Jabba's Realm

By tomkat364, in Star Wars: Imperial Assault

Oh and some people have mentioned confusion/frustration that Jabba has a red/green melee attack because of his arms being Tyrannosaurus rex arms...and at first I thought the same thing and then I remembered his tail and I'm pretty sure he whacked someone pretty good with that thing once. But I can't remember.

Jabba can just roll over and crush puny humans with his mass.

Being expensive for a support character and one that won't be able to even contribute to objectives or board control, he needs a good attack to defend himself.

Honestly I was really against an actual Jabba figure because I thought he would be terrible in gameplay, but this is looking like a no-brainer take in every scum list. I think he's great, I'm just trying to think of how to keep him alive.

Some maps lend to this strategy. If he can get close enough, straining the enemy and then smacking a hostile with red/green is okay (no surges really)

All we need now is a way for Jabba to get Hidden. ;)

it would be great if he could waddle over to a terminal, but I don't think it's going to happen.

Edited by buckero0

Honestly I was really against an actual Jabba figure because I thought he would be terrible in gameplay, but this is looking like a no-brainer take in every scum list. I think he's great, I'm just trying to think of how to keep him alive.

Some maps lend to this strategy. If he can get close enough, straining the enemy and then smacking a hostile with red/green is okay (no surges really)

All we need now is a way for Jabba to get Hidden. ;)

I don't think you're going to move him much lol. 2 speed, 2x2 base and no mobile. Any map with difficult or blocked terrain and he'll be completely stationary. Wouldn't want to waste those epic GLOBAL support abilities with move actions anyway.

12 Points is too much support.

In general, I agree with you, but I feel that his to attack with any scum figure regardless of range.... it's just like him getting an attack as a 6 point figure.

First round you use him to focus and some other ability. Round two and on, you use him to generate attacks.

Finally, some discussion of tactics and possibilities instead of complaining about figures that will never make into the game. We have some great stuff to discuss with all the announcements and it seems this thread has devolved into a tangent thread.

God forbid people express their desires on what they'd like to be in the game... You know, like what most of the community was doing for this very expansion before it was announced.

Edited by DarthBahamut

I always liked the WOTC take on Jabba, by giving him the obviously reduced speed/movement stats, but allowing him to bring in "x" amount of other Fringe figures. Makes up for the stat loss and can add more complimentary units.

It would be kind of rad if in the campaign, Jabba cancelled Diala's Force Adept if she was using it on attack re rolls targeting him. I know it's not a mind trick exactly... but it would still be neat.

ince they are on the cover, I guess next will be a Bib Fortuna model to provide Scum additional activations as a general or officer and a slinky Twi'lek slave girl to act as a distraction and force opponents to lose actions (with a special rule: Sacrifice, may be fed to a Rancor to add a focus to all friendly models on the board).

I would like to see Jabba as a Campaign only figure, he's too top-level for a skirmish game. In a campaign, the Rebs have their own goals to accomplish, rather than wasting time shooting at Jabba.

Like the Pit Droid. Loving the Weequay and Gammorreans.

I think I read that the 'Heroes' of Jabba's Realm in Campaign mode are Scum faction in skirmish... I hope so, that'd be pretty cool.

I'm a little 'Aaarg!' that it is Jabba related and we're back on Tatooine, but I understand that and I am so thrilled over the models and expansions.

Jabba has a separate campaign only card. TE one we can see is skirmish only. But, it's incredible. He'll be near autoinclude in most mercenary lists, and maybe we won't see Gideon and Threepio all the time for them. He can't move, though, so the opponent will have to leave him alone or come after him and be can hold his own in a melee brawl. Important to note though is that he can't contribute to map control because he's essentially stationary. The 2x2 base, low speed, and no mobile basically means he sits where you start him and never moves. Thematic!

Visible differences between the two Jabbas:

Bully appears the same: A figure of your choice within 3 spaces suffers 3 strain.

Skirmish: Incentive - A merc figure of your choice becomes focused.

vs Campaign: Additional Incentive - A friendly figure of your choice recovers 2 damage and becomes focused.

Skirmish Schemes - Draw one command card.

vs Campaign Schemes - Increase threat by 2.

Campaign has Execution Order - Another merc figure of your choice may interrupt to perform an attack .

Skirmish has Order Hit - (two special actions) Spend 2 VPs. A merc figure of your choice may interrupt to perform an attack. Then it gains two movement points.

Skirmish has Nefarious [something] - When a hostile figure is defeated, gain 1 VP.

Campaign has something that looks like Negotiate - unreadable.

Sorry, guys, but where do you've seen the skirmish stats for jabba?

Does Blood Feud linger? Use an action: place this card on a hostile deployment card, when an attack targeting a figure in that group is declared, apply +1dmg to the results.

If it doesn't have a stated duration, it stays on indefinetly. Up until the group is destroyed I would imagine.

If it doesn't have a stated duration, it stays on indefinetly. Up until the group is destroyed I would imagine.

Or you choose to re-apply it to a different group. Which... you can't do since it's a command card. Never mind. Move along folks, nothing to see here.

Edited by tomkat364

If it doesn't have a stated duration, it stays on indefinetly. Up until the group is destroyed I would imagine.

okay, that's how I was reading it. use an action to put it on Luke, then whoever attacks look, does an extra damage during their attacks for the rest of the game, thus, canceling his innate block advantage.

Finally, the First Strike skirmish upgrade card will have a use with Jabba's "order hit"

Thinking about it, it's a pity FFG didn't come up with a 'Hutt crime lord' generic card for the model. We have certainly seen plenty of Hutts in the stories, maybe that's for later, we could also have the special edition limited one off model of 'Pizza the Hutt'. B-dum Ching! ( Spaceballs reference also thrown in because it had to happen; You knew it, I knew it, let's move on).

Hmmm. It's a bit of a shame he only affects mercenaries with some of his abilities, otherwise he'd be the new Gideon: included by default in every list that can have him. Imperials would include him for the focus, rebels would bring Saska just to include him.

Perhaps it is best actually. Otherwise he'd be literally everywhere, and that is boring

Hmmm. It's a bit of a shame he only affects mercenaries with some of his abilities, otherwise he'd be the new Gideon: included by default in every list that can have him. Imperials would include him for the focus, rebels would bring Saska just to include him.

Perhaps it is best actually. Otherwise he'd be literally everywhere, and that is boring

Yeah I kind of was thinking they were very intentional with his merc only abilities, not only does it keep him from auto include in imperial lists (though may be worth a duo consideration there we'll see) but it also keeps him from overpowering up any rebels that come into merc lists. And I think it's a huge part of the reason they can keep him at only six cost otherwise the interactions could easily get too broken if not now then down the line as new figures come out.

Looking at the Jabba's Realm image again... I don't think Gamorrean Guards have +1 damage - I think it's -1 damage. Compare the symbol before the 1 to the "-" in "Brawler - Guardian", as opposed to the "+" clearly seen in other cards in the same image.

swi32_sample2.png

So... maybe RR with Reach, Cleave 1 and -1 Damage? Or are my eyes just bad? :D

you may be right, they better have some sweet dice added to that attack then (double reds?) maybe the elites have something better, I refuse to strain my eyes anymore. I really want to see their speed and health

Edited by buckero0

Even RR without -1 damage is worse than RG +1 damage - which elite Tuskens have, with the same figure cost. Tuskens don't have reach, but they have their alternate fire. My guess is that these guys have a little more HP than Elite Tuskens, and probably a Defender-related ability, to make up for their lower damage.

So... maybe RR with Reach, Cleave 1 and -1 Damage? Or are my eyes just bad? :D

It's definitely -1 Damage.

Even RR without -1 damage is worse than RG +1 damage - which elite Tuskens have, with the same figure cost. Tuskens don't have reach, but they have their alternate fire. My guess is that these guys have a little more HP than Elite Tuskens, and probably a Defender-related ability, to make up for their lower damage.

With -1 damage, unless they're tanky as all hell, I'd suspect their attacks to be three dice (probably not involving any red).

Why would they not have 3 dice with no red, as a melee unit? That would be very odd design, in my opinion.

Edited by Stompburger

Why would they not have 3 dice with no red, as a melee unit? That would be very odd design, in my opinion.

Assuming that not isn't meant to be there: look at the new Luke.

Basically my logic is: RR with -1 damage is probably not good enough (worse than basic heavy stormtroopers who have twice as much range at the same cost point) therefore they probably have some weird pool of three dice that works out to be slightly better...

*Thinks about it for a moment* Actually RR still has more damage than any combination of three dice with no Red...

They might have a Red dice after all. Or there might be some stuff going on with surges that we don't know about. Or they might just be stupidly tanky.

I mean, RR with -1 damage isn't terrible, but for a 3-point melee figure, even with reach, it's not a ton of damage. I'm guessing they will have 7-8HP, 4 speed, and a defensive ability, either for themselves (like a defense die reroll) or for allies (like Vengeance or Sentinel). It looks like their only surge is Cleave - but it could be a Cleave 2, which wouldn't be OP if they roll RR, I think.

eTusken are 7pts. their cycle shooting attack sucks too but they do have +1 dmg and Jundland Assault command card access and decent health.

I'm just guessing they'll have RR just to make them different from Tusken, of course, that's what the Wampa has, so you never know. They are Guardians, so they already don't mesh with Wing Guard, they are 3pts each, they have to have something useful besides reach to make you want to take them. Looks like they may have Cleave like the Tusken as well. I'm just trying to differentiate between the two. If they have 8 health, they'll be worth the cost that's 16 health for 6pts. They can squat and block shots coming at Onar for that price and make a shield for Vrinto to hid behind.