It's FRIDAY!!!!! Who will we see spoiled today??

By FSD, in Star Wars: Imperial Assault

The card is positioned in such a way that it could be a - or a +. I'd agree that stun might be too much. I'd rather reduce a damage to focus the riot trooper, or add a damage by stunning or weakening the riot trooper.

6 minutes ago, Fightwookies said:

The card is positioned in such a way that it could be a - or a +. I'd agree that stun might be too much. I'd rather reduce a damage to focus the riot trooper, or add a damage by stunning or weakening the riot trooper.

I think it's too long of a line to be a +. And I don't think buffing the Trooper makes any sense for an ability called "Crowd Control."

7 minutes ago, Stompburger said:

I think it's too long of a line to be a +. And I don't think buffing the Trooper makes any sense for an ability called "Crowd Control."

True. My guess is that you can subtract a damage on an attack to give the trooper a Block Power Token.

Plays into the non-lethality and defensive tactics of crowd control.

Edited by subtrendy2

Why not any news today?

32 minutes ago, subtrendy2 said:

I was just thinking about this the other day, though, I'd be really surprised if it stunned an opponent, though. We're starting to get quite a bit of units that can stun without even needing any upgrades (RGs, Wampas, 000, Dengar). If we get too many, we're gonna start seeing lists made that can pretty reliably shut down half the Rebels' actions by bogging them down with stuns each turn, effectively breaking the game. To be honest, I'd be pretty surprised if we get any more non-unique units that can stun without an upgrade or agenda card.

I agree that stun is strong. But Personally, I was hoping that the riot troopers would do just that. I'd like to be able to use them in place of royal guards and not with the royal guards. But A) I'm thinking about campaign and thematics and B) I agree that some people would abuse this if available. Still, it wouldn't bother me if it read "stun":)

Edit: Plus this is consistent with the general rule that figures with stun are also melee (for the most part). Also, like 000, you have to give up damage to do the stun.

Edited by VadersMarchKazoo

I'm not convinced it's a "-". They very deliberately placed the card right there to make it misleading. Also, just noticed those don't appear to be official cards. They're squared, not rounded at the corners.

46 minutes ago, subtrendy2 said:

I was just thinking about this the other day, though, I'd be really surprised if it stunned an opponent, though. We're starting to get quite a bit of units that can stun without even needing any upgrades (RGs, Wampas, 000, Dengar). If we get too many, we're gonna start seeing lists made that can pretty reliably shut down half the Rebels' actions by bogging them down with stuns each turn, effectively breaking the game. To be honest, I'd be pretty surprised if we get any more non-unique units that can stun without an upgrade or agenda card.

In general, stuns on melee units are not as bad (riot troopers are almost certainly melee). RGs, Wampas, and Dengar are all very weak units anyway:

- RG's have enough trouble dealing damage, much less having a spare surge for stun, especially by how late in the campaign you can afford them.

- Wampas are ridiculously slow, with a wide base, only 3 MP (5 if they trigger their ability, but that's no guarantee), and no reach they have trouble ever attacking if the Rebels just stay away from them. Plus they roll Red dice (so low uncancelled surge chance) AND they have a habitat restriction.

- Dengar doesn't have enough HP for his cost, and he has pretty short range. He *might* pile conditions on 1 hero, if he gets a shot off, but he won't get more than 1 shot without dying. And you can't get him without buying (and maybe winning) his mission, or by taking him with the Nemeses deck.

0-0-0 might be pretty good, but again:

  • Melee with no reach
  • Deals no damage if he stuns
  • Needs to be earned through his mission or with Nemeses

Not to mention the fact that Jabba's realm added several powerful ways to counter harmful conditions: Bacta Pump, Emergency Injector, and Onar.

Really, I think the problem is that the Imperials don't have *any* reasonable ways to apply Stuns. The best way right now is Imperial Industry, which is only so oppressive because you can put it on a cheap ranged unit - particularly one like the Hired Guns, who are hard to kill without giving them a chance to stun someone, and can easily be reinforced after they're killed. Right now there isn't anything between "essentially useless" and "frustratingly powerful".

So I wouldn't mind a more reasonable alternative to the current stun options. But it might end up being a Weaken instead; or maybe a Weaken for the regulars and a Stun for the elites.

Edited by Stompburger
2 hours ago, subtrendy2 said:

Yeah, saw those earlier. They were very careful about obscuring just enough of the card to drive us mad, weren't they? :P

The clawdite looks so strange, with no surge abilities (in that form, at least) and its dice located where surge abilities would've gone.

Based on the image of the card here, I wonder if the ability isn't to take the form of another deployment card, but you overlay the card on the other and get its abilities and surge abilities. Would explain why the damage dice are at the top of the card rather than bottom... And they have no surges.

14 minutes ago, Stompburger said:

In general, stuns on melee units are not as bad (riot troopers are almost certainly melee). RGs, Wampas, and Dengar are all very weak units anyway:

- RG's have enough trouble dealing damage, much less having a spare surge for stun, especially by how late in the campaign you can afford them.

- Wampas are ridiculously slow, with a wide base, only 3 MP (5 if they trigger their ability, but that's no guarantee), and no reach they have trouble ever attacking if the Rebels just stay away from them. Plus they roll Red dice (so low uncancelled surge chance) AND they have a habitat restriction.

- Dengar doesn't have enough HP for his cost, and he has pretty short range. He *might* pile conditions on 1 hero, if he gets a shot off, but he won't get more than 1 shot without dying. And you can't get him without buying (and maybe winning) his mission, or by taking him with the Nemeses deck.

0-0-0 might be pretty good, but again:

  • Melee with no reach
  • Deals no damage if he stuns
  • Needs to be earned through his mission or with Nemeses

Not to mention the fact that Jabba's realm added several powerful ways to counter harmful conditions: Bacta Pump, Emergency Injector, and Onar.

Really, I think the problem is that the Imperials don't have *any* reasonable ways to apply Stuns. The best way right now is Imperial Industry, which is only so oppressive because you can put it on a cheap ranged unit - particularly one like the Hired Guns, who are hard to kill without giving them a chance to stun someone, and can easily be reinforced after they're killed. Right now there isn't anything between "essentially useless" and "frustratingly powerful".

So I wouldn't mind a more reasonable alternative to the current stun options. But it might end up being a Weaken instead; or maybe a Weaken for the regulars and a Stun for the elites.

28 minutes ago, VadersMarchKazoo said:

I agree that stun is strong. But Personally, I was hoping that the riot troopers would do just that. I'd like to be able to use them in place of royal guards and not with the royal guards. But A) I'm thinking about campaign and thematics and B) I agree that some people would abuse this if available. Still, it wouldn't bother me if it read "stun":)

Edit: Plus this is consistent with the general rule that figures with stun are also melee (for the most part). Also, like 000, you have to give up damage to do the stun.

Sure, I could be wrong. As an Imperial player, I hope I'm wrong. I just see flooding the game with stun options as being a dangerous route to take in development.

And I'm not totally sure trading damage for a stun is really all that bad of a deal. If the heroes are bogged down with one stun each for each turn, a lot of missions will time out anyway- plus, with that one action they get, they'll have to choose between the precious actions of moving or attacking. So, either they'll be bogged down even more trying to remove your units from the table, or your units will have staying power and live to stun again next round.

9 minutes ago, neosmagus said:

Based on the image of the card here, I wonder if the ability isn't to take the form of another deployment card, but you overlay the card on the other and get its abilities and surge abilities. Would explain why the damage dice are at the top of the card rather than bottom... And they have no surges.

Now that could be dangerous. With an RGY attack, it could hit hard and have decent surge take- and assuming that it could pick and choose as to what surge abilities it uses, that could be brutal.

I'd imagine that it might have to have a caveat, like you couldn't transform to a deployment card with cost higher than the threat level, or something.

Gotta get back on topic.

We got another thing! and it's still not a Chewie fix.

This is a worst case scenario. No HotE or other wave announcements, but I can't complain about no articles anymore.

They really put me in a corner, here. :P

Edited by subtrendy2
16 minutes ago, subtrendy2 said:

This is a worst case scenario. No HotE or other wave announcements, but I can't complain about no articles anymore.

They really put me in a corner, here. :P

Not to mention, the people want to know:

Are you withdrawing your Mount Sorrow request from the other thread? :P

2 minutes ago, ManateeX said:

Not to mention, the people want to know:

Are you withdrawing your Mount Sorrow request from the other thread? :P

Well, I'm not one to keep the people waiting. :P

I suppose I'll have to, this time. Even though neither article really lived up to what we should've gotten the past month or so, we did by technicality get two articles in a row.

1 minute ago, subtrendy2 said:

Well, I'm not one to keep the people waiting. :P

I suppose I'll have to, this time. Even though neither article really lived up to what we should've gotten the past month or so, we did by technicality get two articles in a row.

They're toying with us.

47 minutes ago, Pollux85 said:

They're toying with us.

I would bet a dollar that they monitor the forums and think it's fun to screw with us sometimes.

Like, how the new skirmish map is just long enough, that it will have to be printed sideways from pixart.

2 hours ago, Stompburger said:

Really, I think the problem is that the Imperials don't have *any* reasonable ways to apply Stuns.

Arc Blasters aren't reliable but you get so many chances it can end up putting out a lot of stuns, particularly if you're putting out weaken a lot because you're in Hoth or something. Elite officers can stun fairly well if supported, but for 5 points they're had pressed to pull their weight even with stunning.

I wonder if these skirmish articles make it more or less likely to get an article we want tomorrow.

Edited by Fightwookies
55 minutes ago, Fightwookies said:

I wonder if these skirmish articles make it more or less likely to get an article we want tomorrow.

I mean, can it really get less likely?

I'd feel pretty hopeful except as A1bert points out: HotE is still at the printer?

I will vote for a Boba skirmish upgrade just today!