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Coordinated Attack. Since the token costs 2 strain, 2 additional strain for 1 die of your choice seems very weak to me (especially when compared to Mak's no escape, which gives a green and an extra attack) , but it is possible there are other cards that make it better. Venera Talos:I really do wish she was a melee character, 9 ranged and 2 melee is dumb imo. She also competes with Biv for the melee ranged niche, with Gaarkhan for the spot right in the middle of grouped enemies, and with Jyn for pistols. Regardless, she does seem quite good. Close Quarters is more restrictive than Charge, C&P, and command, but the fact that it is not a special action makes is really cool as it can be chained and used on other players activations. Duck and Weave is solid. Point Blank Shot is really good (although -
Great point. Biv’s melee attack of C&P (hero version/no class card upgrades) has taught us that attack dice without being able to spend surges can be pretty underwhelming -
Have been playing Biv in a live streamed campaign (shameless plug, there are videos at the YouTube channel in my signature), and I mention more than once in the second mission that he has no good surge options. Can be frustrating, because he rolls reasonable surges. If I wasn't getting the surges it would probably bug me less -
will be fun no matter what team you use. In my opinion though, Biv and Garkaan are a little too similar. I would recommend switching one of them out for Diala. She's incredibly balanced, will solve your insight problem, can support others very well, and Way of the Sarlaac is awesome later -
mission. This week's mission is a side mission focused on Fenn Signis, a character in our campaign, titled Brushfire:The site of one of the earliest battles between the Empire and the Rebellion, Fenn Signis's heroic actions were instrumental in the liberation of OnderonNow the Empire seeks revenge against the insurgent world. Fenn is called to aid in keeping the planet safe from Imperial influence once again.Rebel Forces commanded by Engine25 as Biv Bodhrik, ImperialAce93 as Gaarkhan, and Bubba as Gideon Argus, will assist Fenn in liberating his homeworld once again!Tune in at 7:30PM EST to witness the Assault!http://www.twitch.tv/fcbcomicsgames -
think this list looks good, it is simliar to what I usually brings, I use Luke instead of Biv however but I can see his use. With that list I have beaten Vader and several other lists. Not tested it against full 4x4 or rebel blast but similar lists. I think you could do some tweaks in your command cards, I dont think you should loose reinforcment, even with just 1 tropper card it is worth it but I usually only play with 1 card, if you get then you can just sacrifice a trooper for a good shoot. Nore should you loose grenadier, also a card I always include when fielding troopers. Rank and file might not be worth it, I would loose it, explosive weaponry for a free blast 1 is better, Focus is always a good card. Fenn is a beast and I dont -
attitude (after the game was over) that they never felt they could win...and I kinda agree with them. Now obviously on first playthrough there's going to be growing pains and such. So I was wondering if the forums had any advice for the rebels to try and tilt things a little more in their favor? Are their certain heroes you really should take, or certain combos of them (We had Diala, Biv, Fin and Gideon)? Are there certain pieces of equipment that are more valuable than they seem, and some that are not nearly as awesome as they seem (One of the complaints was they felt they could never do enough damage. Too many Blue and yellow dice on weapons, not enough red or green. We avoided the knives and stuff, but are they better than they seem?) Should you never take heroes like Han Solo? Any kinds -
demo of a combination system that I personally enjoyed. The idea is to have a player make a character in Heroes of the Aturi Cluster (Name, call sign, ship piloted, etc.) then choose an established Imperial Assault Archetype they are.(Mak = Spy. Gideon = Commander. Fenn = Commando. Gaarkhan = Tank. Diala = Jedi/Martial artist. Jyn = Smuggler. Saska = Slicer. Biv = Brawler)From that base we played a starting mission in Heroes, where your convoy gets detected by an imperial patrol. The heroes won, but found out the Imperials got a transmission out asking for reinforcements, so they had to goto the planet's outpost to turn off the transmission (This first IA mission.)Now, the XP cross over was 1 Aturi cluster XP was worth .5 xp in Imperial assault. You bought the same upgrades for you figure as you would for the IA heroes. Some players put all their XP in ground combat -
What exactly does evade do? Also when I'm stunned and activate can I remove the stun token then attack or move? And would surprise attack command card.... if I use it and attack someone with assault do they not get defense dice for both attack? Or when using bivs special? Ty for yourhelp -
those models that roll more than one would still be left with a defense roll. Using Element of Surprise with Assault, Element of Surprise states that you use when you declare an attack. Assault allows two attacks, but each attack is a seperate action, requiring their own declaration. Element of Surprise would be used during one, but then wouldn't be available for the other. In the case of using Element of Surprise with Biv's C&P, Element of Surprise doesn't have a one attack restriction, it just says to use when you declare an attack. Since C&P is two attacks with only one Target Declaration, it would work on both the melee and the ranged portion. Hope that wasn't too confusing. Edited December 8, 2015 by R5D8 -
rather pay for a pack full of new goodies than 3 extra copies of the core game..... Think of it like this : you pay for 2 copies of the skirmish card of RG (you have 4 figs from the core game already), a new Han Solo version (the pack you bought is now WAY more usefull), new elite versions of the heroes (Diala, Biv, Gaarkhan and all can now be used competitively in skirmish!) and more.... and a lot of other figures can be used as they no longer suffer for the disadvantageous comparison to the RG. Would anyone really prefer to buy extra copies of the core game instead of a skirmish pack full of new deployment and command card? They could also limit all deployment cards to 2. If you really want more of the same unit, just play the elite version. Most of them aren -
that extra surge icon. I liked getting the first Stormtrooper close, making him focused and attacking. Then the other two moving adjacent to him, firing and moving off so that they get a reroll. With heavies...I don't know. They seem better from long range but I found that the rebels played in such a way that I could never get far enough from them and get a line of sight. They had Biv and Gaarkhan so they were often close. Heavy stormtroopers do have a better damage potential than regular ones but regular group has 1 more trooper. I'm curious how people often choose between the two? Lets assume you're in a situation where you want to deploy more units to the map and have to choose between Stormtroopers and Heavy Stormtroopers. And those were the regular guys as in the final missions I could deploy -
gets blast 2.Jyn takes the Sporting Blaster and DL44 (I think? whichever the pistol with the +2 and +1/+acc surges is) and wrecks with gunslinger for damage surges and quickdraw with stun from sporting blaster.If you take Mak instead, he needs the pulse cannon probably and he does massive single target damage and gets focused all the time with Jeswandi. Skills chosen vary slightly depending on imperial class. For the other heroes:Biv can be okay, but relies almost completely on his Close and Personal skill. He is almost completely useless vs Subversive due to extra strain. Shake It Off is just not consistent enough.Saska just can't contribute as much as anyone else.Diala can be okay, but with Gaarkhan, Gideon, and Fenn, she is redundant. They provide the damage and movement that you need, and for cheaper strain. You generally don't want 2 melee characters anyways, since
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disagree, but only because I am big on action economy and having tanks out there. I have found health to be a huge factor in this game the more I play it. I can't stand Jyn she just goes down soooo quickly. For me the best team is Gaarkhan (charge is just wicked great for action economy), Biv (close and personal is a Royal Guard slayer), Mak (ability to attack twice with No Escape, and add actions with Expertise, plus Jeswandi training is basically defensive), and then Fenn (all around just amazing). We have this squad in my most recently campaign, playing against Subversive Tactics, and its just such an anti ST team its been amazing. Rebels have dominated this campaign. And its our third full campaign (just have last story mission and finale) and the Imperial has only won 3 missions so far. Really has played out well
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Purchase priority: Disengage->Jeswandi training->No escape->Execute->Expertise->Supply network I'm not going to say no to a bonus symbol on every defense roll (even if +evade on white is the worst such a thing could be) but that's not the main bonus of Shadow suit, bypassing the requirements of using ambush is nice (unfortunately Mak's is one of the harder side missions imo). Up next: I'm postponing Biv and Saska to do pre-play analysis of the RtH heroes; because HYPE
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Verena Talos/Rule 63 Star Lord/Elsa/Zoey Washburne: Summary: Verena is like the hero I designed except without the espionage side theme . She’s a hybrid range/melee character with tankieness and a lot of damage. While the attack on Close Quarters will usually be weaker than Biv’s close and personal (godammit FFG, names!) the fact that it attacks a new target makes it a better ability in my opinion, it should be a large source of her damage. Duck and Weave is great. A black die will usually give you some blocks so the evade will normally do more work. It could be easier to trigger but it’s not really a hoop. Combat momentum adds a lot of mobility to Verena; it’s not as good as some mobility talents but it gives you 3 movement if you strain or 1 if you don’t, it doesn’t exhaust
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Loku appreciate it, I doubt anyone else really cares. *If Jyn or Mak is on your team it should probably be first priority. I think Overwatch would need more available tokens to be good. I think the effect is really cool though. Spectrum scanner looks pretty much essential for making Loku’s abilities useful against squads. Scout’s guidance is also dependant on team comp. The heroes that want it are Fenn, Gaarkhan, Gideon, Biv and MHD. I’m not sure you can afford to place two tokens on your allies though and I don’t think it’s worth it for only one. More health is nice and Study of enemies keeps your strain rate low. This means less rests and more attacks. Loku’s other abilities make me much more confident about co-ordinated attack. It’s a sizeable hitting power boost. Let’s be real, Mon Cala
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trinity and a close look at each new hero. Joined by some classic heroes on snow tiles (Saska and Biv forthcoming whenever I pick up a second Twin Shadows!) Thanks for looking and following -
health and that usually closes the book on any chance for the Rebels. The Imp has to throw the mission for the Rebels to win. When we have played the mission A New Threat, it usually comes down to last round for them. They do lose, but the group splits the heroes to hit all three terminals at once and every time have come within 1 die roll of winning the mission, Biv sucks at rolling for Insight (eye). When they do the split, the Imp has an issue with trying to get enough threat to the board and where to place them to offset the three pronged attack of the group. Fly Solo...as an Imp player I hate this mission cause I feel it is slanted for the Rebels to win. I have only won it twice out of the five times we have played -
changed in the faq) are still good, especially when guarding a powerhouse like Vader. Heavy stormtroopers are great from twin shadows, I'd take them over normal stormtroopers if I had the points. Tuskens are ok, and the elite ones are probably your only choice, I was always uninspired by regular ones...Rebels are probably going to be the (best) list at the current state of the meta, dudes like Gideon, C3PO, Diala, Fenn, Biv, Elite rebel troopers, Elite Sabs (even after the change- see FAQs) are all good, especially those giving out focus tokens (which allow an extra green die to add to their pool)Unfortunately Scum is not too good unless you run one big hitter like Boba with some imperial friends, a mono Scum list can't hold its own vs Rebals/Imperials yet.I have everything they have released so far (minus the general Weiss pack). Edited December -
Smuggler and his 5VP cards I am thing about doing it with the rebels instead.There are a few issues, one probelm is that most of the VP command cards come from the "Hunter" trait and the only hunter in the Rebel list is Biv.It is also hard to get all of the other traits you need and still make it a viable squad.This is what I have come up with so far. Biv ("Price on their head" and "Merciless")Diala (I can feel it)Gideon with "On a diplomatic mission"Jyn Odan with "Smugglers Run"Regular Echo base trooperRegular Wookie Warriors Then the normal VP cards like, Celebration and Of no importance would be added. I have no idea of this is a "good" squad or idea but it feels fun. What do you think, any cards I have forgotten? have -
wife and I play each other and will be starting a new Return to Hoth campaign. Playing more than 2 heroes is ideal, but just too much in our situation. So, what are good 2 hero teams? She's done Diala and Jyn, and Biv and Garkaan. Hoping to do a team that includes Verena -
That is a lot of hoops to go through to make a 4xp skill tolerable. Also, scanner, study, Sp. Forces, and Coordinated attack is 13xp which you cant rely on to happen.And while one character having a more efficient version of a skill is okay to a point, there is a point where a bad skill is just bad. I have the same complaints over Biv's 4xp skills. At least Loku still has one good -
asked about the vibro bayonet:Hi Jeppe,The Vibro-Bayonet does not need to be attached to the same weapon that you use for the ranged attack during “Close and Personal.”Thanks!Paul WinchesterGame DeveloperFantasy Flight [email protected] Biv alot more versatile -
heroes you are dealing with a very strong synergistic onslaught by the Rebels. You have to deploy the imperial Hero at a fair place though, usually nearest to the end goal of the Rebels and not too close to their spawn point, as to not trap them in front of a locked door. It made my rebels have to really think about who focused on the mission and who held off attacks, Biv and Gaarkhan beat on the hero usually and the two of them made quick work of him when he played too aggressively.That's fair about the defeated, I think I'll Errata to "wounded" and move from there.Noted on blast punchVery good point. I'll have to think about that... I might remove it entirely, it's not the most thematic with the type of force user I'm going for. Or what if I made