Fixing Han

By Boba Rick, in Star Wars: Imperial Assault

So it seems that arguably the most beloved character in Star Wars is overpriced in Imperial Assault. Han Solo costs 12 points, and he probably should cost 8, maybe 10.

How could FFG fix this without errata?

In the skirmish mode, how about releasing a Command Card that is really good, but required the figure to be a smuggler AND a leader? If Han's deployment card isn't good enough to match his price, then it would stand reason that the difference must be made up in Command Cards if we're to get full value for Han (or any other unique character for that matter).

I have no idea how they could fix Han in the campaign. Even as an Imperial player I house-ruled that all Rebellion allies are 1/3 less than their stated cost, because the threat given is just too much. In the first couple missions it doesn't matter all that much, but later on the deployment cost doesn't account for the Imperial player being a lot more upgraded.

Edited by Boba Rick

New version, new deployment card, new time period. Everyone is expecting this at some point. (Though in skirmish he did appear in the top 16 at worlds (though I don't think that was within the grain)).

What about a Leader double-action command card or attachment that would let them do multiple attacks? That would at least help figures like Han and General Weiss put out damage more appropriate to their cost, though it might be a bit too powerful for someone like Leia.

The problem with making ALL leaders stronger is that those darn Imperial Officers would get even stronger. Vader would get stronger too.

Edited by Boba Rick

I don't delve into Skirmish mode, but campaign-wise a 8 or 10 cost Han Solo would be far too cheap.

I've said it many times, you aren't meant to bring Luke, Han, or Chewie in early missions. Just like the Imperial Player shouldn't bring AT-STs or elite royal guards, etc into early missions. You need to think of the threat cost as more of a turn cost. If you bring Han in on a mission that has the imperial player getting 3 threat per turn. Then you are giving that player 4 turns worth of threat, in which case they'll easily be able to bring in the higher cost and stronger units. Instead, bring Han on a mission which has 6 threat per turn, then you are only giving the Imperial player 2 turns of threat. Thats a much smaller difference. Heck, you can even cheat and bring Han on side mission that gives the Imperial player more than 8 threat at the start of the mission and since the dial only goes up to 20, they wouldn't get the full cost of you bringing Han.

That aside, Han is good in campaign. His Distracting skill can really mitigate damage or conditions on anyone that isn't a probe droid. And since the Imperial Player really lacks blast, theres not much risk keeping Han near the rebels. Yes the Imperial Player can focus down Han, but thats still atleast 12 damage (enough to flip most heroes) you aren't taking and any attackers take the risk of getting counter attacked with 3 dice (and Han has great surges that guarantee he'll pack a punch and never miss)

Regardless, the second version of Han we get will most likely be a cheaper Hero. By the look of the newer heroes and villians FFG obviously believes that they went a bit overboard on threat costs.

TLDR: Don't bring Luke, Han, Chewie on early missions. Bring them on later missions.

I've come to the realization that the best allies are the ones with strong support skills. I used the 1/3 reduction, but only got Luke and he seemed a bit strong at 7. Luxury Cruise also made allies way too good (tho that can simply be remove from the available options).

I have also found that allies in general are poor in missions with tight mission timers, so timing is important no matter how much the cost.

I'd actually like to see the range of Han and Chewie's support skills increased, I think that would go a long way.

Another interesting thing I've considered is allowing the rebels to choose one mission to have in play at the beginning of the campaign in addition to the standard 2 random mission options (Possibly restricted to grey & green missions). This would allow you to grab luxury cruise if you wanted.

Edited by Deadwolf

The problem with making more leader cards is right now the rebels have 2 leaders- Han and Gideon. With the release of Hoth coming up, they will get Leia. That's 3 leaders, all unique / one figure per card.

As good as Leia is, the Empire gets 4 leaders with a **** good ability and gets to use some of the best command cards... while the rebels sit and watch.

To go off on a bit of a tangent--- one of the reasons that 4x4 is so strong is because the Empire player gets to focus their command deck on some of the best cards Leader, Brawler/Guardian.

The Rebels have 2 Leaders- and 2 Guardians (Chewie and Gaarkhan). And wow.... all uniques. And no... the new Wookies are not guardians. But, they are at least Brawlers.

As for fixing Han, I think 9 points would be about right. He isn't as good as Luke, and seems to be about the same as Fenn.

Fantasy Flight didn't seem to figure out a points system that adds up, I'd love them to sit down and put hard math values to health, surge abilities (Stun, blast, priece costing the most), sub-headers (Leader, brawler ect),movement and attack dice. Make hard values for these things and see what figures fall correctly in their place. I feel Han would come out over-costed, as would a good bit of early rebel uniques. Royal guards would be strongly under-costed, Imperial officers most likely fall in the 2 point range. Hard to say though

My suggestion is that Han would get a free Evade, which means he starts with +1block and +1 evade similar to Boba.

latley I came up with a new idea, I wonder what would have happen if Han got the "Lucky" rule which R2 has? This would be really good with Hans "Return Fire" rule.

I dont think this would be to powerful. Still only a white dice to save him.