Bespin!

By Crabbok, in Star Wars: Imperial Assault

What do you think is a more realistic cost for DV, BF, and IG88 now?

For how good Boosk is, you have to relook at DV/BF/IG88...heck even Chewbacca/Han/RGC. My ideas:

DV: reduce cost to 13 (let's be honest, his surge abilities or auto abilities are lacking; he has potential to just hit hard)

Boba Fett: reduce cost to 12

IG88: reduce cost to 10 and give him an auto colored third dice or give him ability to shoot through targets like HK's

RGC: reduce cost to 12

Han: reduce cost to 9

Chewbacca: reduce cost to 12

Most of these are just a reduction of 3-5 pts.

~D

RGC at 12 would have a huge effect on campaign, IMO. That figure kills a campaign mission in my experience, so any decrease in cost should only be skirmish based.

Have you played him as a villian, complete with going through the effort of first winning and then paying the threat for him? He's fast and strong, but with that 15 point cost, you're looking at 2+ turns worth of threat (at least) to bring him in, even on the highest threat level in the campaign, or one round plus a "increase threat by threat level" trigger, with a couple of extra points thrown in. To bring him in you're looking at going at least 1 full turn without reinforcing or deploying anything. That's a serious cost.

Edited by lowercaseM

What do you think is a more realistic cost for DV, BF, and IG88 now?

For how good Boosk is, you have to relook at DV/BF/IG88...heck even Chewbacca/Han/RGC. My ideas:

DV: reduce cost to 13 (let's be honest, his surge abilities or auto abilities are lacking; he has potential to just hit hard)

Boba Fett: reduce cost to 12

IG88: reduce cost to 10 and give him an auto colored third dice or give him ability to shoot through targets like HK's

RGC: reduce cost to 12

Han: reduce cost to 9

Chewbacca: reduce cost to 12

Most of these are just a reduction of 3-5 pts.

~D

RGC at 12 would have a huge effect on campaign, IMO. That figure kills a campaign mission in my experience, so any decrease in cost should only be skirmish based.

Have you played him as a villian, complete with going through the effort of first winning and then paying the threat for him? He's fast and strong, but with that 15 point cost, you're looking at 2+ turns worth of threat (at least) to bring him in, even on the highest threat level in the campaign, or one round plus a "increase threat by threat level" trigger, with a couple of extra points thrown in. To bring him in you're looking at going at least 1 full turn without reinforcing or deploying anything. That's a serious cost.

And by that point in the campaign the heroes will dismantle him in no time flat. A couple squads of troopers with attachments will put out many times more damage and don't fall apart from a single stun.

I also did him only at 12 pts bc it keeps him on par at the same value as Chewie. Chewie is an absolute beast in campaign. Yes the 15 pts is a lot bc you can play quite a bit at 15 pts, but at 12 you can get a couple of regular things out or one elite of something and thats not as bad.

~D

I also did him only at 12 pts bc it keeps him on par at the same value as Chewie. Chewie is an absolute beast in campaign. Yes the 15 pts is a lot bc you can play quite a bit at 15 pts, but at 12 you can get a couple of regular things out or one elite of something and thats not as bad.

~D

If the Rebels play Chewie I need to do some seriously stupid things as Imperial to make it not be a completely unfun slaughter. The 2 squads of troopers he gives the Imps is more than enough to murder him in 1 round and waste an entire round for the Rebels to mop them up. You may as well just give the Imps the advantage of starting with the mission timer on round 2 and not play Chewie.

I also did him only at 12 pts bc it keeps him on par at the same value as Chewie. Chewie is an absolute beast in campaign. Yes the 15 pts is a lot bc you can play quite a bit at 15 pts, but at 12 you can get a couple of regular things out or one elite of something and thats not as bad.

~D

If the Rebels play Chewie I need to do some seriously stupid things as Imperial to make it not be a completely unfun slaughter. The 2 squads of troopers he gives the Imps is more than enough to murder him in 1 round and waste an entire round for the Rebels to mop them up. You may as well just give the Imps the advantage of starting with the mission timer on round 2 and not play Chewie.

How do you do 15 dmg to Chewie when hes rolling a black and white dice and youre just rolling a blue and green die on each attack all in one rd?

Plus my opponents have Gaarkhan who murders troopers. Even if he only kills 2 of the six, youre only rolling 4 attacks. And thats not including chewies activation in between and hes easily killing one trooper.

So again at basic attacks/defenses, how are you killing Chewie with 6 troopers in 1 rd?

~D

I also did him only at 12 pts bc it keeps him on par at the same value as Chewie. Chewie is an absolute beast in campaign. Yes the 15 pts is a lot bc you can play quite a bit at 15 pts, but at 12 you can get a couple of regular things out or one elite of something and thats not as bad.

~D

If the Rebels play Chewie I need to do some seriously stupid things as Imperial to make it not be a completely unfun slaughter. The 2 squads of troopers he gives the Imps is more than enough to murder him in 1 round and waste an entire round for the Rebels to mop them up. You may as well just give the Imps the advantage of starting with the mission timer on round 2 and not play Chewie.

How do you do 15 dmg to Chewie when hes rolling a black and white dice and youre just rolling a blue and green die on each attack all in one rd?

Plus my opponents have Gaarkhan who murders troopers. Even if he only kills 2 of the six, youre only rolling 4 attacks. And thats not including chewies activation in between and hes easily killing one trooper.

So again at basic attacks/defenses, how are you killing Chewie with 6 troopers in 1 rd?

~D

Black + White will typically prevent 3 wounds. Green + Blue + reroll will typically do 4. So 6 troopers by themselves will generally be able to get 6 damage in on Chewie. If you add in something like Find the Weakness giving all your troops pierce 1 and Pinpoint Accuracy to remove a dodge, that goes up to 12. Toss in Fire at Will and there you have 14.

Even if you don't manage to finish off Chewie with the two squads, you STILL have whatever troops you started with to pile on and finish him off.

I've done this exact thing twice until the Rebels learned to never ever ever play Chewie because he will just guarantee a loss.

When I'm a Rebel I try to stick with things like the Ally Smuggler because he will usually be able to make those 2 points back just opening doors and crates, but if he gets a stun off on a Trandoshan or RG, SCORE!

Btw, allies can't interact with crates, only heroes can.

Black + White will typically prevent 3 wounds. Green + Blue + reroll will typically do 4. So 6 troopers by themselves will generally be able to get 6 damage in on Chewie. If you add in something like Find the Weakness giving all your troops pierce 1 and Pinpoint Accuracy to remove a dodge, that goes up to 12. Toss in Fire at Will and there you have 14.

Even if you don't manage to finish off Chewie with the two squads, you STILL have whatever troops you started with to pile on and finish him off.

I've done this exact thing twice until the Rebels learned to never ever ever play Chewie because he will just guarantee a loss.

When I'm a Rebel I try to stick with things like the Ally Smuggler because he will usually be able to make those 2 points back just opening doors and crates, but if he gets a stun off on a Trandoshan or RG, SCORE!

So thats the difference that there are too many factors when you start adding in all of the potential XP components. Straight up Chewie for 2 regular Stormtrooper groups (*IF* Chewie was at 12 pts) isnt a big deal for Chewie and 4 rebels to deal with. Plus thats costing me 2 OPEN groups for those Stormtrooper deployment cards, which to be honest, I dont care for regulars. Id rather do an elite and reg imp officer at 12, which becomes a bit better IMO, but they still seem to take them out quicker. My fav are elite Trandoshans but theyre not "Imperial" so I dont get a lot of bonuses from my cards with them.

~D

Just to interject, Hoodie, during a campaign both merc and imp figures count as "imperial" for the purpose of cards and effects.

"Imperial Figures" pg 13.

Just to interject, Hoodie, during a campaign both merc and imp figures count as "imperial" for the purpose of cards and effects.

"Imperial Figures" pg 13.

Oh look at that, I missed that!!

Thanks

Black + White will typically prevent 3 wounds. Green + Blue + reroll will typically do 4. So 6 troopers by themselves will generally be able to get 6 damage in on Chewie. If you add in something like Find the Weakness giving all your troops pierce 1 and Pinpoint Accuracy to remove a dodge, that goes up to 12. Toss in Fire at Will and there you have 14.

Even if you don't manage to finish off Chewie with the two squads, you STILL have whatever troops you started with to pile on and finish him off.

I've done this exact thing twice until the Rebels learned to never ever ever play Chewie because he will just guarantee a loss.

When I'm a Rebel I try to stick with things like the Ally Smuggler because he will usually be able to make those 2 points back just opening doors and crates, but if he gets a stun off on a Trandoshan or RG, SCORE!

Okay Union, but youre adding a bunch of XP items to the Stormtroopers which is what Im trying not to add in this scenario, bc when you do that, then you have to add in all the potential XP items the heroes can bring. You said you are rerolling the attack dice on the troopers so now they have to be adjacent, if you take the current Gaarkhans make up Im playing against, hes easily taking out squads of troopers with his Charge due to Rampage, Cleave, etc. Then you add in MHD19's Bacta Radiator and hes healing strain/damage off everyone each turn, inc 2 dmg off Chewie bc the strain is converted to a dmg marker (at least how Ive understood the healing of strain when theres no strain).

So thats the difference that there are too many factors when you start adding in all of the potential XP components. Straight up Chewie for 2 regular Stormtrooper groups (*IF* Chewie was at 12 pts) isnt a big deal for Chewie and 4 rebels to deal with. Plus thats costing me 2 OPEN groups for those Stormtrooper deployment cards, which to be honest, I dont care for regulars. Id rather do an elite and reg imp officer at 12, which becomes a bit better IMO, but they still seem to take them out quicker. My fav are elite Trandoshans but theyre not "Imperial" so I dont get a lot of bonuses from my cards with them.

~D

And the fact that Gaarkan and the rest have managed to kill off the stuff Chewie put on the board just means they've managed to waste an entire turn and probably strained themselves to do it.

Exactly like I said. You may as well just start the turn counter at 2 and not play Chewie. The starting forces + Chewie's threat gank Chewie and the rest of the Rebels waste the turn killing them and strain themselves.

As I said this is exactly how it plays out any time the Rebels play him against me. He's WAY too many points. He needs a campaign version that has less health and costs way less threat.

https://imgur.com/a/Q6HT5

Stolen from reddit, closer look at the Bespin miniatures.

Blaise... ugh. The rest look pretty good, Bossk looks awesome. I didn't realize the tinkers would be a 3 unit deployment as well, so that makes 2 now for the Scum.

Edited by FrogTrigger

I shake my fist at people who don't like the Blaise sculpt.

https://imgur.com/a/Q6HT5

Stolen from reddit, closer look at the Bespin miniatures.

Blaise... ugh. The rest look pretty good, Bossk looks awesome. I didn't realize the tinkers would be a 3 unit deployment as well, so that makes 2 now for the Scum.

Pretty sure the ughnaughts are 3 single unit deployments, no?

Yea! Bossk looks amazing!

https://imgur.com/a/Q6HT5

Stolen from reddit, closer look at the Bespin miniatures.

Blaise... ugh. The rest look pretty good, Bossk looks awesome. I didn't realize the tinkers would be a 3 unit deployment as well, so that makes 2 now for the Scum.

Pretty sure the ughnaughts are 3 single unit deployments, no?

2x reg and 1x elite

Bespin is now at the printer