I have not gotten my Bantha rider yet but was able to play against a Dual Bantha list for my local store championship and holy sweet christmas. Those are nasty to behold. Especially against a trooper build. you really need to space out and basically let a few of them go to their deaths lol. Anyone else have experience yet playing against those giant furry monsters.
Dual Bantha is a terrible thing
I'm guilty of playing a dual bantha list vs other duel bantha list, personally it was great fun to play with and against. Bit of a slog but a fair slog
Do you just send the 2nd bantha to a totally different part fo the map? Massive figures can't move through each other, as they can't enter another space as a massive figure, so it seems like the 2nd one would just sit around being kind of useless on some maps.
Can you use 2 bantha in campaign mode?
Can you use 2 bantha in campaign mode?
I don't recall seeing a component limitation section with the Bantha Rider's rules, (I only skimmed them as I ripped open the box to start painting it for the tournament), but I would assume you would be limited to a single Bantha. Additionally, being massive in a campaign prevents it from entering interior spaces, and also has Habitat: Desert, so the applications would be limited.
Can you use 2 bantha in campaign mode?
No. There is a general rule, printed in each figure pack expansion, that you are limited to using the content of one pack in the campaign regardless of how many of them you buy (with the exception of the Stormtrooper pack which does not increase the amount of Stormtroopers you can use beyond those already in the base box).
Edited by Cremate
Can you use 2 bantha in campaign mode?
No. There is a general rule, printed in each figure pack expansion, that you are limited to using the content of one pack in the campaign regardless of how many of them you buy (with the exception of the Stormtrooper pack which does not increase the amount of Stormtroopers you can use beyond those already in the base box).
You should check each pack specifically. NONE of the Unique characters or Rebel Ally packs have the component limitation section (for obvious reasons), and it's not a "general rule", it varies from pack to pack. For example, the "Hired Guns" pack can be included TWICE, and the Stormtroopers Pack cannot be included at all. On top of that, the General Weiss pack allows you to take a second AT-ST in a campaign.
Bottom line is this: What does the component limitation section on the Bantha actually say? If there is no component limitation section, then 2.
Edited by Fizz
You should check each pack specifically. NONE of the Unique characters or Rebel Ally packs have the component limitation section (for obvious reasons), and it's not a "general rule", it varies from pack to pack. For example, the "Hired Guns" pack can be included TWICE, and the Stormtroopers Pack cannot be included at all.
You are misrepresenting the rules here, Fizz.
The Hired Guns pack cannot be included twice. It's quite specific, as all the other expansions packs, that you are limited by the components (not the figures) in the pack when playing the campaign. In the Hired Gun is a regular and an elite deployment card. You can use one of each, but not two of either one. In other words the benefit of buying a second pack for the campaign is purely to have figures to represent them and not because it allows you to use more of them than you already could. Similarly, there is only one deployment card in the Bantha expansion and thusly you will, as per the rule snippet in the expansion, be limited to using one in the campaign.
I should have been more specific on the "TWICE", in that you have to buy two packs to represent a Regular and Elite unit on the table, whereas buying the stormtrooper pack does nothing (as far as groups and figures are concerned) to the campaign.
The bantha only comes with an "elite" version?
The bantha only comes with an "elite" version?
Yes.
The bantha only comes with an "elite" version?
I hate to think what a 7 point regular bantha would look like. Maybe only 16 health and Trample rolls a green die instead of a red?
The bantha only comes with an "elite" version?
I hate to think what a 7 point regular bantha would look like. Maybe only 16 health and Trample rolls a green die instead of a red?
That's a really neat idea though.
I actually hope the Rancor will have 3 versions - a non-elite, an elite that is somewhere around 10-12 points, and an expensive elite that is more like a boss for campaign but could possibly see skirmish use if someone really wants to build their team with a 18-22 point unit. Or something like that. I think it'd be interesting.
Three versions of a card is unprecedented at this time. The "Boss" version of the Rancor could easily be accomplished through campaign mission rules.
Personally, I am looking forward to a Rancor with a command card that eats figures.
I got my Bantha yesterday and WOW that thing is amazing looking. I only have one and won't get a second one. I don't really see any chance of using a second one.
I faced a double bantha list on Sunday. It took first place, and it was brutal. You units really have to be spread out, not your standard non adjacent spread out like blast, but at least 5 spaces away from eachother. And with how much health they have and the beast tamer, you aren't going to kill them before they can reach you.
Three versions of a card is unprecedented at this time. The "Boss" version of the Rancor could easily be accomplished through campaign mission rules.
Personally, I am looking forward to a Rancor with a command card that eats figures.
I know it's unprecedented, but I think it would be a neat mechanic for a few characters. It wouldn't be much different than eventually having a new Jedi Luke or a new Han. It could be used to make a character like Palpatine either be a force focused version or a manipulative support and build different lists around which version you take.
Boss version in campaign rules is a good idea.
I think it'd be sweet to see a unit, maybe a generic force user that has 3 different attachments, and a lot of it's distinctions are made by command cards it has access to. So say the pack comes with 6 command cards and two are only usable with the "guardian" attachment and two are only usable with the "saber master" attachment and I'm just making stuff up. But I think a an ally/villain that was relatively customizable would be sweet! Along the lines of skirmish/campaign R2 but more like skirmish support version and skirmish damage dealing version.
LOL, and everyone was saying scum needed a power boost! Well here ya go, lol.
Wonder what dual Banthas would do to the now defunct 4X4?
Royal Guards have Stun and Reach to conter Trample and Stampede.
I played against a double Bantha list this weekend and got obliterated. ![]()
I really should stop giving away my secrets, but the meta needs to change in response to the Bantha.
Cards like slippery target and cripple have gone up in stock a ton. You need to be able to run when they arrive. Cripple can ruin a Bantha's ENTIRE ROUND. They can absolutely be focussed down. Conservative first turns will become more normal.
I love love love love the Bantha. I think we're in the period where they seem crazy, but it will be figured out. Stun ALONE is not the answer, but that's ok.
Yeah, unfortunately stun doesn't do much against a bantha with beast tamer. Having a massive figure around to block the bantha can be extremely useful. Slower first turns might become more of a thing when playing against a bantha, but some of the maps out there it wont make a huge difference if you move slow or not(kuat space station). Different defensive command cards will definitely come into play, Slippery Target, Cripple, Disable. Unfortunately, Disable and Cripple wouldn't affect Jundland Terror if it was drawn.
Yeah, unfortunately stun doesn't do much against a bantha with beast tamer. Having a massive figure around to block the bantha can be extremely useful. Slower first turns might become more of a thing when playing against a bantha, but some of the maps out there it wont make a huge difference if you move slow or not(kuat space station). Different defensive command cards will definitely come into play, Slippery Target, Cripple, Disable. Unfortunately, Disable and Cripple wouldn't affect Jundland Terror if it was drawn.
Stun does plenty. 5 less squares of movement is still better than the alternative. And making sure the bantha is stunned by the end of each round allows you to counteract part (if not all) of Jundland Terror (assuming you still arent adjacent to the bantha at the end of the round).