Re Wampa... No reach, 3 mp with no diagonals... Guards would run circles around these guys
Place the Wampa onto a Mission objective and then let's see what happens ...
Re Wampa... No reach, 3 mp with no diagonals... Guards would run circles around these guys
Place the Wampa onto a Mission objective and then let's see what happens ...
The Elite Snowtroopers SURGE: Focus, Weaken is extremely strong. This will see a lot of use!!!
Soon we'll be able to hide HK's behind a 21 health bantha.
The imperials may be getting the fewest new releases but I think the rebels may getting the worst new releases, too many single figures and not enough rank and file.
I'm liking all the troops that have been spoiled.
Soon we'll be able to hide HK's behind a 21 health bantha.
The imperials may be getting the fewest new releases but I think the rebels may getting the worst new releases, too many single figures and not enough rank and file.
I'm liking all the troops that have been spoiled.
Well to be fair, rebels got rank and file Troopers and saboteurs and even now tanky wookies.
Scum only got rank and fodder hired guns
I think all sides now have some decent multi figure deployment cards.
I would of liked a few more Snowtroopers and HK-47 and another tank but hopefully those might come out as figure expansions later.
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Would the Repulsor Tanks "Defensible" stack with "Reactive Armor"?
Thanks for sucking the fun out of things! Well played!
It's kind of disappointing that the Tank is not a Trooper. I would have loved to do some wreckage with Kayn, 2x Tank, 1x reg Stormtrooper and 2x officer but **** gonna love that thing.
Annoying part is again the HK only as 1times in the box so it's kind of "great" that they won't be some everlasting thing like the Royal Guards.
Would the Repulsor Tanks "Defensible" stack with "Reactive Armor"?
Why shouldn't it? The Elite E-Web auto +1 Block does stack with the Royal Guards Protector.
THere was the depate on how cunning would interact with weaken and this situation is somewhat similar.
I just hope a situation arises where I can more or less block a chokehold with the tank while having elite assassins behind the tank sniping.
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.
When I said "1 or 2 damage" I was referring to actual results, not averages. As in, if you roll 1 dmg on a red die, you can change to to 3 dmg for +2 dmg.
It definitely depends on a number of factors. The pierce is the more consistent choice, and may indeed be better simply because it is always in effect.
Rolling 2 dice, +1 damage surges, and the green die definitely favor the Pierce 1.
But the reroll change gains value when you roll 3+ dice (greater chance at an "Improve-able" die face), +2 damage surges, and the yellow die especially (as 5 out of the 6 faces are "improveable"
Anyway, I'm not arguing Single-minded is flat out better, but I don't think it is flat out worse either. And this is assuming there is a card in the deck that allows units to reroll dice, otherwise the point is moot.
Why shouldn't it? The Elite E-Web auto +1 Block does stack with the Royal Guards Protector.Would the Repulsor Tanks "Defensible" stack with "Reactive Armor"?
If you mean, "Can I roll an evade on a black die, gaining +2 block, then add another block from Defensible?" Then yes.
No problem! If just pointing out that there's already a tread about this set 'sucks the fun out of things' I feel bad 4 ya.Thanks for sucking the fun out of things! Well played!
Maybe when you're done trolling you'll realize that this topic is about a different article.
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 have to disagree with this.
If you think of IA as a RPG, we saw a lot of Tanks, DPS and Glass cannons in the first core set. (For all factions)
Return to Hoth introduced Support and healing characters for both the Rebels (Medical droid and possibly smuggler lady)
As well as Imperials (Snowtroopers, healing and Weaken?? Oh yea!)
Then the Scum get much needed Glass Cannon/sniper in the for of HK after all their figures are mostly in your face fighters save for the Uniques, who had no one to play with in the back of the line. As well, the Wampa is a sold tank/meat shield unlike any the Scum has had before.
I don't think anything in this expansion really replaces whats in the base set. Even if the tank is kind of a suped-up E-web, there are still times when you'll want to use an e-web instead. Like wise using stormtroopers instead of snowtroopers, though in rarer situations.
Edited by patrickmahanWhen I said "1 or 2 damage" I was referring to actual results, not averages. As in, if you roll 1 dmg on a red die, you can change to to 3 dmg for +2 dmg.
It definitely depends on a number of factors. The pierce is the more consistent choice, and may indeed be better simply because it is always in effect.
But the reroll change gains value when you roll 3+ dice (greater chance at an "Improve-able" die face), +2 damage surges, and the yellow die especially (as 5 out of the 6 faces are "improveable"
Anyway, I'm not arguing Single-minded is flat out better, but I don't think it is flat out worse either. And this is assuming there is a card in the deck that allows units to reroll dice, otherwise the point is moot.
The thing is you don't have the re-roll from Single Minded (and it doesn't matter if another card in the deck gives re-rolls; you could buy that card and either of the 4 costs). It's value is choosing the best result on a die as compared with rolling it so averages are essential in valuing it. It definitely depends on a lot of factors but single minded is only better (given that it procs) some of the time (probably most of the time but not a huge majority) which is a huge problem when comparing something that activates every attack to something that doesn't.
When I said "1 or 2 damage" I was referring to actual results, not averages. As in, if you roll 1 dmg on a red die, you can change to to 3 dmg for +2 dmg.
It definitely depends on a number of factors. The pierce is the more consistent choice, and may indeed be better simply because it is always in effect.
But the reroll change gains value when you roll 3+ dice (greater chance at an "Improve-able" die face), +2 damage surges, and the yellow die especially (as 5 out of the 6 faces are "improveable"
Anyway, I'm not arguing Single-minded is flat out better, but I don't think it is flat out worse either. And this is assuming there is a card in the deck that allows units to reroll dice, otherwise the point is moot.
The thing is you don't have the re-roll from Single Minded (and it doesn't matter if another card in the deck gives re-rolls; you could buy that card and either of the 4 costs). It's value is choosing the best result on a die as compared with rolling it so averages are essential in valuing it. It definitely depends on a lot of factors but single minded is only better (given that it procs) some of the time (probably most of the time but not a huge majority) which is a huge problem when comparing something that activates every attack to something that doesn't.
Im seriously betting the starting class card of the Precision Training deck is "Exhaust this card to re-roll one attack die." Or maybe, "Exhaust this card to re-roll any die" That'd be even better!
When I said "1 or 2 damage" I was referring to actual results, not averages. As in, if you roll 1 dmg on a red die, you can change to to 3 dmg for +2 dmg.
It definitely depends on a number of factors. The pierce is the more consistent choice, and may indeed be better simply because it is always in effect.
But the reroll change gains value when you roll 3+ dice (greater chance at an "Improve-able" die face), +2 damage surges, and the yellow die especially (as 5 out of the 6 faces are "improveable"
Anyway, I'm not arguing Single-minded is flat out better, but I don't think it is flat out worse either. And this is assuming there is a card in the deck that allows units to reroll dice, otherwise the point is moot.
The thing is you don't have the re-roll from Single Minded (and it doesn't matter if another card in the deck gives re-rolls; you could buy that card and either of the 4 costs). It's value is choosing the best result on a die as compared with rolling it so averages are essential in valuing it. It definitely depends on a lot of factors but single minded is only better (given that it procs) some of the time (probably most of the time but not a huge majority) which is a huge problem when comparing something that activates every attack to something that doesn't.
Im seriously betting the starting class card of the Precision Training deck is "Exhaust this card to re-roll one attack die." Or maybe, "Exhaust this card to re-roll any die" That'd be even better!
That seems much worse than show of force. What about an attachment with "You gain "While attacking, you may re-roll one attack die."."?
That seems much worse than show of force. What about an attachment with "You gain "While attacking, you may re-roll one attack die."."?
Yeah, I agree my thoughts on it would be worse than Show of Force, and the attachment would a neat idea. But up to three figures getting a re-roll option seems OP to me. I don't know I guess we will see. To me, the starting skills of the Imperial class decks are not even close to balanced (other decks make up for them later on though), so I don't see any reason for them to make it as good as Show of Force. My current ranking of starting class skills from worse to best is:
Inspiring Leadership - Field Officer
I think this is the worst one because it takes a lot of forward thinking to use, and is the only one that doesn't apply any direct effects on the Rebels. Early campaign, its very very weak, late campaign is gets much better for using Uniques like Vader, Weiss, RGC. But still overall, I feel its use is limited.
Subversive Tactics - Prey upon Doubt
It's only once a round, and gives the Rebels an option so its effectiveness is a bit skewed. Very good Early and Mid Campaign, loses its effectiveness over time as the Rebels get better weapons and skills
Tech Superiority - Experimental Arms
I really like this skill for a variety of reasons. Surges are just great when deciding attack damage, it can be used multiple times a round, gets more powerful as the campaign goes on, and you don't have to declare using the ability until AFTER the die roll. So huge. Yes, you suffer a damage, but it's almost always worth it IMO.
Military Might - Show of Force
The best because its another die, adding approximately 2 additional damage, and gives a 50 percent chance for surge. It's the best skill at focusing fire on Rebels and getting them wounded. And since wounding is almost every mission related, it is just great!
I agree, I feel like it will be an attachment that grants a reroll while attacking.