So I've only played Campaign but I see how having 4 of the Imperial Officers can be a boost in Skirmish, I'd rather not have to buy another starter set, is there anything scheduled that someone has found to say they will be selling the Troopers, Officers, Nexu, Trandoshans etc etc etc as single packs down the line or should I just save my pennies and get another starter set?
Storm Troopers, Imperial Officers, Trandoshans, are we going to get them in packs as well?
From what I have been told (take this with a grain of salt) FFG will not be selling packs containing the core set's models.
Your best bet is to either buy a second core set, or if you only want a few models, (insert shameless plug here) I have been buying core sets and selling parts on eBay:
The Trandoshans always sell out first. While the rest of the models/pieces trickle out slowly.
Edited by FizzI was stalking your eBay page earlier today, Fizz.
LOL nice, I might just buy a new starter if I find I need to have more for the Skirmish around here. Also means I'd have to paint those guys as well! FUN FUN FUN!
I'm highly considering scooping up box #5.....selling them is kind of a pain in the ass for how little profit I get out of it. But at the same time, it is providing a valuable community service.
The models I cant seem to sell I am going to kit bash (I'm looking at you, Mr. AT-ST), or possibly give to the kid to let him paint it.
I'm also considering a remodel of Vader, I hate his pose. Having extra Vaders around make it easier to cut them up for conversions.
Edited by FizzI would be okay if they did a new sculpt for the elite stormtroopers. It comes with a regular Stormtrooper card, so you can repurpose the original sculpts as regular stormies, and use the new sculpts as the elites.
It would satisfy the need for more stormies, without just re-releasing them.
I would love to see a female officer. Same stats, Maybe an alternate l art, but a different sculpt.
I'm hoping for some Sandtroopers in a pack myself:
I'm expecting to see Scout Troopers, Snow Troopers and Shadow Troopers through expansions. We should have more than enough basic fodder.
The real question is how will they make the units feel different?
I really want Dark Troopers. The battlefront kind.
I really want Dark Troopers. The battlefront kind.
Here's my take on them, with an explanation for each ability.
Jump Troopers (Battlefront II Dark Troopers):
Cost 5 (Maybe 6? It feels weird to have more than one figure for only 5 points, but they're also really squishy)
Reinforce 3
2 Figures per pod
Health: 3 (Should be 2 based on in-game health, but that would just be insanely low)
Speed: 3 (They were some of the slowest units the Imps could field, besides the Heavy Troopers)
Defense: B
Attack: GY (The Arc caster did moderate damage at close range (Green), after a brief charging period (Yellow).)
Surge: Stun (The arc caster weapon had a stun effect in-game)
Surge: Blast 1. (It also spread to other units, if charged enough)
(Maybe) Surge: Pierce 1 (The Arc Caster ignored armor and did damage directly to the opponent's health.)
-> Jump Pack: Move a number of spaces up to your speed +2. You gain Mobile during this movement. (The Jump Pack moves the trooper quickly, but you can't attack very effectively while in the air. This is why the Jump Trooper only has Mobile during this special movement and not at all times. This enables you to either jump in really quickly and then attack, taking the full force of the counter attack if you don't kill the target, or start close to the target and attack, then jet away real quick-like after unloading.)
Surge Shielding: These figures are unaffected by the Blast effects of Dark Trooper figures (Including themselves). [it would be rather silly to be able to Blast yourself on a unit that thrives on getting really close to a target. The Jump Pack already encourages a high risk play style, no need to make that even riskier]
The Regular Jump Trooper in Skirmish and Campaign will be amazing at ambushing targets and dealing 1-2 damage and a Stun. The problem here will be that they are as squishy as a stormtrooper, so you will have to choose your targets carefully to be sure that the targets you stun are worth losing your troopers over. They will be especially brutal in campaign, where you could slow down the rebels at a relatively minor threat cost.
ELITE Jump Troopers
Cost 8
Reinforce 4
Two figures
Health 4
Speed 4
Defense B
Attack: GY
+1 Surge
Surge: Stun
Surge: Pierce 2
Surge: Blast 2
-> Jump Pack: Move a number of spaces up to your speed +2. You gain Mobile during this movement.
Surge Shielding: These figures are unaffected by the Blast effects of Dark Trooper figures (Including themselves).
Quick Escape: After an attack targeting you has resolved, you may interrupt to perform a free "Jump Pack" action. Limit once per figure per round. (In-game, the Dark Trooper could use the jump pack twice before having to recharge. A pro strategy was to go in, attack an enemy, and jet out. Recharge, rinse, repeat)
The Elite Jump Troopers hit like a truck, annihilating enemy trooper groups in Skirmish and severely punishing bunched heroes in Campaign. The +1 Surge makes them a prime candidate for Imperial Industry and Savage Weaponry attachments. My intent here was to make a group that filled a similar role to the Royal Guards, but focused more on mobility than the stalwart objective defenders and ally boosters of the Empire's red-robed finest. With the Quick Escape ability, it's possible to move quickly around the battlefield to aggressively attack enemies and take objectives. I fear I might have made them too squishy, but with Quick Escape they probably won't be attacked more than once in a round unless your opponents are deliberately trying to surround them. Finally, the Quick Escape ability incentivizes you to activate the Elites first so that you can move in, take your shot, and still be able to escape on the first (or second in campaign) enemy activation, because with their low health the Jump Troopers will not be able to survive sustained fire.
Sorry for the book about Dark Troopers. Any helpful criticisms or suggestions on my designs are more than welcome.
How many royal guard cards come in the core set. I thought it was two regular and one elite but I'm failing to find them all. Maybe I'm off by one?
Just one of each. Seems you get enough minis to fill all cards simultaneously if you need to.
How many royal guard cards come in the core set. I thought it was two regular and one elite but I'm failing to find them all. Maybe I'm off by one?
You should have four Royal Guard miniatures and two Royal Guard cards (1x Elite, 1x Regular). If you don't contact FFG and let them know:
https://www.fantasyflightgames.com/en/more/customer-service/
Edited by The Black Man