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  1. TIE Pilot
    Animewarsdude I'm fairly certain is right based on the core setup. Rebel miniatures of Biv Bodhrik and Saska Teft, four Tusken Raiders (group size 2, one generic group and one elite group) and four Heavy Stormtroopers (group size 2, one generic group and one elite group).Personally I think given the number of Stormtroopers you deploy in a mission (usually less than ten) I actually prefer the named commander. There's so much more they can get away with on a unique unit than a generic you could spam. Edited April 15, 2015 by TIE Pilot
  2. gxpr
    just me then =). Inspiring leadership looks good on paper, especially when you have a heavy hitter to order around like you mentioned. I almost got an extra attack of on vader one mission but then Biv attacked and by rolling just ONE surge applied stun, bleed and weakened. Seems like this deck is too easy for competent rebels to counter. Next time I play empire I'm going for military might. Or maybe the op and easy to play subversive tactics
  3. Radarman5
    Defense: Black die for tough heroes, White die for nimble heroesCombat Role Health Bonus:Ranged: 0Ranged / Melee: +1Melee: +2Abilities: Strength: BlueInsight: BlueTech: Blue(max: 3 dice per ability; min: 6 dice total for all abilities; max: 7 dice total for all abilities; no 2 of same color; no red die; must add a green die before adding a yellow) Wounded Heroes: These rules work for the heroes in the core, and Biv from Twin Shadows. The only exception is Jyn, who is only 4 Character Points above the base stats/abilities. Edited April 21, 2015 by Radarman5
  4. buckero0
    like Garkhaan in melee list, Iike Verena as well, I'm a little irritated that Verena, who is this delicate spy has 11 health and is the anti-melee unit (take her up against Vader or RGC for fun) is costed at 8 points where Biv, this big, tough heavy laser toting BA Baracus type is costed at 9 pts and 8 health. I think the point costs and health ratios are messed up on that. I think Verena will actually become a better buy with the release of more melee, jedi types getting released. I don't think she belongs in a competetive list right now as there are better options. Garkhaan is great if he's focused and his special ability is sweet. He's kind of a one trick pony, but decent for coming out of the core set as is. Lando's rerolls and ability
  5. King_Balrog
    What Happened to Biv is a travesty. Such a cool character sits pitifully at the bottom of the barrel, when compared to his cohorts. Anybody have any suggestions on fixes for the big guy? My friends and I have taken to giving him a wild power token (+?) each activation, yet, he still seems to lag behind. Maybe I am biased, but he happens to be my favorite character, and also the suckiest... Whats the poor lug gotta do to get a little respect around here? The Stat-Line --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Assuming a build is: ----(up to 4 extra points = 14 -->)-- Edited April 12, 2019 by King_Balrog
  6. CKLSK
    going to convert the letter grade to numbers then take a trimmed average. I will then convert that average into letter grades ranging from S+ to Biv Bodhrik
  7. ThatJakeGuy
    think a full on hero card would be way too powerful. There was a big thread with lots of ideas for incorporating more people:https://community.fantasyflightgames.com/topic/179106-playing-with-5-or-6-heroes-buffs-and-de-buffsIf you want an Imperial aligned hero, perhaps give them Biv's Skirmish Deployment card? Edit: if you do this, you will not be needing extra threat. Edited September 28, 2015 by ThatJakeGuy
  8. thestag
    also thought of this when I read the original question (like minds think alike ). The other issue besides the boon/bane one is that you would need to bring Saska and/or Biv into Hoth because you will be playing one of their side missions (you could force one or another if you only had one of those heroes). But since those two are widely regarded as 2 of the weakest heroes, you might consider trying to integrate Bespin Gambit into Jabba's Realm instead
  9. Mandalore of the Rings
    with XP like +1 damage or +1 evade etc. but there would have to be a cap on it, like max plus 1 or something (You wouldn’t want a character with inherent +4 damage running around… you’d hardly even need to roll!) PROFESSIONS/TRAITS: Maybe there would be some simple professions to choose from like Spy (this would enable you to get Mak type cards) or Brawler (this would enable you to get Biv or Garkhaan type xp cards...). Not sure about this. EotE has pretty cool profession trees. Maybe we could come up with a simple tree of things to spend XP on corresponding to some traits. DICE: I really like how EotE uses the dice to drive not just success or failure but also advantage and disadvantage. Typically in IA for RPG type rolls it is just a target number of surges to see if the door
  10. tomkat364
    have to disagree. I ran a Fenn, Biv, Saska mini-campaign and did extremely well. Sasha doesn't just transfer strain. If using a surge to remove a strain is the only thing you get out of her ability, you've missed the point. Her ability also does not require an action to perform, which is very noteworthy. She has excellent speed, and her starting weapon is not too shabby compared to others. The ability to add a strain or a defend when needed is very helpful. Bit's double attack is very powerful, and although people complain about his lack of surge options, the bayonet makes him very formidable. In my campaign Fenn was the weak link, which seems incredibly strange to me. Not so strange when you consider my wife was running Subversive Tactics and essentially stun locked Fenn as early and often as possible
  11. adamjf1
    first campaign I tried Biv he seemed really bad, but with the newer campaign I am playing with him I think he can be quite good - the thing with him is you have to realize he is one dimensional - he is a blunt instrument to be used to take out a big target - if you go with his close and personal functionality all the way then he can be very good at what he does - one of the few characters that can get three attacks if he doesn't have to move too far. That is the biggest hurdle with him is that to get those 3 attacks you need to only need to move 2 spaces via strain. But with 2 strain for movement, 2 for Close and Personal then you can get three attacks in. The key I believe with him is to recognize his one-sided nature
  12. Tvboy
    Tried to livestream earlier today but unfortunately my computer can't handle streaming and recording at the same time, so I'm going to try again tomorrow. Let me know in this strawpoll what heroes I should play, I've excluded the ones I already used this morning (Fenn, Mak, Loku and Ko-Tun) as well as pure support heroes and Biv because I want to try and get a good score. https://www.strawpoll.me/18291407 My channel for anyone who doesn't know: https://www.youtube.com/channel/UC6-Eab4g9zRXwdZjVdzS-DQ
  13. ManateeX
    issue with trying to balance things to the lower power level of early skirmish is that there never really was a consistent power level in early skirmish. The first few waves were wildly unbalanced - no realistic number of cost increases on other figures will ever make me want to take Biv or Fenn or Garkhaan or Sorin or Fett or RGC or wing guards or ..... to a competitive event. I'm not unsympathetic to what you're saying - in a perfect world I, too, would like to see the average damage reduced. The issue, though, is that we're starting from what has been and is a pretty balanced meta from wave 7 onward (original SC notwithstanding). Yeah you could make weequays a bit more expensive or remove some of the big hunter cards, but if you do than it's just going to be Vader, Vader, Vader
  14. adamjf1
    Yeah I randomly picked my team and ended up with 3 characters with high insight and almost no other test abilities - made it very hard for wrench tests - Biv, Diala, Davith, and Loku
  15. Elrath'
    With Biv, I went with Jokaero Orange and used just orange based paints. As you can see, the pad is more orange than Kayn's. I think Kayn Somos should have a redder shoulderpad so might be a better idea to use orange sparingly and stick closer to Evil Sunz Scarlet and Wild Rider Red. Maybe mix in just a tiny bit of Fire Dragon Bright. Try some mixes and how they look
  16. flightmaster101
    Nice! I love Biv and Boba's shoulder symbols! Are those freehand
  17. Boba Rick
    Nice job on Boba's logo! I managed to do the Rebel logo on Biv, but I didn't dare try the skum logo
  18. sdh007
    Solo" story mission. Any strategy advices on how to tackle this with our 2 legendary heroes Fenn and Jynn? PS1: to clarify how much she is liking the game, she bought Twin Shadows for me!!! . So anxious for the delivery now. And as she heard that Return to Hoth is in development she was like "ok, we really need to keep track on when it's available to purchase"!PS2: you guys think Biv and Saska (new heroes in Twin Shadows) are any good? Like if you would use them more then the ones we are using at the moment? Edited September 28, 2015 by sdh007
  19. ThatJakeGuy
    Biv looks amazingly fun. I can't wait to rebel it up with a freakin' Vibro-Bayonet
  20. DerBaer
    correct, that Twin Shadows comes with no more than 3 Command Cards? I've already seen Saska's and Biv's unique Command Cards. Can someone post a pic of the remaing Command Card(s)? Edited August 11, 2015 by DerBaer
  21. KennedyHawk2
    They also come with side mission cards to integrate into the main campaign if you decide to take Saska or Biv in. We've done mission 1 so far mission 2 next week
  22. Majushi
    Biv has a story that ties in with Kayn Somos, so there's potential for story in that
  23. WWHSD
    Twin Shadows, using Biv's hero card for Chewie might be a better fit than Fenn
  24. lowercaseM
    Yeah this basically my experience with biv. The attachment is nice but I think next time I'd just spring for the surge abilities first