You'll probably be okay with just 2 packs for Skirmish. At least, that's all I'm ordering for now. You do get a proxy Terro token in the Jabba's Realm box for a 3rd so you can use that for testing and buy another later.
Captain Terro Up!
Any point in getting three packs for Captain Terro and 2 dewback riders charge team?
For Skirmish, maybe, or if you want to be really thematic in campaign.
You can have only one elite unite the campaign.
I guess Terro counts as a friendly trooper himself for the purposes of his command card? Seems like he would.
Does anyone know why the Flamethrower agenda card action has "limit once per activation" on it? Aren't special actions limited to once per activation anyway?
I didn't want to post my video before 11:11 today so a little later than usual but here is my YouTube review.
Yes I am Buying 3...
Cheers
Kris
Terro
Dewback Rider
Dewback Rider
Bantha Rider
Bantha Rider
Zillo
Temporary Alliance
Imperial Officer
Does anyone know why the Flamethrower agenda card action has "limit once per activation" on it? Aren't special actions limited to once per activation anyway?
Either it's a clarification because there is space to add redundant text, or it is a mistake and means once per group per round, but then it should use the exhaust mechanism. So I think the former is more probable.
Edited by a1bertJust as a thought about Feral Swipes, since focus is a green dice added to the attack pool for the next attack, would that mean a focused figure would earn an extra red dice swing or would it still only get the base dice pool? I dont have my rules book here with me to poke through.
Im pretty excited for taking a couple of these guys out for a spin. I'm really looking forward to being able to use the shock lance for throwing weaken onto all of those annoying figures with an innate surge cancel. I really like Terro's cavalry charge for adding extra surges to troopers, it will help with all of those surge cancel, and help give those heavies the surges they desperately want.
As excited as I am about the skimish stuff im also really looking forward to using that flamer thrower in campaign to slap a bunch of strain down on some heroes.
Edit: fixed some clumsy spelling
Edited by HeliosLancerVery nice Agenda set. Dewback patrol is great and potentially game changing if you stack it with existing threat and an in game event.. but Flamethrower is top notch. I picture Storm Troopers running into the fray spreading anarchy, saving the third in the back to able to keep re enforcing. Luckily for the Rebels this one can't be shuffled back into the deck lol. I will buy it immediately every time I see it.
Feeding Frenzy seems to be a pretty sweet upgrade for creatures, especially for 1 point. Damage outside the die is always powerful, even if it is dependent on them. The command cards overall seem pretty decent, again another mechanic to help control the dice.
Overall I like the design of this figure.
Edited by FrogTriggerJust as a thought about Feral Swipes, since focus is a green dice added to the attack pool for the next attack, would that mean a focused figure would earn an extra red dice swing or would it still only get the base dice pool? I dont have my rules book here with me to poke through.
Im pretty excited for taking a couple of these guys out for a spin. I'm really looking forward to being able to use the shock lance for throwing weaken onto all of those annoying figures with an innate surge cancel. I really like Terro's cavalry charge for adding extra surges to troopers, it will help with all of those surge cancel, and help give those heavies the surges they desperately want.
As excited as I am about the skimish stuff im also reaplly looking forward to using that flamer through in campaign to slap a bunch of strain down on some heroes.
I'd have to read all the cards again, but I'm pretty sure it'd go like this:
Focused Nexu plays Feral Swipe
Nexu can now perform 2 attacks each with a red die, one for each die in its pool shown on its card.
The first attack with the red die gets a green die added from focus.
Focused does not change the attack pool, it just adds a green die to (the dice pool of) the next attack or attribute test.
Edited by a1bertThanks albert
"Configure" is a bit vague though. Does this mean "Put a different rider into the saddle" or does it mean "lay down a different deployment card?" I was hoping for a rider with a stun lance, but since they are primarily ranged, the generic T-21 would be appropriate as well. Wish they had clarified...
It means the same as with the General Weiss pack.
I reread the announcement article, and I don't see where this "configure" reference is. I know I remember it being discussed on the boards, but was there ever anything official that indicated this?
FFG has said that the pack is configurable like the General Weiss pack in the interviews at GenCon, and at that time they already had the sculpts, so I have no doubt they have kept to their plan even without it being repeated.
If not, then some knifing of the rider figure should fix it.
FFG has said that the pack is configurable like the General Weiss pack in the interviews at GenCon, and at that time they already had the sculpts, so I have no doubt they have kept to their plan even without it being repeated.
If not, then some knifing of the rider figure should fix it.
That's neat! I don't remember reading that, but exciting!
First RANCOR! and now, DEWBACK! with FLAMETHROWER!
Good Lord, FFG knows how to mug people for their money and leave a smile on their face.
Battlefield Awareness + Grenadier
Battlefield Awareness + Trample
Does anyone know why the Flamethrower agenda card action has "limit once per activation" on it? Aren't special actions limited to once per activation anyway?
Either it's a clarification because there is space to add redundant text, or it is a mistake and means once per group per round, but then it should use the exhaust mechanism. So I think the former is more probable.
Doesn't have to be exhaust, could just be worded the same as ISB agents.
I find it funny though the flamethrower agenda card doesn't give a "flamethrower" action, so Terro could dual wield flamethrowers if he wanted.
Coordinated Raid cannot use exhaust because it's on a multiple-figure deployment card. An agenda card could be exhausted independently from the deployment card it is associated with. There's an off chance that it means group activation, in which case I really wish it would have been explicitly specified to mean the group activation.
So given the low cost and Elite nature of the Dewback rider, will it be worth running two in Skirmish?
Yes!
For literally only 10 points!(or 11 with feeding frenzy) this may be the first pack I buy 2(or 3!) of, just because it is awesome.
I was all aboard the 3 dewback train.
Now that I've seen "shock lance" I'm a bit less hyped about it. They are still great for 5 points. But now you're competing with an eProbe...
I do think they pair well with troopers though. They provide the tanky, health pool that the troopers lack. They are super flexible and unmitigated damage is always great.
I'll be getting 2 for sure. Undecided on a 3rd one at this stage.
Statistically Terro does a bit more than a eProbe, but also has better movement, health and a flamethrower. So he wins hands down. He's amazing for 7 points.
Dewback does a little bit less than an eProbe but has more health and better movement. The reroll on the eProbe makes it's damage output significantly better. Will need more play testing to decide on Dewback vs eProbe.
I think the regular Dewbacks could be more useful with Feeding Frenzy, but they got more surge abilities so you might be suffering on damage a bit.
On Terro it would be even better, but you can't use it with the flamethrower. Recover on 13 health is nasty though.
Terro
2x Dewback
2x eStormtrooper
is 35pts.
Then you have 5 left over for 2 officers and Zillo, or 1 officer and 2 Feeding Frenzy and Zillo. or some other combination there of.
Hell, with all the free movement, maybe we don't need officers anymore (apart from planning). Basic stormtroopers don't care as much about officers.
I don't think 7mp non-massive/non-mobile Large-figure movement is strictly better than 4mp for small Mobile figure. The Dewbacks can move in straight lines, but they are less agile when running corners.
Edited by a1bertThe Dewbacks can move in straight lines, but they are less agile when running corners.
Which is wonderfully thematic by the way