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gray mission is Canyon Run, I know this because it popped up as a Side Mission option in Return to Hoth. The green mission I'm not sure, but I think its a second mission to gain Han Solo (the Cantina mission played at the start of Twin Shadow's mini campaign). The 2 options for the second mission are the 2 hero missions, Biv and Saska. And the finale is probably 2 Agenda missions -
someone used Biv in our Twin Shadows campaign and also found them underwhelming. He added a defensive ability, the Bayonet and Armor; charge to be front and center. he always got wounded first and tried to dish as much damage as possible. He was essentially a meat shield. He played Garkhaan in our first campaign and liked him a whole lot more. Also, in our first campaign the player with Mak stayed by Gideon's side once he got masterstroke. Mak also had the 'no escape' ability card. Once this combo went into play, the rebels rolled the last seven missions. Loose cannon is an excellent mission -
part of Biv's Close & Personal ability be used against objects -
steered away from Subversive which doesn't seem as strong as Military Might but still fairly potent. I picked Precision as it seems like a relatively weak deck but still goes well with Hoth and it's Snow Troopers. I also didn't take the Industry agenda set as that reward card is completely busted. Hopefully the Rebels can give me a bit of competition this time. In addition to Saska the Rebels have Biv, Venera and Gaarkan, all of which are fairly strain heavy and all want to be adjacent to enemies, so I'm hoping Saska just passing out devices just as a way to shift strain around will be effective enough that she won't really need to do much damage
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Most Impressive. Seeing as you obviously purchased multiples of most expansions have you considered doing various paint schemes for the heroes? Fenn is anxious to have forest camo and Biv wants to show that he has killed sandtroopers of various ranks -
also don't like the threat missions the Hoth campaign introduced. They give extra bonuses to the Imperial player and they really discourage rebels from choosing a side mission. I've bought some ally packs and i'd really like to play those missions but now it feels like the game is nudging us (and quite strongly) to always do the threat missions. And I admit that our team composition probably isn't ideal. Biv or Fenn would most likely be a lot more effective than Saska. And more durable. EDIT: And I'm first to admit that this is a completely biased view and there's a lot of frustration in this post. It's very likely that there's another player in another group with a completely different view. Edited February 2, 2016 by Elrath -
have mentioned, I just think your Imperial player picked the correct hand, the correct agendas, and is playing against a weak Rebel make up. Saska and Loku are 1/2 support characters, MDH is full on support, Verena is great for action economy and crowd fighting, however, late game she suffers to do enough damage to high health groups. Your group is lacking on anyone that can really focus firepower on high health characters (Mak, Biv, Fenn, Garkhan) and I think that is why you are having such a tough go at it. ST a lot of people say is OP, and we just have not seen that in our group....however, when we played against it, we countered it well. Spending our skills on passive abilities and not ones that take strain, we focused our weapon selection on higher surge potential, we had Saska in our group and device tokens
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play last night and it took us that bleeding long to get through "Hunted Down"I'm the imperial, and I have players Alpha, Beta, and Omega.Alpha wants to quarterback the whole thing and is friggin meticulous with his movement and is a **** good player. (Playing Saska)Beta wants to mash stuff and gets distracted by "coolness" moves. When he's an effective player, but often focuses that effectiveness on the wrong thing. (Playing Biv)Omega has no trouble staying on task, but has no interest in being the "leader". (Playing Mdh-19)Ok, so here's my problem. I'm a long time DM, and my activations usually take about 3 minutes for something like a Stormtrooper unit, and that's just cause rolling dice takes time. I know what I need to get done, and plan my moves while the rebels are taking theirs.And then -
campaign in ideal conditions and he still couldn't make up his points. I had sharpshooter for +1 accuracy and he was standing beside Biv allowing me to use 2 red. He had focus from last round because he was standing beside Sorin. He had the agenda going that allowed him to use surge abilities twice. He had the Strike Force attachment to allow a re-roll. I had Single Minded to allow that reroll to be the side of my choosing. I had Find Weakness for +1 pierce on all attacks. Even getting a 10 pierce 1 shot in on one round, and then using his double surge twice next round to recover 6 wounds on one shot, he still ended up dying and not being worth the 12 points I wasted on him. Maybe Storm Troopers are too cheap at 6, but whatever it is, 12 points
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Worst is Biv, in my opinion. All of his abilities are focused around his Up Close and Personal action, and they're not worth it. His endurance of 4 means he rarely has enough strain to do what he needs to, and most of his class cards induce strain. He's too hard to be effective with -
Saska and Biv both seem really underwhelming to me. I'd probably rate them as the worst 2 out of all of them. Diala has amazing utility, but I'd probably put her at #2 behind Fenn. Tactical Movement is just insanely useful for a mere 1xp, and the rest of his deck is also solid. If he gets the new Blast attachment for Blast 2 early in the campaign, he's borderline overpowered. Verena and Loku also rank pretty highly for me -- Verena is a beast at wiping out larger numbers of weaker units even when they spread out to play around Fenn's blast, and Loku's mark can add up to very significant bonus damage over the course of many attacks against a harder target. Gideon rounds out my top 5. He's not particularly fun to play, but since he barely needs any credit investment whatsoever
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usually keeps his 10 hp from becoming a liability, and his 5 speed lets him quickly redeploy to wherever he needs to be. If you're only getting recon tokens onto enemies after Loku activates, I could see why he would feel underwhelming, but that's why you have to be smart about how you deploy and activate him. Verena I think is the weakest hero in the game early on except for maybe Biv, and it takes her a while to become useful but she does eventually become very strong at the end. You have to upgrade her gun ASAP and rush Point Blank Shot before she can start doing decent damage and start reliably triggering her other abilities against anything that's got more than -
distraction keys. When I had earlier activated the trandos I forgot to activate the one in the small room, so I pretty much hid him in the back of that room and leapt the Nexu to that doorway. It was well into Turn 4 that the rebels finaly killed the velociraptor with a shotgun, seized the key card, and got the door open. By then there were plenty of wounds on the two rebels (Biv and Fenn) through the door first, and the E-Web quickly wounded them. Gideon was too far away to be of help. Loku was at the outside objectives, but couldn't make the check to open the spice rack.If you're rebels and you're playing this one, go for broke killing the keycard holders. Protect Chewbacca. Get the doors open, and then have him tear open all the containers as he does not have -
highly recommend that you play with 4 entirely different characters. I've played a few campaigns (Core and TS, no Hoth yet), and the first 2 times I played with 3 of the same characters. The next time I decided I was going to play with characters I hadn't used, and I had a much more enjoyable experience than I thought I would (eg. I found out how well Mak and Biv can work together). What's the worst thing that happens? You finish the campaign and say, "I sure didn't like Saska", then you don't play with her again. All I can say is now that I've played every hero (Except the Hoth ones), I want to try different combinations that I think will synergize well. I wouldn't have done that otherwise. So in answer to your question, I'd say you should play -
whether Davith can trigger his Force Speed ability after his normal attack resolves but before the effects of Fell Swoop begin to resolve. Here are the relevant rules I could find on the subject, seems to me that there's nothing to prevent Davith from using Force Speed before the free attack from Fell Swoop, allowing him to effectively move 4 spaces before performing the free attack. Note that this is different from Biv's Close & Personal as the attack from Fell Swoop occurs after the first attack (and thus action) has fully resolved, Reading through the rules further, it looks like there is also no restriction on spending movement points or using strain to gain movement points between resolving an attack and triggering an ability that performs an attack. Note that Fell Swoop is not an interrupt. Am I missing a key rule here? Edited July -
campaign version is a bit expensive tbh. A single figure melee deployment needs to be aggressively costed. His saving grace is that he has high noncombat utility, but it will be dependant on your squad, which is fine honestly. I like that. If you have fenn, diala, biv, and no Saska, then he might be worth it later in the campaign
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other, non-crapfest, campaigns, but even if you give him the shrouded he's still not going to be a heavy hitter like Fenn, Jynn or Mak. I think if you are using him to attack you'll want a cleave weapon. 8 pierce 3 is pretty nice, but when the hallway is jammed with troopers and hired guns with 3 health, it's pretty pointless and he just becomes a bad Biv
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Saska, Diala, Biv and Fenn. Having Force Adept and Tool Kit helped a lot. Edited July 13, 2016 by Tvboy -
Yeah I always found that rule a bit silly really:Biv pry's a crate open "Grenades?!?! Well I can't take them with me so I'll ditch them, but this crate seems sturdy enough I might take it with me to sell to the guy down at the black markets!!!" Next campaign I run I'm thinking that crate swag should carry over and be transferable like bought weapons -
haven't, posted in a while, but that's because i was busy going to the regionals (the eastern canadian ones all happen last, but they are the only ones close to me. HOWEVER - i did do some painting, just not for armada IG88 Royal Guard Champion C-3PO Rebel Troopers, R2D2 and the sandtrooper commander Han Solo Biv All Lined -
their respective sets. I'm running the campaign for my kids as well, and chose to integrate all the Heroes from the boxes and let them pick the one they liked, but also steered them towards "it'd probably be best to have a couple melee heroes and a couple of shooty and/or toolboxy ones to cover all the bases." Ended up with the two jedi (Diala and Davith - not surprised...) and Jyn and Biv. Also, I stuck mostly with core-only cards (mission deck, imperial decks) but did mix in all the crate/supply cards and all the I-II-III cards from each set. Not sure how that's going to pan out (we're not really far into the campaign -
hero, say biv, has strain equal to his endurance can can he exit a space adjacent to Boba fett and take damage. This came up in a campaign the other night and we decided that he can't. I disagreed but could find anything to back it upThe RRG says the following, but doesn't answer my question• A hero cannot choose to suffer C if the amount of C he has suffered would exceed his Endurance. This includes suffering Cto gain movement points or using abilities with -
This expansion is really exciting.I have been hoping for a tank hero (not an actual tank) ever since Biv was not one, so I am really looking forward to Onar (and hoping his skill deck supports a tank role)Shyla, the mandalorian warrior also has me hyped. We need more melee (even if she is hybrid by Vereena, that is fine)Vinto the mercenary, has me less hyped, more competition for pistols.Speaking of pistols: I did some quick runs through the calculator (tho they were all at range 1 since i cant apply-1 dmg) and came out around on par with the tier 2s. Although it lags behind EE-3/A280 w 2 mods and the tier 3s. The tier 3 mods also dont help much. So it is fine, but not crazy.The Rancor is exciting, as is Luke (although he does seem a bit pricy), and Jabba should -
Really bad idea for the grey side missions... Some hero's rewards are bad enough that the rebels would probably prefer to just do a normal grey side mission. In our playgroup, we have hero missions always available since it's BS to play a character and never have a chance to get their specific mission. We have Loku, Biv, Gaarkhan, and Davith... and none of them care enough to do their hero missions since most of the rewards for these heroes is junk -
Looks great and thanks for the 4 heroes advice! I think I'll force them to use Mak and Diala for Twin Shadows, because those two are the ones that my friends didn't pick for the core campaign. And on Hoth they just have to re-use one hero. For the Twin campaign you did not include red side missions (besides the story ones for Saska and Biv) from the core set? Kiitos