Most OP Rebel skill cards

By jomayo112, in Imperial Assault Campaign

Was curious to see what skill cards Imperials out there absolutely hate.....maybe hate is a bad word b/c you can hate something but its not overpowered. What cards do you hate soooo much because they are overpowered? And how would you fix it. For me....

Gideon's Masterstroke - this should seriously cost 1 additional strain to use, that would fix it

Fenn's Trench Fighter - holy hell this is stupidly strong, exhaust for 2 additional damage. I would say this either needs to be limited to 2 spaces away (maybe 1), or just +1 damage

Meddroids Miracle Worker - you wound the guy and then seriously! They come back!?? My biggest gripe with this card is it's a level 3 instead of a level 4

Verena's Close Quarters - this skill is just wow wow wow....I guess its heavy on strain drain, but **** does Verena have some seriously impressive rounds when she starts chaining this. Not really sure if there is a fix since her character is based on it....maybe make the attacks at -1 surge (since ya know, she's learning about the weapon she stole...)

Murne's Sonic Bellow - I've only played one mini campaign and started a Hoth campaign with her, but I already hate Sonic Bellow....a free stun each turn (I guess unless you wound her to make the odds worse) is just soooo powerful! I think she should require 2 successes for it to work.

So thats my list of OP'd skills. Whats yours??

Tactical Movement and Force Adept are definitely the two most powerful abilities in the game for their cost.

Adrenaline Rush and Snapkick I hated, but I'm not sure that I'd say they were OP.

Adrenaline Rush exhausts, it requires an attribute test, and it requires that Fenn suffered damage. It isn't even very good, although I think it is quite critical against Subversive Tactics.

I don't think any single ability is overpowered, and I can work around it or even one hero. The biggest problems are combos between heroes and when they have too much credits to spend on good weapons.

Jyn's base abilities are just awesome.

~D

Tactical Movement and Force Adept are definitely the two most powerful abilities in the game for their cost.

Definetly. Always my first buys. They're crazy good.

Trench Fighter is nothing special. With better weapons it's not even as good as getting a surge most times.

Sonic Bellow....a free stun each turn (I guess unless you wound her to make the odds worse) is just soooo powerful! I think she should require 2 successes for it to work.

I just don't see how the card can be THAT good when most of the Imperial brawlers cost 4 or more, which rely on their second action way more than ranged attackers that can only attack once anyway. I guess it punishes regular trandoshans and hired guns, but can't touch elite trandoshans, royal guard, nexus, wampas, or elite tuskens. Not saying it's bad, card just seems narrow to me I guess to be considered close to OP, how often can it actually be used to stop an Imperial figure from attacking?

Oh yeah, as a rebel player who sometimes plays Imperials when I have to, I don't resent the heroes for having cool powers, they're super heroes after all, but as for what are the most powerful xp cards for the rebels, my answers are:

Force Throw - imo the strongest ability in the game for its cost, especially combined with how easy it is to stun something first with Diala.

Mobile Tactician - I think Masterstroke is fine when you consider it costs 4 xp, this card is the problem though, giving Gideon a 4th action for 2xp becomes a bit much.

Edited by Tvboy

When I first saw Close Quarters on Verena, I thought it would be OP, and maybe it does become so later in the game. But early on it really hasn't done much; it's gotten her a couple extra attacks, but not having anything good to spend surges on really hinders those attacks. Her Duck and Weave + Combat Coat has actually been way more annoying - a Black Die +1 block (with the option to negate a surge instead) is a pain!

Force Throw - imo the strongest ability in the game for its cost, especially combined with how easy it is to stun something first with Diala.

I'd put Tactical Movement ahead of it (generally lower utility but Fenn can move himself and it doesn't have a cost). Now interested in a general poll on these two.

Force Throw - imo the strongest ability in the game for its cost, especially combined with how easy it is to stun something first with Diala.

I'd put Tactical Movement ahead of it (generally lower utility but Fenn can move himself and it doesn't have a cost). Now interested in a general poll on these two.

Tactical movement never fails and doesn't cost 2 strain. As much as I like Force Throw, I'd much rather have Tactical Movement.

The biggest benefit of Force Throw is that is works while the figure is stunned, which Tactical Movement can't do.

Force Throw can also clear out spaces adjacent to objectives (unless the IP puts a large figure there, but then attacking it will be more efficient).

So, naturally it costs the 2 strain.

Edited by a1bert

The biggest benefit of Force Throw is that is works while the figure is stunned, which Tactical Movement can't do.

Force Throw can also clear out spaces adjacent to objectives (unless the IP puts a large figure there, but then attacking it will be more efficient).

So, naturally it costs the 2 strain.

Is that a vote in favor of it?

Diala would be strange to play without Force Adept and Force Throw. :D

I talked my Dalia player into buying force throw.....I wish i didn't lol. Force Throw and Tactical Movement won them Imperial Hospitality. They were able to get the captive off the board 1 round before i wounded the last hero using these 2 abilities.