Luke Jedi Knight

By buckero0, in Imperial Assault Skirmish

https://www.fantasyflightgames.com/en/news/2016/10/21/i-am-a-jedi/

Did you guys see this? I think he's pretty good but I'm concerned with the lack of surge abilities. Mind of like Boba Fett or HK or even some elite troopers, if you have more surges than you can effectively use, what do you do with the wasted ones?

With BGY he could easily get 3 surges, Pierce 3 and plus 1dmg is nice, but he's effectively only getting 3-4 damage with that. The Yellow has the least average damage and the Blue has the next smallest. Green is your all arounder. He gets an automatic plus 1 damage, but still only averaging 4 damage seems pretty week. Deflect is sooo good.

*Motivation on the the hand seems pretty good as there are not very many worthwhile skirmish upgrades for the Mercenary faction. I think it will be useful for all of them, but by far and away the most useful for Mercenary. How many times have you wanted to dump or get rid of Stun or Bleed on your bantha rider or that last HK or trooper so he can move and shoot, or get way out of range so you don't give up points, or interact for the final points and you couldn't. I think this will be super useful and only 1 pt. the extra movement is super useful as well. Want your officer to be within 2 spaces to order, but don't want to waste your movement? Play motivation.

The command cards are all useful, not spectacular, but useful, I could see using each of them in a list, which is exactly where I want most of my command cards, instead of no-brainers, or must-takes, I'd rather have lots of great cards that are generic and useful to most or all of your list

I guess Son of Skywalker works for both figures, as I don't see a new solo command card

Edited by buckero0

I like Motivation too, though I think I'll use it more for Rebels and Imperials. For the Mercs, I don't typically play with Boba, and I can't think of another figure who has a cost higher than 9, so I don't know who would be able to clear the Bantha.

I'm still not sure if the command cards are worth it. I'll take the surge one often, but don't know about the other two.

-ryanjamal

Edited by ryanjamal

The amount of times that I've been just one damage off killing a major figure makes me like the look of the +1dmg command card.

I like Motivation too, though I think I'll use it more for Rebels and Imperials. For the Mercs, I don't typically play with Boba, and I can't think of another figure who has a cost higher than 9, so I don't know who would be able to clear the Bantha.

I'm still not sure if the command cards are worth it. I'll take the surge one often, but don't know about the other two.

-ryanjamal

Okay, I got a little too excited, I didn't realize this is a skirmish attachment for a unique figure only, that puts quite a few restrictions on it. Ryanjamal is right, this will probably only be used in Rebel and Imperial lists. You could maybe add this to Shyla, You could put it on Vinto, but he actually needs to benefit from it to keep him alive a little bit longer

Edited by buckero0

Just for inline reference, here are the skirmish Command Cards:

swi33_card_positioning-advantage.pngswi33_card_blitz.pngswi33_card_parry.png

And the Full Size ones:

swi33_card_luke-skywalker.pngswi33_card_motivation.png

I think the 2 attack Command Cards are great since they are very useful in many situations. Parry is fine if you have sufficient Guardians/Brawlers.

I don't think Motivation really does enough for 1 Point. Lots of small restrictions and not high impact. 1 MP might be the best thing there to help a melee list...

I'm already on paper as being a fan of Jedi Luke in other threads.

you don't want your dewbacks getting stunned and then losing their premove movement points, especially if they all have some sort of flamethrower ( I hope only terro gets that though)

Edited by a1bert

Remember, Motivation is on a Unique figure only. It will not be useful in a Creature List.

Motivation is going on Jabba himself (see my post in general forum for my comments on the irony).

At cost 6, Jabba will be able to motivate any non-unique (non)elite and some unique merc figures (that arent elite creatures).

Hes all you need. He'll be in the back doing Jabbaty-goodness things.

~D

But he's got to have LOS as well, which on several maps you probably won't ever get or won't want to get as to risking your now 7pt Jabba. It's actually a decent card, but probably limited in application. Far more useful in Rebel and Imperial lists as they usually have more figures with low point costs but they have so many other good skirmish upgrades to squeeze in as well as low point deployments (like officers and smugglers) that it probably won't get used much. It may be useful in Mercs to get some Trandoshan and Gamoreans a bit closer and remove harmful conditions, etc. but then I see it fitting better on Shyla or Bossk than Jabba, because they'll be out and about, whereas if you're moving Jabba to get LOS, you're probably not winning that game

Edited by buckero0

But he's got to have LOS as well, which on several maps you probably won't ever get or won't want to get as to risking your now 7pt Jabba. It's actually a decent card, but probably limited in application. Far more useful in Rebel and Imperial lists as they usually have more figures with low point costs but they have so many other good skirmish upgrades to squeeze in as well as low point deployments (like officers and smugglers) that it probably won't get used much. It may be useful in Mercs to get some Trandoshan and Gamoreans a bit closer and remove harmful conditions, etc. but then I see it fitting better on Shyla or Bossk than Jabba, because they'll be out and about, whereas if you're moving Jabba to get LOS, you're probably not winning that game

I will have no problem keeping Jabba and others within LoS of each other.

~D