would have thought, and I might have won- but 4 focused Elite Saboteurs rolled a total of 2 surges. Biv did very well against the Royal Guards. Even when stunned, the fact that he could still use Close and Personal is nice. But, is one Biv worth 2 Wookie Warriors? Game went to time (I think Wookies are going to cause a lot of games to go to time), I was behind on points. Second game- Kuat Space Station- (the one where the objective gains 3 vp at the end of each turn)- full