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This sounds like a more extreme version of what I do in my games. After they lost the Core Box campaign with Gaarkhan, Gideon, Fenn and Diala, I added in a narrative where Saska, Biv, Mak, and Jyn were pursued to Tatooine. They started off doing the normal Twin Shadows campaign, but after Hunted Down, they made pals with Han Solo for a good long while, agreed to help him get rid of some bounty hunters if he helped them recruit some Rebels so they could all get off the planet. They've ended up doing Canyon Run, Into the Wastes, Back Room Bargains, Sorry About the Mess, Imperial Entanglements, Target of Opportunity, and Impounded. Throw in a few character missions, and it grew into a full sized campaign. For the finale, I'm going to have them do both Fire in the Sky and Infiltrated as one mission. Fire
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your right, the last Xwing FAQ was 18pages my point counter only goes up to 20 - that's broken it should go all the way up to 40 (maybe I can change that trend with a store championship IA's brokeness is opposite, there are some figures that are hard to take because they are fairly ineffective (Gharkaan, Biv, Fenn, etc) Edited May 25, 2017 by buckero0
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main experience with Loku is from the very first campaign that I played. Truth be told, we didn't really know what we were doing that well. I was the Imp player, using technological superiority, but I rarely put any of my class cards to good use. My wife was playing Biv and Loku with Legendary. It was a ton of fun, for sure, and at the time Loku was certainly a threat. As to how I'd handle Loku now... well, I don't know. Worst case scenario, I think he might be situational. I don't think he fits well into the Tank/Support/Objective Rush roles that so many people try to shoehorn heroes into, but I think that (as others have said) he can be extremely useful against boss fights and larger figures -
that if there is a general consensus on some simple fixes for characters, that could assist designers with the speed these fixes are created. It'd be a real shame to leave so many figures in the dust. Like if people agreed Saska should cost 4 instead of 6 with no other changes, that information could be a great help to designers so they don't spend too much time on that card. Fenn, Biv, Verena, Gharkaan, Mak... I fear the way that "fixes" are being done 1. They're going to take a really long time to design/produce the fixes 2. There is a very real risk that the fixes not just bring these figures back, they make them OP (look at IG-88 basically being as strong as Jedi Luke!?) 3. Players have to purchase something that they may generally not want Ultimately, as I don't play -
queue. Fixing cards is bad. It makes the game look bad. A hundred bandages is not a sign of good health, and that deters people from jumping in. From what we can see, iconic characters are getting upgrades that allow them to see play because a Star Wars game where you don't play as Vader or Han Solo is a tragic misstep. So I think you can stop worrying about "Fenn, Biv, Verena, Gharkaan, Mak", because I doubt they are happening. At least, not with anything that directly addresses the unit. Boosts to rebel spies will help Mak (who isn't that bad of a card, and hardly in need of a fix on the same scale as Vader) and Wookie synergy / cards might make Gharkaan edge-case acceptable. Lastly, and most importantly, I don't know why you think the community as a whole is capable of making -
played the core campaign twice as the IP, won one (the hero pool was weird -- Jyn, Fenn, Gideon, & Biv) and lost one (Gaarkhan, Diala, Gideon, Fenn--very strong). Good luck -
deck of cards, and you could actually introduce some basic system to limit who can take what - so for example, you could offer a 3 xp upgrade ("bodybuilder") to gain +4 health or something, but the requirement could be that you have to already have 12 health; or be rolling at least one red die for your strength interactions. The idea being that it would be available for people like Gaarkhan and Biv, but not Gideon. (completely made that up on the spot to show the concept, suspect I've got the detail wrong somewhere!) The other idea Descent had just trialled in the last box set was the concept of multi class - they had trialled warrior/ wizard and scout/ healer. The basic approach was that you got some great 1 and 2 xp skills, but almost no 3 xp skills (Descent never offered 4 xp skills). This again added -
abilities on the hero card, essentially just like IA) and then you pick your class deck (which contains all of the XP upgrades). The positive part of this is that you can mix and match the heroes and the class decks to try and find which XP powers work best with which heroes. The trade-off, though, is that the class decks cannot build directly off of the hero abilities in any way. Take Biv for example - his entire play style and many of his XP cards are centered around his "Up Close and Personal" starting ability. With the Descent system you couldn't have an XP card like the bayonet upgrade since it wouldn't make sense with any other character. Murne is probably an even stronger example, with a whole bunch of her class cards triggering off of false orders. Now I guess you could work those abilities -
depends on the class deck and the heroes abilities a bit, too. I just finished a campaign playing against Hutt Mercenaries, and for a while it was looking a little dicey for the rebels since that class deck was able to put out so much damage. So instead of trying to stand directly against that imperial onslaught I built all four heroes (Biv, Onar, Shyla, Vinto) with a single goal - do as much damage as you can, as quickly as possible. What followed was a bit of a weird campaign. I'm not sure if there were more than one or two missions where the imperials weren't completely wiped off the board a few times - but it still wasn't a landslide. Because when the imperial did deploy his figures (which he often timed to coincide with mission events that put more figures on the board) he could still -
LOVE the effort. This is some good stuff to think about. I would probably use the phrase Academy training to the 1xp tier, and I'd want his armor to be 3 or 4 xp, like Biv's trophy armor, but this is good stuff. I love No Sign of Intelligent Life Anywhere -
ponies" in my view - their abilities and XP upgrades are all either generally helpful or centered around the one action that they're looking to do repeatedly (Charge, Command, shoot from 4+ spaces, blast, whip). You're probably going to want to do those actions every turn, so the decision tree shrinks a bit from a general "what should I do" to a more specific "who should I charge/command/blast/etc.?" You could maybe add in Biv to that list too since he focuses a lot on his Up Close and Personal, but I find that it can sometimes be tough to be effective with him if you don't know how to manage your strain well. I'd probably be quickest to avoid Davith, who often needs to do a whole bunch of "surge math" on each attack, Verena, who has a lot of fiddly triggers to remember, and Saska -
would also say the core heroes each has a really good reprensentation of the the games mechanics, while still being easy to play. Biv is also easy to play, but he is really simple and boring to play IMO. Gaarkhan Mak Gideon Diala, is a good Way to get into the game, and is also really effective
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expansions then for a fun IP class I'd suggest the Nemesis deck from Jabba's Realm. It's not super-powerful (but still no pushover) and you get the added bonus of getting to use some of those villain packs you've bought. If your players are Star Wars fans they'll also probably enjoy seeing more of the characterse they know. For heroes, while Biv and Saska aren't generally considered to be the best heroes they do fit well into Twin Shadows story since you'll be playing one of their red personal missions. Other than that, though, I'd just let your players go with whoever they think is the coolest - not to say it can't happen, but it's tough to pick a completely terrible team of four. And then as for Agendas, honestly I don't remember them very well but I usually -
That's true. Probably have to make a diy custom card for him lowering his cost. He can join my ranks of customized Jyn, Diala, Ghaarkan, Saska, Biv -
That's exactly what I did with her. I just printed her card out with a cost of 4 and voila, a totally playable character. Also...Biv to 6, Diala to 6 with health to 10, Fenn to 6, Gaarkhan to 6, Jyn to 4, Loku to 3, and Verena to 6. All of a sudden, 8 rebel heroes that are good and usable -
Troopers and of course the Imperial Officers. After seeing Rogue One I have been contemplating going back and repainting a few Troopers to match the Scariff Troopers. I know the helmets would not match but maybe replace some arms like they were a band of troopers who pieced together thier armor. I would just throw in some of the colorful arm armor. I actually painted a Scariff Trooper arm on my Biv Bodhrik using the pale blue red and tan armor -
open with a 4* Royal Guard attacks (with field general and lead by exemple) which allowed me to wound Diala on the first turn. After it was clear they would not be able to complete the mission, we decided that they could mitigate the loss by activating the weapon room and saving whoever they could, so they managed to barely pull it of with incapacited Diala and Fenn exiting the destroyer while Gideon and Biv Bodrick sacrificed themselves to sabotage the weapon control room. It worked quite well in maintaining some tension, and it was fun having the players decide who should stay behind -
Pretty sure Diala was on one. Biv too, maybe? Lemme check... edit:Oh yeah, actually it's extremely common. Edited March 6, 2018 by subtrendy2 -
finally had our first game this past Thursday night and it went really great. There's a few experienced campaign players, 1 experienced campaign/skirmish player and 1 guy who is new to everything so it's a good mix. We ended up playing Heart of The Empire since no one had done that campaign yet. I took the "power of the dark side" (how could I not? so awesome) and they have Loku, Biv, Drokkatta, and Onar. Drokkatta and Loku were the ones I focused on taking down whenever I did attack. Crazy highlight of this game was between both of us around 5-6 dodges were rolled and maybe 4 or so 3-blocks on the black die. Thanks again for your kind and awesome tips -
Saska - Now that we are done with the Core Box, we're getting into the heroes that are more difficult to use. Sure, any hero with 12 XP and a full set of equipment is gonna be harder to take down than a measly 2 XP nobody, but some (Verena, Murne, Vinto, Shyla) are more effective than others (Biv, Davith, & Onar). Saska is kind of in the middle. She's very situational and is a surge dealing machine. As a consequence she is also more dependent on her equipment than most heroes. I'm going to assume a build of Remote Distribution, Gadgeteer, Energy Shield, and Tool Kit, plus Tech Goggles. Some Rebel players might be intrigued by Power Converter or Adrenaline Implants, but here's an interesting question for you - when was the last time any of your Rebels had trouble finding things to spend their strain
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doing this Hoth box this week, and since we just did Saska and Biv, we'll just get everyone's least favorite heroes out of the way and start things off with Loku. Disclaimer: I've not had Loku played at my table and am less familiar with how well he works. After extended conversations with players on the Board though, I feel like I know enough to write something. Thanks to @udat, @machfalcon, and others. Loku - I think the reason Loku gets so much hate on the boards right now is that he's kind of deceptive. On paper he looks decent. Those 1XP skills are not bad, and the Recon tokens and their extra damage can be very helpful early in a campaign before the IP units get too many buffs. He's not as versatile as Mak though, and he forces players to be very strategic
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Aside from Biv and Saska, all of the expansions have good heroes I think, but Hoth and Jabba edge it for me. Shyla, Vinto, and Verena are all very strong, Onar, MHD and Loku are all fairly strong (and Loku is my personal favourite). Drokkatta turned into a decent melee character when we played him. He had the BD-1 + Vibrogenerator & Focusing beam. With that, the Power Charger, and his Charging Up and Structural Exploitation ability, pretty much anything he hit he killed. Wookiee Wrath was great at finishing off anything he was passing. While his AoE potential looked impressive, it made him very strainy. We haven't played Jarrod or Ko Tun yet, but both look decent -
little surprised to see Jyn so firmly mid-table. She's incredibly mobile and good at objective running. She's one of my favourite heroes. I also think Loku has been hard done by. Not surprised to see Biv bringing up the rear, but I thought there'd be more of a gap between him and Saska -
always wished that I could play with Biv (and also that he was better in the campaign, but that's for another forum) I love both of his abilities, especially Into the Fray which rewards an aggressive play style (which is my favourite way to play). Unfortunately, even adding that block isn't going to do much when you've only got eight health. His surges are pretty weak-sauce as well for such an expensive figure - what's the point of an accuracy surge when your whole shtick is getting up close and personal? It's a shame, both because I love his abilities and because I think he's just so cool as a character concept. Edited April 10, 2018 by ManateeX -
Great work, nice details behind your choices. Look forward to more pictures. I had plans on painting a squad of Stormtroopers that were survivors of Scariff. They would all wear Shoretrooper armor on their left arms. I had originally done that on my Biv Bodhirick miniature for Imperial Assault and really loved the look. Edited April 10, 2018 by C3POFETT