One of IA’s largest current flaws is simply that many of the unique characters are below the average power curve, sometimes to an almost comical degree. Both the competitive tournament meta and casual play suffer from this, and fixing this problem would instantly bring a dozen or more deployment cards into contention for playability.
The easiest way (and also the way that fits FFG’s distribution model) to fix this is by creating character-specific, skirmish card “patches” for the characters in need of rebalancing. They could take the form of raw deployment cost reductions for weaker characters like the rebel heroes, zero cost buffs for stronger characters like Han or IG-88, or a combination of the two.
The primary benefits of this method are:
- This fits with FFG’s established protocol of issuing card buffs for other systems such as X-Wing.
- The extra card space physically allows for additional rules that can provide sufficient “uniqueness” to the character as well as the statistical granularly necessary for proper point costing.
- The patch can be explained in a “fun and fluffy” manner, with the card title and accompanying picture detailing a particular piece of gear, training or trait the character possesses. This makes the balance patch feel more organic, and perhaps even like an outright enhancement of the game system.
- Imperial Assault’s product model involves regular large boxed expansions that these cards could be issued in. This would provide additional incentive for players to purchase these new sets, as well as boosting sales of the older, now useable packs, for an incredibly low marginal cost.
As to the specifics of why many unique characters are “weak” the problem is simple; they aren’t tough enough for their cost, they don’t do enough damage for their cost, and they don’t have enough actions for their cost. All of this is obvious compared to the regular, and especially, elite units otherwise available, which for 2-4 points per figure can easily perform at the same level as their comparable unique counterparts that cost 150%-200% as much.
What buffs a given character needs is dependent on their role, total point cost (more expensive characters definitely need pseudo-activations/alternate movement options), and the “fluff” behind them. Come on, you guys know that last one really matters; the denizens of this board are not actually a bunch of number crunching robots.
Before I give a few of my own suggestions for some balance fixes (let’s face it, that’s what this thread is going to become) there should be a moment to consider what makes a unique character good based on some of the ones that actually get used (other than the cheap support gods).
Jyn (5 points, lower medium point cost)
- Sort of durable for cost. More than a 1-1 hp-to cost ratio is at least a place to start. Cunning provides a meaningful increase in damage mitigation for such a cheap character (excellent use of dice result modification in terms of game design).
- Great surges. Seriously, stun and pierce together to get the effect through, +2 accuracy and +2 damage on the same surge, that’s crazy talk. Han Solo wished he had that second one.
- Two out of activation pseudo-actions; an out of activation attack and an out of activation (OoA? What are people calling this? Just “interrupt” as a noun?) movement.
- Speed 5 to get where the going is good.
Luke (10 points, upper medium point cost)
- Durable enough. The passive block, white dice for the potential dodge, and the “surge: recover 2” makes him blatantly more durable than the more expensive Han Solo.
- Variant attack (saber strike). This allows the player to use the optimum attack for the given target and situation.
- Inspiring is crazy good support. Huge 7x7 square that the friendly figure merely has to be in when they attack; they can move into range, attack, and then continue moving out of range.
- Son of Skywalker. Great command card is great, basically allows for 4 actions within a single turn.
- Speed 5 to get where the going is good.
RGC (15 points mid upper point cost)
- Black/white defense dice makes him pretty beefy.
- Hits like a truck.
- Brutality. He basically has an entire third action that is dedicated to an attack.
- Executor. Reactionary out of activation move and attack allows for up to three heavy attacks and a total of 9 movement points in a single regular turn with no command cards or outside support. That’s more than most figures could do with 5 actions and assault.
- Speed 6 to already be where you need to be.
As we can see these three characters share certain features, notably:
- They hit hard enough to justify their cost (Or boost other figures’ damage in Luke’s case).
- They have high speeds to maximize the value of spending an action on movement.
- They have ways to surpass the limit of two actions per turn by performing more attacks than normal and can make out of sequence movements.
So without ado here are some of my suggestions, they favour adding some extra sauce for flavor rather than simply reducing points (although that’s probably necessary for some). I might have to stick them in a second post for TL;DR and formatting reasons. I haven’t done any hard-core number crunching or play testing on this so some of the values will be a range of what “feels right”.