Reinforcements Incoming! New Article

By Rogue Dakotan, in Star Wars: Imperial Assault

Gotta get me some of those Rodian Mercs. Most definitely!

Very disappointed with the repeat command cards.

I don't need more slippery target and reinforcement cards. I get 4 reinforcements (enough for 2 play sets) just by having 2x Rebel Troopers.

Wookiees look great, 8 points for 22 health!

Rodians have low health but decent speed and surges, Pierce is king!

Looks like their bottom text reads: "When defending apply +1 surge cancel to your dice results."

Can anyone make out their top blurb something about suffering damage or strain can't tell.

I'm most excited for what looks like skirmish upgrade cards for each faction!

Edited by KennedyHawk

The top rodian ability says "When you have suffered damage equal to your health, before you are defeated, you may interrupt to perform an attack."

The top rodian ability says "When you have suffered damage equal to your health, before you are defeated, you may interrupt to perform an attack."

Thanks pretty awesome!

Bottom Rodian looks like "while defending, apply + or - 1 strain to your defense results."

I get 4 reinforcements (enough for 2 play sets) just by having 2x Rebel Troopers.

That's fine for you, but what about people who don't buy Rebel Troopers because they only play Imp's? Should they simply do without them to save you from getting a few duplicate cards?

Cant wait for chewie and his wookie unit!!!

Bottom Rodian looks like "while defending, apply + or - 1 strain to your defense results."

It's called disposable, so its probably -1 anti surge. I don't see why they'd take strain when they have no endurance.

That said, its weird they didn't just put that -1 anti surge with their surge abilities like they do with figures with innate armor.

Bottom Rodian looks like "while defending, apply + or - 1 strain to your defense results."

It's called disposable, so its probably -1 anti surge. I don't see why they'd take strain when they have no endurance.

That said, its weird they didn't just put that -1 anti surge with their surge abilities like they do with figures with innate armor.

Probably because it only applies while defending.

I get 4 reinforcements (enough for 2 play sets) just by having 2x Rebel Troopers.

That's fine for you, but what about people who don't buy Rebel Troopers because they only play Imp's? Should they simply do without them to save you from getting a few duplicate cards?

While I see what you are saying, it basically makes this pack 80% reprint stuff for those who already have enough troopers/Reinforcement cards, making it not really worth having in a lot of ways. This is doubly true since the Elite Stormy card was the first participation OP card, so you don't really even need it for the deployment cards.

Honestly I only plan on getting it if all that if the other cards are all hugely important, and I am the guy who likes to have everything. I can read "Set for Stun" and I can say I'm not overly impressed thus far. At best, this is a 1x pack for me, and again, I'm not even sure that's worth it given the amount of reprint.

I really want to be excited about the Wookiees, but I really hate that they cost 8, How many 7+ Cost units do Rebels need? Apparently Rebels will forever be stuck in the 5-6 Deployment Card range because they have so few inexpensive units. If Wave 4 could have a playable 3-4 cost unit for Rebels that would be really nice.... I guess I can still hope R2/3PO fill this void, but I am not going to hold my breath,

Happy with Hired Guns, they seem to be exactly what Scum needed more of. Would have been nice if they had a different cost than the Nexus since it doesn't help them even out their random point cost issues, but I get it. He probably would have been too good at 3 cost.

Wookiees look to be the clear winners overall, but Rebel lists are even more complicated once these arrive than they were before.

I really want to be excited about the Wookiees, but I really hate that they cost 8, How many 7+ Cost units do Rebels need? Apparently Rebels will forever be stuck in the 5-6 Deployment Card range because they have so few inexpensive units. If Wave 4 could have a playable 3-4 cost unit for Rebels that would be really nice.... I guess I can still hope R2/3PO fill this void, but I am not going to hold my breath,

Happy with Hired Guns, they seem to be exactly what Scum needed more of. Would have been nice if they had a different cost than the Nexus since it doesn't help them even out their random point cost issues, but I get it. He probably would have been too good at 3 cost.

Wookiees look to be the clear winners overall, but Rebel lists are even more complicated once these arrive than they were before.

R2-D2 is 3 threat cost.

How many points is Wookies, Chewie, and Garkhan? That sounds like a fun thing to try.

How many points is Wookies, Chewie, and Garkhan? That sounds like a fun thing to try.

The low low cost of 31 for 1xWarriors... 4 Deployment cards gogo!

I really want to be excited about the Wookiees, but I really hate that they cost 8, How many 7+ Cost units do Rebels need? Apparently Rebels will forever be stuck in the 5-6 Deployment Card range because they have so few inexpensive units. If Wave 4 could have a playable 3-4 cost unit for Rebels that would be really nice.... I guess I can still hope R2/3PO fill this void, but I am not going to hold my breath,

Happy with Hired Guns, they seem to be exactly what Scum needed more of. Would have been nice if they had a different cost than the Nexus since it doesn't help them even out their random point cost issues, but I get it. He probably would have been too good at 3 cost.

Wookiees look to be the clear winners overall, but Rebel lists are even more complicated once these arrive than they were before.

R2-D2 is 3 threat cost.

I am aware. But his abilities need to be good since he has little/no attack capability, or he may not be worth those 3 points. That's why I made the comment about R2/3PO in my post.

it basically makes this pack 80% reprint stuff for those who already have enough troopers/Reinforcement cards, making it not really worth having in a lot of ways.

Sure, and my 8 Push the Limits, and 16 Proton Torpedos are the same way. But FFG can't package stuff based on what someone else may of boughten already. They package it based on what someone buying that pack may want.

This is doubly true since the Elite Stormy card was the first participation OP card

And again, not everyone has that OP card. Some of us couldn't make it to that event and only have the 1 elite card. So again are we supposed to do without so someone else doesn't get a few extra cards?

I'm not even sure that's worth it given the amount of reprint.

If you have 2 core sets, giving you 9 storm troopers and plenty of deployment cards that's true it's not a very good value. But again they don't design this stuff based on people who have bought 2 core sets.

I get 4 reinforcements (enough for 2 play sets) just by having 2x Rebel Troopers.

That's fine for you, but what about people who don't buy Rebel Troopers because they only play Imp's? Should they simply do without them to save you from getting a few duplicate cards?

Sorry didn't mean to piss you off so badly.

All I'm saying is that when you are given a full playset of something in one expansion it seems like foolish waste to include the card again in a later expansion.

Imagine if Star Wars LCG force packs came with random reprints of objective sets from the hoth cycle. People would not be pleased. The same can be said here. It would make more sense for FFG to make a new trooper related card and include it over Reinforcements, then players can buy one of each pack and further customize there decks. Unlike push the limit that can be used on many ships you can only use a maximum of 2 copies of reinforcements in your skirmish deck so anything beyond one pack is waste. If people are Navy players and want the card that bad they'll buy rebel troopers, it provides plenty of other trooper related cards that they would already want (Grenadier etc).

I really want to be excited about the Wookiees, but I really hate that they cost 8, How many 7+ Cost units do Rebels need? Apparently Rebels will forever be stuck in the 5-6 Deployment Card range because they have so few inexpensive units. If Wave 4 could have a playable 3-4 cost unit for Rebels that would be really nice.... I guess I can still hope R2/3PO fill this void, but I am not going to hold my breath,

I'm with you at least they have Mak and Gideon to fill the files, a few 2 point and 4 point cards would help a lot but they wouldn't be beefy enough to feel like Wookiees. I'm hoping we get a set of something similar to hireds guns for rebels in the wave beyond this it would do wonders.

As for the Wookiees I'm really excited about their cost to health ratio. There speed is average at best but 22 health for 8 points seems like a steal. Compare this to regular royal guards that only gran 16 health for 22 points. Just forcing your opponent an extra turn to off this group and buying Luke or some other sharp shooter an additional attack can be a huge difference maker. Not to mention it looks like these guys get some kind of bonus when damaged. Black defense dice won't keep them around forever but they seem to give rebels some beefy units to make up for having less protector abilities.

Sure, and my 8 Push the Limits, and 16 Proton Torpedos are the same way. But FFG can't package stuff based on what someone else may of boughten already. They package it based on what someone buying that pack may want.

This is not the same, since every pack had, at minimum, a new ship in it. Sure 1-2 of the Upgrades might have been the same, but over 75% of the pack was new. In this case, you get a total of 2 new Command Cards and 1 New Skirmish upgrade + usual stuff.

And as was stated, having multiples of several of the upgrades are actually worth it in X-Wing. Apples to Oranges.

And again, not everyone has that OP card. Some of us couldn't make it to that event and only have the 1 elite card. So again are we supposed to do without so someone else doesn't get a few extra cards?

My point is that so many of these cards are already extremely readily available that their inclusion has no value for many people. I literally have 16+ of the Stormy card sitting at the store waiting for people who need more, since all of our 12+ regulars already have 2x of it...

If you have 2 core sets, giving you 9 storm troopers and plenty of deployment cards that's true it's not a very good value. But again they don't design this stuff based on people who have bought 2 core sets.

I get it, but a lot of the people who bought 1x Core and 1xRebel Troopers also don't get a whole lot out of this pack. That's my point.

I really want to be excited about the Wookiees, but I really hate that they cost 8, How many 7+ Cost units do Rebels need? Apparently Rebels will forever be stuck in the 5-6 Deployment Card range because they have so few inexpensive units. If Wave 4 could have a playable 3-4 cost unit for Rebels that would be really nice.... I guess I can still hope R2/3PO fill this void, but I am not going to hold my breath,

I'm with you at least they have Mak and Gideon to fill the files, a few 2 point and 4 point cards would help a lot but they wouldn't be beefy enough to feel like Wookiees. I'm hoping we get a set of something similar to hireds guns for rebels in the wave beyond this it would do wonders.

As for the Wookiees I'm really excited about their cost to health ratio. There speed is average at best but 22 health for 8 points seems like a steal. Compare this to regular royal guards that only gran 16 health for 22 points. Just forcing your opponent an extra turn to off this group and buying Luke or some other sharp shooter an additional attack can be a huge difference maker. Not to mention it looks like these guys get some kind of bonus when damaged. Black defense dice won't keep them around forever but they seem to give rebels some beefy units to make up for having less protector abilities.

Agreed. Like I said, they are definitely good, but I feel like Rebel's biggest issue is having a ton of heroes and no filler right now. I agree, they needed to be at least 6 points to be sufficiently beefy. They definitely compete well with Royal Guard at the price.

Their ability appears to be while they are damaged they get +1 Surge on each attack btw.

I really want to be excited about the Wookiees, but I really hate that they cost 8, How many 7+ Cost units do Rebels need? Apparently Rebels will forever be stuck in the 5-6 Deployment Card range because they have so few inexpensive units. If Wave 4 could have a playable 3-4 cost unit for Rebels that would be really nice.... I guess I can still hope R2/3PO fill this void, but I am not going to hold my breath,

I'm with you at least they have Mak and Gideon to fill the files, a few 2 point and 4 point cards would help a lot but they wouldn't be beefy enough to feel like Wookiees. I'm hoping we get a set of something similar to hireds guns for rebels in the wave beyond this it would do wonders.

As for the Wookiees I'm really excited about their cost to health ratio. There speed is average at best but 22 health for 8 points seems like a steal. Compare this to regular royal guards that only gran 16 health for 22 points. Just forcing your opponent an extra turn to off this group and buying Luke or some other sharp shooter an additional attack can be a huge difference maker. Not to mention it looks like these guys get some kind of bonus when damaged. Black defense dice won't keep them around forever but they seem to give rebels some beefy units to make up for having less protector abilities.

Agreed. Like I said, they are definitely good, but I feel like Rebel's biggest issue is having a ton of heroes and no filler right now. I agree, they needed to be at least 6 points to be sufficiently beefy. They definitely compete well with Royal Guard at the price.

Their ability appears to be while they are damaged they get +1 Surge on each attack btw.

Yeah and I think I see a juicy Cleave 3? Agree 100% on your cost discussion.

All I'm saying is that when you are given a full playset of something in one expansion it seems like foolish waste to include the card again in a later expansion.

And I'm saying that you can't assume someone bought a different expansion. So either the reinforcements card is useful for Stormtroopers and so it has a place in that pack, or else it doesn't. The fact that it may show up somewhere else shouldn't factor into it.

In this case, you get a total of 2 new Command Cards and 1 New Skirmish upgrade + usual stuff.

There's 3 new models in there, and a elite deployment card. Which is useful to people who don't have enough storm troopers or deployment cards yet. I seem to remember a few weeks ago a number of people posting that they hoped to see Stormtroopers as an expansion pack, so they could get more of them without buying a 2nd core set.

I do get that extra command cards aren't useful, but they aren't any more useful than the extra 4 PtL I have... It's not like I can use all 8 in a single list for X-Wing.

I get it, but a lot of the people who bought 1x Core and 1xRebel Troopers also don't get a whole lot out of this pack. That's my point.

And it's a point I agreed with. For some people there's little to no value in this pack. To some people there's a great deal of value.

Edited by VanorDM

All I'm saying is that when you are given a full playset of something in one expansion it seems like foolish waste to include the card again in a later expansion.

And I'm saying that you can't assume someone bought a different expansion. So either the reinforcements card is useful for Stormtroopers and so it has a place in that pack, or else it doesn't. The fact that it may show up somewhere else shouldn't factor into it.

I'm no assuming they have bought it, but if they want to be competitive and can use a computer they can figure out which pack it is in. Then if they want it they can go and buy it. Much like a rebel player could see some new trooper synergy card in the Storm troopers pack and buy the Stormtroopers for those cards.

Placing in the same command cards is lazy design and creates waste that would be better slotted with a new card. Just because X-wing had a model that forced you to end up with 4 extra push the limits doesn't mean it's a good model for packaging upgrades.

but if they want to be competitive and can use a computer they can figure out which pack it is in.

Which requires that people buy packs that they don't really want. Sorry but I'd much rather be able to skip spending $15-20 on something I don't really want, because there's a good chance that something I will want will also have it.

Just because X-wing had a model that forced you to end up with 4 extra push the limits doesn't mean it's a good model for packaging upgrades.

So you'd rather have the kind of model that forces people to buy stuff they don't want, just for the sake of the cards?

Edited by VanorDM