Boba Fett preview

By Reiryc, in Star Wars: Imperial Assault

mandalorian-tactics.png

So this means two attacks of the following:

Blue, Green, Yellow dice, with 1 surge added and +2 Accuracy
Surge: Pierce 1
Surge: Weaken
Surge: +2 Damage
Surge: Recover 2 Damage

He'll have a 1/3 chance of a surge on the blue dice, 1/2 chance on the green, and a 2/3 chance of a surge on the yellow.

So it's not completely out of the question that he'll be able perform an attack with all four surges applied, at a minimum range of 5.

Without surges he has a maximum range of 10, going up to 12 with this card, or just using Battle Discipline

Can anyone do the math for how likely it is that he'll roll 1, 2 and 3 surges on his dice?

Edited by jonboyjon1990

As for his agenda cards, No disintergration is kinda risky since you have to deplete it before even knowing if it'll work or not. Plus it costs 2 influence and could end up as dead weight. I'm not sure what exactly constitutes a 'miss', does it just need to reach them or do damage also?

RRG p.17 Miss:

Some effects can cause attacks to miss. When an attack misses, the

target figure suffers zero H (damage).

• The E (dodge) icon found on the white die causes the attack

to miss.

• While performing a ranged attack, the attacker requires

Accuracy greater than or equal to the distance to the target.

If his Accuracy is less than this distance, then the attack

misses.

• When an attack misses, other effects can still be triggered

(such as using the Recover keyword). If the ability requires the

target figure to suffer one or more H, such as Cleave, a miss

prevents that ability from being resolved.

So you don't need to deal damage. You only need the needed accuracy and the defender can't roll dodge.

Yeah, that acutally sounds like a pretty good agenda card

Surge math:

0:

1/3(not on yellow)*1/2(not on green)*2/3(not on blue)=1/9

1:

1/9(1 on green)+1/6 (1 on yellow) +1/18 (1 on blue)= 1/3

2:

1/18 (2 on yellow)+1/6 (yellow and green) +1/12 (yellow and blue)+1/18 (blue and green) = 13/36

3:

1/12 (1 on each)+1/18(2 yellow and green)+1/36(2 yellow and blue)= 6/36

4:

1/6(2 on yellow)*1/2(on green)*1/3(on blue)=1/36

Edited by Norgrath

Surge math:

0:

1/3(not on yellow)*1/2(not on green)*2/3(not on blue)=1/9

1:

1/9(1 on green)+1/6 (1 on yellow) +1/18 (1 on blue)= 1/3

2:

1/18 (2 on yellow)+1/6 (yellow and green) +1/12 (yellow and blue)+1/18 (blue and green) = 13/36

3:

1/12 (1 on each)+1/18(2 yellow and green)+1/36(2 yellow and blue)= 6/36

4:

1/6(2 on yellow)*1/2(on green)*1/3(on blue)=1/36

And then + the surge he gets from the card. He'll only ever need to roll 3 surges - meaning to get 4 surges it's 13/36 chance, right? So just under half the time he'll be able to use all four surge abilities.

The only thing I'm not liking about this is that I'll never be able to run a skirmish squad without Boba Fett again...

I like him. But I've always been a Boba Fett fan. He will definitely be go to guy for skirmish.

Is anyone not a Boba Fett fan?

I know a couple. They think both Boba and Jango are a**holes. Of course they are Han Solo fans and blind to the fact that Han was also an a**hole for a long time.

I like him. But I've always been a Boba Fett fan. He will definitely be go to guy for skirmish.

Is anyone not a Boba Fett fan?

I know a couple. They think both Boba and Jango are a**holes. Of course they are Han Solo fans and blind to the fact that Han was also an a**hole for a long time.

I think people who don't like Boba Fett are often just people who like being contrarian. :P

He definitely opens up some more options for the scum faction. He might be a bit more of a finesse piece that requires some experience with him to maximize all his abilities. The jet packs could also be very useful. Interesting how they made him able to be modified depending on the situation, very much what I would expect from a bounty hunter. So long as they don't make a Sarlacc tile, he should be fine.

Boba Fett was my first crush - tall, mysterious,brooding... What wasn't to like.

I like him. But I've always been a Boba Fett fan. He will definitely be go to guy for skirmish.

Is anyone not a Boba Fett fan?

A lot of people believe he's overrated based on how pathetically lame he is in the movies. And that he's only a badass in the EU because the EU was written by people that liked him in spite of how useless he is in the movies.

Ironically, I think Jango from Ep II (the worst movie) is the character that most people envision when they think of Boba.

But he's definitely a badass in this game.

Saw a bit of commentary recently on Boba Fett's popularity: https://www.reddit.com/r/StarWars/comments/2pd192/im_hoping_the_boba_fett_movie_is_like_this/cmvo0xp

If explosive Armaments can be equipped to C-3PO or R2-D2 then it's getting done every skirmish, for the novelty factor alone.

Don't think so. It's a Scum card.

You could just have Saska Teft to get the scum card into you Rebel deck.

As far as I know, you cannot have upgrade cards as allies ...

Can you use Jump Jets to go through walls and doors?

If so, the card will be completely broken on the mission on the Kuat space station map where you get points for controlling the data center (which is behind locked doors). That map will be tournament legal soon.

Can you use Jump Jets to go through walls and doors?

If so, the card will be completely broken on the mission on the Kuat space station map where you get points for controlling the data center (which is behind locked doors). That map will be tournament legal soon.

I'm wondering this too.

jump-jets.png

Since it says place your figure, not move your figure. Movement rules don't seem to apply here.

Though common sense would imply you can't fly through walls, rules lawyers don't much care for common sense.

In basic terms, when you count spaces for an ability you measure it as if you are moving the figure there.

So no you can't go through doors/walls but you can go through any terrain tiles as if you had mobile.

EDIT: It's essentially like Mak's Decoy ability, which you also can't use to go through walls/doors.

Edited by patrickmahan

In basic terms, when you count spaces for an ability you measure it as if you are moving the figure there.

So no you can't go through doors/walls but you can go through any terrain tiles as if you had mobile.

EDIT: It's essentially like Mak's Decoy ability, which you also can't use to go through walls/doors.

Oh yeah. Forgot about the rules for counting spaces. Clears that up! :D

Jump jets is like making a 5 space movement with mobile, so for boba that's slower than walking.

One of the new tournament maps requires you to nominate a deployment card as a "bounty hunter" and you claim extra points while he kills things. Boba is a perfect choice for this task, thematic and effective.

Surge math:

0:

1/3(not on yellow)*1/2(not on green)*2/3(not on blue)=1/9

1:

1/9(1 on green)+1/6 (1 on yellow) +1/18 (1 on blue)= 1/3

2:

1/18 (2 on yellow)+1/6 (yellow and green) +1/12 (yellow and blue)+1/18 (blue and green) = 13/36

3:

1/12 (1 on each)+1/18(2 yellow and green)+1/36(2 yellow and blue)= 6/36

4:

1/6(2 on yellow)*1/2(on green)*1/3(on blue)=1/36

And then + the surge he gets from the card. He'll only ever need to roll 3 surges - meaning to get 4 surges it's 13/36 chance, right? So just under half the time he'll be able to use all four surge abilities.

He has a (6/36+1/36)=7/36 chance of rolling three or more surges, which means using the card he has that same chance to have 4 or more surges.

Incidentally I wouldn't consider myself a Boba Fett fan; there's nothing wrong with him but I find the extent of his popularity to be bizarre (and mildly annoying sometimes).

I am surprised nobody has really gone into how durable Boba is. With built in block and evade one of his worst defence results is 2 blocks and 1 evade.

To get any surge abilites in on him, like Pierce that you usually use to get trough black dice or stun etc you really need to get 2 surge results so the results of his balck dice will usually stand.

Then coupled with Recover 2, high movment with mobile and you got a very durable fighter.

Killing him would be interseting to see how it is done.

I am surprised nobody has really gone into how durable Boba is. With built in block and evade one of his worst defence results is 2 blocks and 1 evade.

To get any surge abilites in on him, like Pierce that you usually use to get trough black dice or stun etc you really need to get 2 surge results so the results of his balck dice will usually stand.

Then coupled with Recover 2, high movment with mobile and you got a very durable fighter.

Killing him would be interseting to see how it is done.

We already knew all of this save for the recover (which is a fairly small part of it) from squinting at his card in older previews so that discussion has already been had.

Edit: He won't be using recover all that much as his damage output is pretty medicore (for his cost) without the 2 damage surge. So he'll pretty much just use it when he uses mandalorian tactics or when his best target is on very low health.

Edited by Norgrath

I am surprised nobody has really gone into how durable Boba is. With built in block and evade one of his worst defence results is 2 blocks and 1 evade.

To get any surge abilites in on him, like Pierce that you usually use to get trough black dice or stun etc you really need to get 2 surge results so the results of his balck dice will usually stand.

Then coupled with Recover 2, high movment with mobile and you got a very durable fighter.

Killing him would be interseting to see how it is done.

weaken gets through his evade. Han, Chewie might see more play since they have high damage output. Vader and RGC could see more play. Even Weiss or AT-ST.

If we get a few more figures like Boba I think the meta could shift to more beats. His damage out put is pretty good compared to Han when he is focused. Han avg around 8. Boba is about 6 but he has weaken and pierce 1 so it makes his damage output more on par with Han.

I've played a few games with my kids using a proxy Boba, and sometimes he can last FOREVER. But it's not just his auto Block/Evade that make him last a long time. It's also his Speed 6.

It's often easy for him to hit and then run to safety. A nifty trick if you have initiative the next round (or at least, if you THINK you do!) is to move him up to attack at the end of a round, and then attack again to start the next round and run far away. We've found that it's often possible to do this and take no damage in return, because it's hard for your opponent to catch him...and sometimes you can even use Mobile to make it pretty much impossible for your opponent to catch up.

As for his agenda cards, No disintergration is kinda risky since you have to deplete it before even knowing if it'll work or not. Plus it costs 2 influence and could end up as dead weight. I'm not sure what exactly constitutes a 'miss', does it just need to reach them or do damage also?

RRG p.17 Miss:

Some effects can cause attacks to miss. When an attack misses, the

target figure suffers zero H (damage).

• The E (dodge) icon found on the white die causes the attack

to miss.

• While performing a ranged attack, the attacker requires

Accuracy greater than or equal to the distance to the target.

If his Accuracy is less than this distance, then the attack

misses.

• When an attack misses, other effects can still be triggered

(such as using the Recover keyword). If the ability requires the

target figure to suffer one or more H, such as Cleave, a miss

prevents that ability from being resolved.

So you don't need to deal damage. You only need the needed accuracy and the defender can't roll dodge.

Which means you will always want to use it against Black defence die since then you can only miss with not having range.