New Preview, Undercover on Bespin!
Davith Elso in Skirmish. Yes please. No red die so he's gonna need a lot of focussing, but cut and run at speed 5 across an enemy squad and then Fell Swoop? I'll take one. Seems a little cheap for 10 health.
Excited for some preview cards finally! I like Davith a lot.
I feel like Fell Swoop seems broken though...or at least the way it's worded. The text is not consistent with previous wording. It should be listed as "Exhaust this card when you declare an attack" and I'm guessing since it refers to "The attack gains" and then the ability says "then perform another attack"...it's not that the ability to attack can keep going, but I would have worded it differently or at least put "(once per round)" like the skirmish card.
Anyways, his skirmish seems very nice. For 6 points, you are at least getting someone with 10 health. That's 1 more than a 6 pt rebel trooper. Now you're not getting the same amount of attacks, but pretty close and when he moves through hostile figures, they take damage. That's nice. With 5 speed you can move through two hostile figures together when next to them to do 2 damage and finish them off.
I'll definitely be playing Davith when I get my set!
~D
Edited by HoodieDMSurprised Vanish doesn't say anything about not blocking LoS or hindering movement while it's active.
Edited by stmackDefinite improvements on the costing of the two figures. A 10 hit figure with a 2 die attack, potential for multiple attacks and 5 speed for 6 points? Yeah that sounds right.
What do you guys think of his lightsaber? I feel it's underwhelming, but maybe I'm wrong.
Diala starts with the same die and hits like a wet noodle in the campaign, but it's all about the surge conversions. Pierce 3 for 1 surge with a yellow die in play basically guarantees that every attack you are hitting for max damage.
I like Murne's 4 point cost for skirmish as well, they really got those down this time around.
The ability to drop 4 cost on an ally in campaign is loooooong over due. Now you could have Luke for the same price as regular storm troopers. That seems more fair for the Rebels versus the 2 elite trandoshans the Imperial could get before.
Fell swoop says while so you can see what you rolled first.
Against black dice the shrouded lightsaber actually has the best single target dps of any melee weapon (assuming you're hidden regardless of weapon, not taking attachments into account or reactivating hidden) looks very much worth buying (probably he should have both it and the vibroknucklers).
Disclaimer: used this tool instead of doing the math myself to get a quick answer http://mattyellen.github.io/imperial-assault-calculator/
Other stuff:
All of these class cards look great (well, company of heroes is obviously situational but when you get it it's great value and you'll never need to get it if it won't be useful).
Poor basic officers, False Orders can effectively steal their focus.
Davith really suffers if he gets wounded since he presumably looses force speed.
I feel like Fell Swoop seems broken though...or at least the way it's worded. The text is not consistent with previous wording. It should be listed as "Exhaust this card when you declare an attack" and I'm guessing since it refers to "The attack gains" and then the ability says "then perform another attack"...it's not that the ability to attack can keep going, but I would have worded it differently or at least put "(once per round)" like the skirmish card.
It doesn't need "once per round" that's what the "Exhaust"-part is for. That is the way they always do it for class cards. As someone else has mentioned, the "while you attacking" is for you to be sure that you get the surges.
That written, I don't think it is overpowered. It is 2 MP and an additional attack for two surges (you could argue that it is only one surge since you get hidden, which effectively transfers the surge to the next attack). But first you have to roll them and then you can't use these surges on damage or recovering strain. So your first attack cannot deal too much damage (depending on the weapon). Sounds ok for a 4XP.
Edited by MoihahaDavith Elso has a character card that is on the weaker side so I am glad that his class deck is looking mighty strong so far.
Shrouded Lightsaber competes with force pike for single target damage (so long as you are hidden). The downside is that since the majority of your damage comes from your surges, your dps will suffer a lot if you use surge for anything other than damage (like strain recovery, hide, and Fel Swoop). Balanced Hilt is a no brainer, but there isnt a good option for the 2nd slot until tier 3 (tho the +2 dmg surge mod is decent for when you arent hidden).
Overall, he is pretty solid so far!
I am really digging Murne - a very unique hero. I really really like the idea of a hero that makes you want to bring in allies.
Good stuff.
Question: Would you need a threat of 2 or 6 to mind control a stormtrooper?
Question: Would you need a threat of 2 or 6 to mind control a stormtrooper?
I would assume Figure cost is the cost of a figure, not a group. ![]()
Murne is such an interesting and unique hero to have coming to the game, her abilities are really unlike any we've seen before and can be a nice addition to a list for 4 points, I'm actually really interested in her passing out of Hides too.
Question: Would you need a threat of 2 or 6 to mind control a stormtrooper?
Surely 2 (and remember to be disciplined and say threat level to avoid confusion). I'm expecting there to be a rules notice saying that figure cost is reinforcement cost if their is one or deployment cost otherwise.
Edited by NorgrathFor Murne's 4 xp ability (Waylay)... I'm assuming from the wording that you can take 2 strain to use both a nearby hero AND an ally to perform two total attacks, yes?
For Murne's 4 xp ability (Waylay)... I'm assuming from the wording that you can take 2 strain to use both a nearby hero AND an ally to perform two total attacks, yes?
Well, three attacks if you include the one from the enemy figure but yes.
For Murne's 4 xp ability (Waylay)... I'm assuming from the wording that you can take 2 strain to use both a nearby hero AND an ally to perform two total attacks, yes?
Yes, it seems so.
They are separate abilities with the same trigger, so you can trigger and resolve them one at a time in the order of your choosing (if you can pay the strain cost). They are analogous to "after an attack resolves", so you can trigger one, and when the interrupt resolves it is still after "False Orders" resolves, so you can also trigger the other one. (You can't perform other abilities between them though or you miss the trigger. So, no gaining or spending movement points or other abilities or actions between them.)
can we get some images shared in this thread please?
I'm at work and can't access the main website, but can access this forum...
Murne is such an interesting and unique hero to have coming to the game, her abilities are really unlike any we've seen before and can be a nice addition to a list for 4 points, I'm actually really interested in her passing out of Hides too.
I agree. He's a pure support character, but unlike Gideon, he seems like he will be interesting play as, which is great.
Diala starts with the same die and hits like a wet noodle in the campaign, but it's all about the surge conversions. Pierce 3 for 1 surge with a yellow die in play basically guarantees that every attack you are hitting for max damage
Eh. Yeah but max damage isn't great. It does however have the virtue of consistency. I'm hoping they have a mod for 2 attack dice sabers that adds like a blue or green die. That will boost Diala's weapon too.and if you make it a tier 3 item it gives those force users some weapon progression in the end campaign.
For a skirmish-focused discussion see this thread with some analysis by myself and others (and preview images):
For Murne's 4 xp ability (Waylay)... I'm assuming from the wording that you can take 2 strain to use both a nearby hero AND an ally to perform two total attacks, yes?
Yes, it seems so.
They are separate abilities with the same trigger, so you can trigger and resolve them one at a time in the order of your choosing (if you can pay the strain cost). They are analogous to "after an attack resolves", so you can trigger one, and when the interrupt resolves it is still after "False Orders" resolves, so you can also trigger the other one. (You can't perform other abilities between them though or you miss the trigger. So, no gaining or spending movement points or other abilities or actions between them.)
Well, it's a little odd, since it's two parts of the SAME ability, wasn't sure if that would be considered using the same ability twice. But given the odd separation of 'hero' and 'ally' rather than just stating a friendly figure, it seems intended to be usable for both.
Edited by tomkat364
Davith really suffers if he gets wounded since he presumably looses force speed.
I'm not so sure, in nine out of eleven cases the wounded hero loses his non-surge ability. The exceptions are Diala (who has two surge abilities) and Saska (who doesn't lose any). However, nine out of ten heroes also lose their second ability, when wounded (the same two being the exceptions). So it's hard to call. I think the hide ability would be lost due to its similarity to Gideon's Disabling Shot, but at the same time the hide ability seems to be more in line with his class deck; so I really don't know. Only time will tell
Davith really suffers if he gets wounded since he presumably looses force speed.
I'm not so sure, in nine out of eleven cases the wounded hero loses his non-surge ability. The exceptions are Diala (who has two surge abilities) and Saska (who doesn't lose any). However, nine out of ten heroes also lose their second ability, when wounded (the same two being the exceptions). So it's hard to call. I think the hide ability would be lost due to its similarity to Gideon's Disabling Shot, but at the same time the hide ability seems to be more in line with his class deck; so I really don't know. Only time will tell
All of Davith's stuff is built around being hidden, they can't take away his innate ability to enable that.
For Murne's 4 xp ability (Waylay)... I'm assuming from the wording that you can take 2 strain to use both a nearby hero AND an ally to perform two total attacks, yes?
Yes, it seems so.
They are separate abilities with the same trigger, so you can trigger and resolve them one at a time in the order of your choosing (if you can pay the strain cost). They are analogous to "after an attack resolves", so you can trigger one, and when the interrupt resolves it is still after "False Orders" resolves, so you can also trigger the other one. (You can't perform other abilities between them though or you miss the trigger. So, no gaining or spending movement points or other abilities or actions between them.)
Well, it's a little odd, since it's two parts of the SAME ability, wasn't sure if that would be considered using the same ability twice. But given the odd separation of 'hero' and 'ally' rather than just stating a friendly figure, it seems intended to be usable for both.
It's not the same ability, it's two abilities on the same card.
I know I'll probably be pilloried for this, but, here come the Ninjas. I don't mind Davith as a Hero, but as a skirmish deployment, I think he is a bit cheap.
I know I'll probably be pilloried for this, but, here come the Ninjas. I don't mind Davith as a Hero, but as a skirmish deployment, I think he is a bit cheap.
As the person who always plays Imperials in my campaign focused playgroup, I am not excited for this expansion at all. Nothing really looks interesting for the Imperial player campaign wise. The bespin guards look boring, Ugnaughts just fill the board with more crap. So far the only fun thing looks like Bossk and he looks OP compared to the other more costly villains
The heroes look interesting, though there is some definite powercreep making me think that no one experienced would ever take an original hero over these two. I suppose its for the best since my rebel players struggle to win most of the time. From a RP standpoint, False Orders is pretty dumb... why would any Imperial listen to an Ithorian? How is Murne going to give False Orders to a Nexu?
Edited by patrickmahanInteresting question about hide and shooting attacks.
Adjacent models are considered to be at range 1 of each other.
So if you're shooting a hidden target that's adjacent to you, you roll range 2... that's still a miss? Even though they are adjacent?
Seems strong.
I feel bad for anyone shooting a Hidden force user who drops the Deflection command card =P