Search the Archive
Found 770 results
-
just got this last night, and it looks to me like if you are playing the min-campaign there are NO side missions to be played. At the same time, if you play Saska and Biv they both have the opportunity to earn rewards in the campaign without the need for side missions. Am I right -
thread was a Nar-Shadda based campaign set after Jabba dies dealing with the power vaccum he left behind (which is kind of what you're thinking about but kind of not I suppose). Regardless Nar-Shadda would be a good place for a campaign.I think the problem with this is that subterfuge typically doesn't translate well into games not built for it to translate well into (Would you really feel right including Biv, Garkhan or Fenn in a campaign like this?). It would work for a spinoff. (I saw something that indicated there might a mission that tries subterfuge in Twin Shadows; if I'd rather people not bring it up here since I still can't get it). Yeah, nearly everyone feels this way in my experience. There's a lot of degrees of non-movie stuff. I'm personally of the school of thought that they
-
Rebel Boba and then a Kayn Somos - haven't really done the command decks yet Imperial Boba 1 - Temporary Alliance13 - Boba Fett 6 - Heavy Stormtroopers 8 - Royal Guards 8 - Royal Guards 2 - Imperial Officer 2 - Imperial Officer Rebel Boba - My idea here was to maximize command card drawing and kind of stumbled on it when I ended up with three points left over and saw Rebel High Command13 - Boba Fett 6 - Saska Teft 9 - Biv Bodrik 3 - R2 D2 3 - Gideon 3 - Mak 1 - Balance of the Force 2 - Rebel High Command Kayn's Pain Train - Obviously it will all come down to the command cards (would love to hear your opinions) but I really feel the officers are needed to move Kayn around and get the most out of his command card, his firing squad and being able to hopefully attack and use his focus for troops.10 - Kayn Somos
-
What about a 3 hero mission with Biv and Fenn -
fact that all of your weapons have 2 surges doing damage (or pierce) is the problem. The only weapon in the base campaign with that is mak's (arguably Garkhan's) and that works because he'll seldom roll 2. For example compare Lokan's weapon to Biv's (same attack die). One has surges for damage and pierce while the other has a surge for accuracy. Similarly Samos has the same attack die as Fenn but trades an accuracy for a pierce. Basically this means on average your characters will all be doing (usually slightly) more damage with their starting weapons than the base rebels. It is clear (to me at least) how Samos works, though 'ally' would be a better word than deployment card. One thing is he might be "terribroken" (either too bad or too good depending on circumstances). If the rebels focus down his squad then
-
compared the color to Diala's cloak and after a little more self-debate I ended up going with just pure Mournfang brown. Here's how Biv looks with just most of the base colors and some highlight tests on the skin:Also, thanks for the highlighting -
found them challenging to paint mostly because they're hunched over their gun and reaching to paint that and the hand holding it was difficult. I didn't really find the other parts of it as difficult. Same deal with Biv and to some degree, the Heavy Stormtroopers. Their hands and weapon are in the way. Still, the trandoshans were the most challenging in my opinion -
shadows set now upon us the painting bug finally bit me again and i've been working on getting more figures completed there were still a few from the core set i have not completed yet and i've just been too lazy to finish them but they should be completed in the near future. The trandoshan hunters were one of them, nexu and the AT-AT are the othersR2-D2 and C-3PO Biv. i have to say, he's been my favorite of the Imperial assault heroes to work on. the sculpt is amazing and he looks the best out of the current 8 total the infamous Boba Fett. the long overdue Trandoshan hunters Somos and his men! Edited September 21, 2015 by executor -
problem is, if that's *all* you have, the device tokens won't be terribly useful. Get toolkit first, maybe something else, but tool kit is so insanely useful, it is a required first skill - remember you can use it for any attribute test, including things like fenn's adrenaline rush (I used this + gideon's rallying shout and badly abused the recover strain -> recover health mechanic to give Fenn insane health regen).Biv's shake it off + survival gear is a good combo I really wish I had thought of because he badly needs some strain recovery early on (the blue + red dice of his starting gun are useless for that so once he's maxed out, short of resting, he's done.) Edited September 22, 2015 by lowercaseM
-
Sorry, and dry brushing is super easy. Take for example the metal bits of Biv's gun: those were painted full black, then I got a gunmetal grey/silver mix ready.You load up the brush as though to paint, but then paint onto a bit of scrap paper instead of the mini. Once there's very little paint being left by each stroke, you can use the brush (which is now, essentially, dry) to leave sparse particles of the metallic pigment on the raised areas of the gun, just by drawing the brush across the black section. You can see the results; there's nothing to it once you've figured out how much paint to leave on the brush (very little but not none -
that Royal Guards have it uphill against Elite Saboteurs. I'd say Royal Guard + Officers variations (either pure 4x4 or any list with 2+ RGs and 3+ Officers really) and Rebel Elite Saboteurs are the two "Tier 1" meta-defining squads. What's interesting is that the Saboteur lists got a lot of new tricks in Wave 2 (Threepio for an extra focus, R2 for card draw, Devotion for pulling up Son of Skywalker, Biv for the pretty useful Hunter keyword) but the only useable new bit for the Royal Guard lists is the Rule by Fear card, which won't even fit in a pure 4x4. Wave 3 again doesn't seem to include anything immedietely usable for Royal Guard lists. Once that sinks in and Rebel players start making good use of their new tricks, I think Royal Guard lists will start to struggle. Both 4x4 specifically -
played 5-10 skirmishes against Biv and the trick to him is to be very aggressive. Charge in so that he's close to two enemies and gets the bonus defense. That generally makes him pretty hard to kill for a figure of his point value. I generally target other figures first because of this and he ends up doing a bunch of damage with his Up-Close attacks unless I'm lucky or careful to buff the guys he can actually reach with extra defense from Royal Guards -
Military Might deck. That one was pretty amazing. I love that I can deploy troopers cheaper. I won the first mission, lost the next two and won the finale. The rebels were just swarmed with troops. It's fun when I get 5 threats / round and because of Endless Ranks I can choose to deploy a Stormtrooper group, Heavy Stormtrooper group or a E-Web Engineer every round. The rebels were playing Gaarkhan and Biv who like melee so I took the upgrade that gives a surge icon when a trooper is attacking a target within 2 spaces. I also found it really powerful to move in closer with a stormtrooper group, make the first attack focused, then move the other stormtroopers of the group closer and take advantage of the reroll given by Squad Training. I didn't use any of the 4 xp costing upgrades. My first campaign -
Playing second mission as Biv yesterday against ST. My plan was to go for Vibro-Bayanet ASAP, but already in this mission I found myself strain started. I consider buying Shake It Off (and perhaps get Survivalgear) for next mission, hope to win it to get 2XP and then buy the bayonet to become gain a very powerfull C&P with almost guarenteed good amdg and surge recovery. I will probably avoid Crushing Blow as I need my surges for strain recovery -
point, I think it improves his usefulness, when combined with his built-in +2 accuracy and 2 dice roll option. It's no 3 dice roll but for one point it slowly improves Scum options. I just really wish you could temporarily alliance 2 Imperial to a Scum list. I don't have a pick out of your lists but I do think C-3PO/ Gideon or one of them with Wookies(possibly Biv?) would be a better option than Diala to bring to Scum. I mean, if I was spending the credits. Also, what sort of command card picks do you have in mind for your lists -
left the rebels in tears on the second mission where they had to take out Kayn Somos. Had 3 players - but they controlled a 4th character collectively - Jyn, Biv, Gideon and Fenn. As my open group I included a Nexu which I used for the initial deployment. After they engaged with the initial Troopers, I pounced the nexu into the middle of the heroes and gave one of them bleeding. They were too busy trying to take out the Nexu and being timid of the starting EWeb placement, so I had that starting Officer activate the terminal each round and up the threat. I was playing Imperial Might, and had the ability to heal once a turn - which I used on the EWeb, which kept them cornered. Second turn I used the agenda card Tactical Explosives while they were still standing as a group, and gave the remainder bleeding -
nights a week apart, and we did two missions a night. it was hard to get a 4th player, so we played with 3 with heroic reward cards. the heroes were: SaskaBivMak I was playing imperials and my Imperial class deck was military might. It was a great deal of fun. I liked the canyon run mission and the final Star Destroyer mission the best. it was great to face the new heroes. Biv is a beast against troopers. Saska was pretty neat too, she was throwing tokens to players and filling the support role nicely. we did overlook her unstable device class card that allowed her to throw little bombs that used a yellow dice. we thought was as many times as she had tokens, we re-read that it said once per activation. before that she was throwing bombs everywhere, killing squads. it was a good -
squad I found on IA Army Builder; http://ia-armies.com/army/Luo16l7JI don't know who put it together, but it does look to fit the theme of this thread. How do you guys think this squad would perform on either Kuat Space Station or Mos Eisley Canina skirmish maps? In particular vs 4x4 or other meta? Personally I would drop 1 unit of rebel troopers for Elite Reb Sabs + C-3PO. And perhaps Fenn for Biv, however that is moving too far from the theme of the thread!!!Or in that last comment would conclude that I don't think the points are worth it! I think I need a few more matches on the current maps before giving a conclusive answer -
points, that's one short of putting ESabs in, I was thinking Mak would fit nicely, or maybe Jyn. But, given how I am thinking about playing, Mak would fit better. But, Jyn synergies well with C3P0. Or maybe even dropping Luke, which would take it down to 24 points, then adding in 2 ESabs, which leaves 2 points, I only have 2 sets of Wookie Warriors. Or maybe go 1 ESab and Biv -
Mine was the 1st round match. I made one pretty bad play mistake and when I had my focused sabs, I wasn't rolling the surges. I came up short on range on one attack, the dice definitely weren't with me. I wouldn't say I went 1 on 1, except with Biv. The idea is for the Wookies to be meat shields for the Sabs, which they did... I just didn't roll even average on the attacks for the sabs-- even focused. I'll have to go back and watch it, but I want to say I attacked twice with focused E Sabs and got 0 surges. That's pretty hard to do. Anyway, it's 3am here, and I am suffering from a severe lack of sleep--- maybe I'll post something more constructive and coherent when I wake -
enough to not get slaughtered aren't the ones you want spending their turns giving away extra actions. I always dreamed of getting my RGC to attack three times a round, once on his turn, once on a Field General's turn, once on an Elite Officer's turn, and then again by using Strategic Planning on a Trooper group to allow either the Field General or the Elite Officer to go again.What happened? Biv, Mak, and Diala burned through the RGC in one turn, and after he'd gone, Diala used Force Throw to pull him over their line so that I couldn't get to him with my Field General Stormtroopers.Same thing almost happened with Vader, only it took them 3 rounds to do it, and they kept annihilating the Field General units. The only way I could save them was to keep them held back in reserve -
incredibly difficult to deal with. However, on the counterbalance to that, experienced Rebels can counter this deck very easily (on our third campaign, playing against ST and the imperial is at a loss on how to stop us at 5 missions in). But, without this deck, it will make the game more fun for your group. As for the Rebels, if you wanted to change your characters I think the easiest to play are: Biv, Gaarkhan, Gideon, and Fenn. This group has solid defense and high health, which will help the survivability of the team. As an imperial player, get to know all your troops and be careful about selecting open groups. My first go through I tended to go towards high deployment cost groups and rarely got them in play. You need to be balanced with the current threat level. Rule of thumb, never take a deployment group with
-
surges and if you get the disruption cell she's rolling RYY with that. Fenn is the strongest rebel character in the game. His single target damage is up to par, Havoc shot with rebel elite means blocking hallways is no longer a viable tactic because he blows through them so fast and tactical movement gives him an insane amount of utility. If you get enough xp he also becomes the tankiest character after Biv. On the original question I would vote for Jyn, Fenn, Diala and Gideon. Edited November 4, 2015 by Norgrath
-
This episode will begin with a Featured Skirmish between series host Engine25 (that's me!) and newcomer Michael of the Cloud City Casino podcast: http://www.starwarsreport.com/category/cloudcitycasino/. The mission played will be Smuggled Goods, on the Mos Eisley Outskirts map from the Core Set. Then, at about 8:45, we will play the second mission from our Live Campaign, A New Threat! NuSair will command the forces of the Empire against Engine25 as Biv Bodhrik, ImperialAce93 as Gaarkhan, and Special Guest Michael from CCC as Fenn Signis. Gideon Argus will, like in our first episode, serve as an auxiliary support character. Tune in at 7:30 to witness the assault! Assuming, of course, that you're not watching worlds. And let's be fair, I know you will -
Stealth preview of a new supply card: Which looks pretty awesome. Rule 63 Star Lord works with kind of the same concept that I was looking for when I designed a hero. These guys in general excite me more than Biv and Saska