Return to Hoth!

By Slugrage, in Star Wars: Imperial Assault

Awwww yeah. I'm digging the Armoured Onslaught class deck

Thanks for sucking the fun out of things! Well played!

HKs look like a blast.

Thoughts:

  • Regular Snowtroopers > Regular Stormtroopers but Elite Snowtroopers < Elite Stormtroopers (Although efficient travel will still make them useful)
  • The Repulsor tank is good; firepower of an Elite E-Web while still being able to move and somewhat tankier (arguable) for +2 points.
  • Elite HK's seem very not worth it. The regular ones are very squishy but if they can avoid being attacked then they could be good.
  • There are a lot of threat spending cards in the new class decks.

That vehicle class is looking cool! Focussing on one or two big units and spending all your threat on those. Can see the Repulser tank wound two heroes in a single round <3

Snow troopers are underwhelming. I don't see a situation where I'd take them over regulars or heavys in my open groups.

The other 3 are all very scary offensive powerhouses. The tank is like a large e-web that doesn't suck. HKs are vulnerable defensively but are unmatched on the damage to cost ratio. The wampas do face some competition but are pretty solid and have some scary damage potential.

Precision Training is looking really solid. Pinpoint Stike isn't consistent but in general, the white die characters don't have a ton of HP and rely on the Dodge to stay alive. I've had an 8+ damage Vader attack stuffed by the dodge more than once. 2 threat for removing a defense die is weak I think, although 1 threat for a yellow die could be good. If there is also a card in the deck that gives a figure rerolls, then Single-minded will be amazing. If not, it will be only decent, so we will have to see.

I have to reserve judgement on the Armored Onslaught deck. It looks okay with things that are good but not great. In the right situation, 3 threat to ready a card could be amazing. But there will also be times the card does nothing. My other reservation is that vehicles and heavy weapons are somewhat limited (both in options and the fact that massive vehicles can't be used indoors). The base campaign is very indoor heavy; if the new campaign has more outdoor missions, then this deck will have more value.

Overall, some really cool stuff for the imperial player.

Edited by Deadwolf

Thanks for sucking the fun out of things! Well played!

Ignore him. That link he posted pertained to the initial reveal of the expansion and just degenerated into garbage anyways. I doubt he even looked at your link to see this is new info.

As for my thoughts on all the new info.

The new class decks seem one path to me and not offer much for customization. I don't think I'd ever take Exacting Strike as it costs 3 exp and 2 threat just to use, especially when Pierce isn't a rare thing which the card would completely undermine (even Versatile Attack which is in the same class!). Yet the other 3 cards I'd always choose, unless the non-revealed ones are even better. Armored Onslaught is the same thing. I doubt I'd ever take Rapid Dominance as like others have said Vehicles just aren't reliant enough alone (usually I just use AT-STs to block progress as they can't deal as much damage as a full squad of elite stormtroopers.) But cards like Automated Repairs and Reactive Armor would be great for a droid focused playthrough. Heavy Firepower is great if you intent to always bring along Heavy Stormtroopers (my favorite imperial unit.)

The agenda cards seem 'weak' to me from what we've seen. I despise spending influence just to use a card I already spent influence on, especially when I lose that card also so I highly doubt I'd ever take Counter-Strike except to spend excess influence on the finale. On the other hand, I like the look of Personal Shield Generators. The Beast agenda deck is a total gamble as not all missions allow creatures and you have to be lucky to keep pulling Bestial Fury.

I like most of the new units we are getting. Snowtroopers will be a great alternative to regular stormtroopers in later missions as they can atleast apply weaken and act as medics, unlike regular stormtroopers in later missions which do jack squat. Elite Snowtroopers seem very tempting and are perhaps an equal alternative to elite stormtroopers. Efficient Travel seems pointless to me since the imperial is usually already in the Rebel players way, but the 6 health and focus+weaken surge is very tempting. Essentially if you just want straight up damage you go with elite stormtroopers, if not then go Elite snowtroopers. However I think I'd always take regular snowtroopers over regular stormtroopers.

The tank is pretty cool, I'd say its perhaps even better than the AT-ST considering its cheaper. It can attack twice and is guaranteed a block or anti-surge. Its more like just an elite elite e-web than an alternative to the AT-ST though.

I like the HKs. They give the Imperial player two more much needed options. Droids and Mercs and even give us our first 'sniper' unit. They're pretty simple to understand, keep them in the far back away from danger as they are a bit costly. The only time I'd take elites over regulars is in missions with a number of hallways.

Don't care much for the Wampas. Feels like they were just something thrown in 'cause its Hoth'. They're basically just an upgrade (in cost and stats) to Nexu but limited to this expansion only in usability.

Edited by patrickmahan

I really like the precision training deck and being able to manipulate dice. Neat concept for an Imperial class deck, that will really change the campaign play. Also, think it will make for some interesting decisions with how many of them require threat. I wonder if the 4 XP card Single Minded is hinting that the base card for this deck will be something like "Exhaust this card to re-roll a die on an attack." I could see that being a very useful starting class card.

I really like the precision training deck and being able to manipulate dice. Neat concept for an Imperial class deck, that will really change the campaign play. Also, think it will make for some interesting decisions with how many of them require threat. I wonder if the 4 XP card Single Minded is hinting that the base card for this deck will be something like "Exhaust this card to re-roll a die on an attack." I could see that being a very useful starting class card.

As for the elite HKS, I do agree you don't get a ton of value for the points in general but if you can put other units in front of them, keeping them out of LoS, they will rip things to shreds.

Edited by Deadwolf

I feel like this expansion escalates somewhat from the core. I know we need more options to keep the game fresh, but all of these new units feel like upgrades of other units rather than feeling different. The double condition single surge abilities seem OP for campaign, and the damage output on these will be much higher than base units IMO. It seems like the HK's will be a terrifying addition to any subversive tactics build though, or precision training as well. Undoing and redoing things constantly is soooo frustrating for the rebels!

" and come back next week for another preview of Return to Hoth and its figure packs!"

Two announcements back to back? They didn't do that for Twin Shadows until the weeks leading right up to release. This really gives me some hope for a Christmas release! I'm betting smuggler, bantha, RTH, and RTH expansions all come on the same boat. That would make for the best holiday gifting ever...

you don't get a ton of value for the points in general but if you can put other units in front of them, keeping them out of LoS, they will rip things to shreds.

Very True! Imagine, a list with those Elites equip with Explosive armaments, behind a wall of elite Wookiee and Gideon handing them a focus and 2 movement points to retreat to a safe distance afterwards?

Snowtroopers seem like they'd be decent enough mixed in with other troopers in campaigns. They add healing for Class decks that don't normally have it, and the elite's ability to self-focus could be strong when paired with Technological Superiority. Use Experimental Weapons to surge, take the damage, heal it, repeat. Add a Cloaking Device to the squad to keep them alive forever.

The tank is a stud. Not quite as survivable as the elite E-Web (no Recover), but heavy damage output paired with mobility and flexible defense.

Wampas are beat sticks. They'll be vulnerable to enemies who can abuse the diagonals, though. If you can keep them 3 diagonal squares away from a figure, they won't be able to reach you during their activation and you can pelt them at will.

I feel like this expansion escalates somewhat from the core. I know we need more options to keep the game fresh, but all of these new units feel like upgrades of other units rather than feeling different. The double condition single surge abilities seem OP for campaign, and the damage output on these will be much higher than base units IMO. It seems like the HK's will be a terrifying addition to any subversive tactics build though, or precision training as well. Undoing and redoing things constantly is soooo frustrating for the rebels!

I feel similar, I am wondering how the Rebels are going to "change" or get better to make up for what appears to be a lot more powerful units. Obviously we are getting new characters, but the old ones still need to remain relevant.

The Wampa's can do 7 (elite 8) damage on a good attack roll, with a minimum of 3 and 4, thats a lot! The snowtroopers, seem amazing, lots of health, healing ability, and focus weaken is a great surge. And then precision training, and manipulating die, and canceling dodges, I can see that being sooo frustrating for the rebels. And the defense and double attack for the tank, basically a more resilient and functionally usable E-web seems quite powerful. Between all that, and now the new Threat side missions that automatically start the Heroes out weaker!?? Not to mention taking away valuable side missions for rewards (assuming the campaign structure is the same) Sounds like it could be a tough go for the Rebels based on what we know so far.

The only unit I can't quite see how it will play out is the HK Assassin droids, they seem really really weak to me for their deployment cost.

Obviously mission design will play a role, and who knows, maybe new mechanics will be added to the campaign to change things, or a new campaign structure (not the classic, side mission, story, side, etc). But, at first glance, seems like the Rebels will have a tough go at it.

Snowtroopers seem like they'd be decent enough mixed in with other troopers in campaigns. They add healing for Class decks that don't normally have it, and the elite's ability to self-focus could be strong when paired with Technological Superiority. Use Experimental Weapons to surge, take the damage, heal it, repeat. Add a Cloaking Device to the squad to keep them alive forever.

The tank is a stud. Not quite as survivable as the elite E-Web (no Recover), but heavy damage output paired with mobility and flexible defense.

Wampas are beat sticks. They'll be vulnerable to enemies who can abuse the diagonals, though. If you can keep them 3 diagonal squares away from a figure, they won't be able to reach you during their activation and you can pelt them at will.

Actually, with hunger in the mix, 3 diagonal spaces is an optimum distance. The wampa can't quite reach with the 3 mp, and hunger doesn't trigger. In fact, due to being a large figure, hunger really won't make them much more of a threat in most situations, just hallways. Movement will really be an issue with those guys.

HKs look like a blast .

I see what you did there...

When you compare the HKs attack to the attack of the Royal Guard, it comes out as equal before the 2 rerolls, so the HKs will average at least 1 damage more, but lose 3 HP and protector (as well as the chance to stun). The HKs can make some of that up with hit and run attacks, but overall I think the Guards are better.

And even tho the elite wampa is 1 figure, it just about doubles the avg damage of a single royal guards, not factoring in it's extremely potent surges (Anything that gives surges will be very good here). So it definitely competes.

Edited by Deadwolf

Snowtroopers seem like they'd be decent enough mixed in with other troopers in campaigns. They add healing for Class decks that don't normally have it, and the elite's ability to self-focus could be strong when paired with Technological Superiority. Use Experimental Weapons to surge, take the damage, heal it, repeat. Add a Cloaking Device to the squad to keep them alive forever.

The tank is a stud. Not quite as survivable as the elite E-Web (no Recover), but heavy damage output paired with mobility and flexible defense.

Wampas are beat sticks. They'll be vulnerable to enemies who can abuse the diagonals, though. If you can keep them 3 diagonal squares away from a figure, they won't be able to reach you during their activation and you can pelt them at will.

Actually, with hunger in the mix, 3 diagonal spaces is an optimum distance. The wampa can't quite reach with the 3 mp, and hunger doesn't trigger. In fact, due to being a large figure, hunger really won't make them much more of a threat in most situations, just hallways. Movement will really be an issue with those guys.

Yeah, I meant that 3 diagonal spaces is the ideal spot for opposing figures to shoot them. Every other space remains within reach.

You'll also be able to hinder them by sending one sacrificial lamb brave hero into range 3, which will cut their speed in half.

When you compare the HKs attack to the attack of the Royal Guard, it comes out as equal before the 2 rerolls, so the HKs will average at least 1 damage more, but lose 3 HP and protector (as well as the chance to stun). The HKs can make some of that up with hit and run attacks, but overall I think the Guards are better.

And even tho the elite wampa is 1 figure, it just about doubles the avg damage of a single royal guards, not factoring in it's extremely potent surges (Anything that gives surges will be very good here). So it definitely competes.

When you compare the HKs attack to the attack of the Royal Guard, it comes out as equal before the 2 rerolls, so the HKs will average at least 1 damage more, but lose 3 HP and protector (as well as the chance to stun). The HKs can make some of that up with hit and run attacks, but overall I think the Guards are better.

And even tho the elite wampa is 1 figure, it just about doubles the avg damage of a single royal guards, not factoring in it's extremely potent surges (Anything that gives surges will be very good here). So it definitely competes.

HK's main benefit is going to be the ability to force a reroll on defense dice. That's going to be huge, especially when targeting anything with a white die. Being able to force an opponent to reroll their dodge result is going to be pretty good. Their average initial damage roll is what? 8 range, 4 hits and a surge?

Precision Training is looking really solid. Pinpoint Stike isn't consistent but in general, the white die characters don't have a ton of HP and rely on the Dodge to stay alive. I've had an 8+ damage Vader attack stuffed by the dodge more than once. 2 threat for removing a defense die is weak I think, although 1 threat for a yellow die could be good. If there is also a card in the deck that gives a figure rerolls, then Single-minded will be amazing. If not, it will be only decent, so we will have to see.

I have to reserve judgement on the Armored Onslaught deck. It looks okay with things that are good but not great. In the right situation, 3 threat to ready a card could be amazing. But there will also be times the card does nothing. My other reservation is that vehicles and heavy weapons are somewhat limited (both in options and the fact that massive vehicles can't be used indoors). The base campaign is very indoor heavy; if the new campaign has more outdoor missions, then this deck will have more value.

On Single-Minded: the vast majority of the time find the weakness (from the first preview) will be better for 4 xp imo.

On Armoured Onslaught: So far (with 5/9 cards previewed) Rapid Dominance is the only one that requires vehicle or heavy weapon (not droid or one of them). Given that Heavy Stormtoopers have heavy weapon as well I don't think it'll be a problem. In general I think it, along with Natural Warfare, are meant to give people better alternatives to Royal Guards

Edited by Norgrath

When you compare the HKs attack to the attack of the Royal Guard, it comes out as equal before the 2 rerolls, so the HKs will average at least 1 damage more, but lose 3 HP and protector (as well as the chance to stun). The HKs can make some of that up with hit and run attacks, but overall I think the Guards are better.

And even tho the elite wampa is 1 figure, it just about doubles the avg damage of a single royal guards, not factoring in it's extremely potent surges (Anything that gives surges will be very good here). So it definitely competes.

Re Wampa... No reach, 3 mp with no diagonals... Guards would run circles around these guys

In Skirmish, yah I'm not sure I'd use the wampa. Movement is just so critical. But in campaign, I think the wampa will be a serious threat. Standing exactly 3 spaces diagonal to it isn't going to always be possible.

When you compare the HKs attack to the attack of the Royal Guard, it comes out as equal before the 2 rerolls, so the HKs will average at least 1 damage more, but lose 3 HP and protector (as well as the chance to stun). The HKs can make some of that up with hit and run attacks, but overall I think the Guards are better.

And even tho the elite wampa is 1 figure, it just about doubles the avg damage of a single royal guards, not factoring in it's extremely potent surges (Anything that gives surges will be very good here). So it definitely competes.

HK's main benefit is going to be the ability to force a reroll on defense dice. That's going to be huge, especially when targeting anything with a white die. Being able to force an opponent to reroll their dodge result is going to be pretty good. Their average initial damage roll is what? 8 range, 4 hits and a surge?

Doing the avg damage math, rerolling a black die results in an increase of around .5 damage ( a bit more really, as I was generous and rated the surge cancel as if it was 1 block), which is respectable, tho not "huge". But yah, rerolling the dodge is really cool. I don't really know the average damage of damage reroll. I guestimated at around .5 as well. Base avg damage is 2.86 (or 62% for 3, 31% for 4, 9% for 5)

Precision Training is looking really solid. Pinpoint Stike isn't consistent but in general, the white die characters don't have a ton of HP and rely on the Dodge to stay alive. I've had an 8+ damage Vader attack stuffed by the dodge more than once. 2 threat for removing a defense die is weak I think, although 1 threat for a yellow die could be good. If there is also a card in the deck that gives a figure rerolls, then Single-minded will be amazing. If not, it will be only decent, so we will have to see.

I have to reserve judgement on the Armored Onslaught deck. It looks okay with things that are good but not great. In the right situation, 3 threat to ready a card could be amazing. But there will also be times the card does nothing. My other reservation is that vehicles and heavy weapons are somewhat limited (both in options and the fact that massive vehicles can't be used indoors). The base campaign is very indoor heavy; if the new campaign has more outdoor missions, then this deck will have more value.

On Single-Minded: the vast majority of the time find the weakness (from the first preview) will be better for 4 xp imo.

On Armoured Onslaught: So far (with 5/9 cards previewed) Rapid Dominance is the only one that requires vehicle or heavy weapon (not droid or one of them). Given that Heavy Stormtoopers have heavy weapon as well I don't think it'll be a problem. In general I think it, along with Natural Warfare, are meant to give people better alternatives to Royal Guards

I forgot about the cards revealed in the first previewed. It is an interesting choice. Choosing a die of your choice is better than pierce 1. Unless you've already rolled really well, you'll get at least 1 or 2 damage from it. But Find the Weakness is automatically added to every attack you make, the same can't be said for Single-minded. If you go Single-minded and mainly go with units with native rerolls like stormtroopers, elite probe droid, HKs, and supplement with any cards that (hopefully) give rerolls, it could be really good and higher potential damage. Find the Weakness is the more versatile choice and works great with trusted favorites like Royal Guards.

As for Armored Onslaught, you are right. Despite them hyping it as a vehicle deck, they have made it to work without them. Reactive Armor and Automated repairs on the HKs could be pretty good to make up their defense deficiency. But I think the deck does function best with the massive vehicles. Reactive Armor becomes extremely good if you are rolling 2 black dice, the vehicles all tend to have red dice, and you are going to get much more value from Readying an AT-ST over a Heavy Trooper.

Choosing a die of your choice is better than pierce 1. Unless you've already rolled really well, you'll get at least 1 or 2 damage from it.

This (well, the second part) is just not true, If we generalise surges to everything having a surge for +2 damage (and the surge hasn't already been used and won't be cancelled) then the expected worth of choosing the best result rather than just rolling the die is 1.5 for red, 2/3 for green, 1,1/6 for blue and 5/6 for yellow. If you go the other way and assume surges are null results then it's 5/6, 2/3, 5/6 and 1,1/6. In the middle is the with +1 damage from surges is the worst case with 5/6, 1/6, 0.5 and 0.5. Meanwhile pierce 1 (presuming no other pierce effects) is worth 5/6 damage against a black die and 2/3 against a white. Regardless choosing is no better than pierce 1 in a very large proportion of cases (and worse in some) and doesn't get anywhere close to 1 or 2 damage.

Doing the avg damage math, rerolling a black die results in an increase of around .5 damage ( a bit more really, as I was generous and rated the surge cancel as if it was 1 block), which is respectable, tho not "huge". But yah, rerolling the dodge is really cool. I don't really know the average damage of damage reroll. I guestimated at around .5 as well. Base avg damage is 2.86 (or 62% for 3, 31% for 4, 9% for 5).

I only get 1/3 but anyway this is pretty big (more than the average value of re-rolling a blue dice but less than the value of going from a +1 damage surge to a +2 damage).