Surprised to see that Inspiring Recruit is not Rebel only...
Soontir with multiple stress tokens is a dead man walking - good to see that he, too, gets Inspired by the Empire's newest Recruits!
Surprised to see that Inspiring Recruit is not Rebel only...
Soontir with multiple stress tokens is a dead man walking - good to see that he, too, gets Inspired by the Empire's newest Recruits!
How does Inspiring Recruit interact with Captain Yorr? Does the second stress disappear or go to Yorr?
i dont get the interaction.
Yorr works when a ship is assigned a stress
Recruit works when a ship is removing a stress.
Yorr isnt removing a stress, hes reassigning it. The ship in question was never assigned a stress to remove.
Two completely different things.
If the Lambda actually HAD GREEN MOVES it would be great on Yorr, as he can destress 2 ships and be unstressed when he moves.
Edited by Vineheart01How does Inspiring Recruit interact with Captain Yorr? Does the second stress disappear or go to Yorr?
No real interaction with Yorr - the ship near Yorr never received the stress token in the first place, it just goes straight to Yorr (IE., he is never 'removing' it).
OTOH, Yorr *is* at range 1-2 of himself, so if you put Inspiring Recruits ON Yorr...then when he does his green maneuver, he can shed all the stress he could have accumulated in the turn. So that's handy.
Not every single release needs to be tournament based. There's a ton of people that play this game for fun, and on an entirely non-tournament/non-competative basis.I'm exceedingly underwhelmed by this.
<snip>
But people who play for fun can still have fun with well designed expansion packs. There's no reason for FFG to release bad stuff.
Inspired Recruit not being Rebel only is super disappointing, can't imagine how they missed that. The ship is pretty underwhelming without access to Palp or another game changing crew.
Rage (maybe Sensor Cluster) and Inspiring Recruit (and the lightweight framework probably) might make the TIE-SF a really good ship.
Meh.
Here's hoping the movie is far better than this set. Inspiring Recruit is, aptly, the only inspiring card. And it's general faction and will likely do more on Manaroo or Whisper or a Palp Deci to protect Imp/Scum aces from R3A2 as anything.
Not sure if the U-Wing or HotR was more underwhelming.
Was going to respond to each of your points individually, but you saved me the trouble by deleting them. Needless to say, any upgrades that enable cheap action economy, flexibility in responding to opponents maneuvers, and protecting against dice failure will find a place with the right combination of abilities. Intel agent does see play, and anyone who has the point to spare will take Cassian instead. Baze synergizes with Rex/Operation Specialist, as well as anything that doesn't require the attack to hit to trigger (Tactician). Jyn's ability to pass a focus works very well with Jan Ors, and after that is just bonus. And focus + target lock alone justifies bringing the PS 3 (much like Thane).
No K-2SO crew? Smh...
Cassian crew is amazing.
My #1 complaint about Intel Agent is 99% of the time the information you get from that doesnt mean anything. Sure you can potentially boost/barrelroll to block, but thats kinda it and most ships that have a crew dont have boost/barrelroll or are tied to another action to do anything.
Cassian lets you not have the "He has 2 viable moves...which one is he doing?" problem. Set dial for one, predict the other, if right change dial if wrong big deal you already planned for that.
Its quite rare when im predicting someone for a bump im off like that. Generally theres 2 maybe a third option, but usually only 2 are actually viable moves.
Another thing that came to my mind is the combo of Base Malbus and Operations Specialist. Use you action to evade/boost/barrel roll, shoot something you probably won`t hit and shoot your actual target with Base. Costy at 6 points, but you can get more action economy out of the OpSpec.
Cassian crew is amazing.
My #1 complaint about Intel Agent is 99% of the time the information you get from that doesnt mean anything. Sure you can potentially boost/barrelroll to block, but thats kinda it and most ships that have a crew dont have boost/barrelroll or are tied to another action to do anything.
Ran into a Ghost+Phantom player this last weekend that was using Intel Agent to figure out where/how to deploy the Phantom to do a block.
That's just mean , let me tell ya...
Wow that dial is surprisingly open.
It's a better dial than a lot of small ships. Comparing it to the Lambda and saying it's a challenging dial is just weird.
...you lost me...
Surprisingly open means the dial is unrestricted and has a lot of options. Lambda has the most limited dial in the game
Uwing is missing 1 and 3 turns and a non-title kturn. And it has 6 greens with only 1 red. Thats an open dial and is insanely good.
Nowhere did i say the Uwing is a challenging dial. The lambda is a challenging dial because a misjudge three turns in advance can royally eff that ship up.
Sorry, I was agreeing with you. The article said it was a challenging dial.
Cassian crew is amazing.
My #1 complaint about Intel Agent is 99% of the time the information you get from that doesnt mean anything. Sure you can potentially boost/barrelroll to block, but thats kinda it and most ships that have a crew dont have boost/barrelroll or are tied to another action to do anything.
Ran into a Ghost+Phantom player this last weekend that was using Intel Agent to figure out where/how to deploy the Phantom to do a block.
That's just mean , let me tell ya...
Sabine on the shuttle is one of the few i'd say is good for intel agent. Sacrificing a crew slot for basically a one-off maneuver on the ghost doesnt seem that awesome to me, the shuttle doesnt really need its crew but the ghost does.
Ive faced Sabine + Intel before. THATS annoying. I wasnt saying intel agent was 100% garbage (also going to be mean on the tugboat muhahaha) just that the VAST majority of ships dont get squat from it. Kwing bombers, Sabine shuttle, Tugboats, or Phantoms are the only ships i can think of that can actually get a use from intel agent, and even then its iffy if its a good idea.
Any idea how funny it is to intel agent someone with a kwing so you know a 2turn SLAM will line your bombs perfectly with their move? *evil grin*
Edited by Vineheart01The biggest thing about the expansion is that Rebels just got a ship with two crew slots that isn't ridiculously expensive or a piece of garbage.
It opens the door for more Rebel synergy lists that just didn't have the slots before, and like a lot of other ships will only improve as the game goes on and more crew/system upgrades come out.
Also Baze and HSCP for more token stripping should be fun. I often find myself using it to strip tokens when I run it with Chirpy. I imagine it will be at least passable on Han.
guesses on unspoiled cards?
I see two cards we dont know what they are and both are almost completely covered up.
EXP.....
and
Bis....
Bis is obviously a crew and hes unique, no idea on what he does or what EXP is
Yeah, but the side guns would most likely be anti personal, not armor. Kind of like the little Turret Poe uses at the beginning of TFA.
Meh, not too impressed. Still getting one because the model is beautiful and I'll be flying one.
Still bitter it doesn't just have side arcs to act as a Nam huey.
In space?
Yes, in space. No reason you couldn't have side guns operated from inside, or a force field keeping the atmo in.
Bistan looks awesome shooting out the side.
Gimme my huey!
Slight spoiler for people who haven't been watching the trailers/tv spots
Maybe, but from what we see in one of the trailers, or tv spots, the U-wing's side guns are able to blow apart a AT-ACT's front legs to make it come crumbling down.
Hmm. Missed that. Interesting. Since the AT-ACT is a cargo transport, it might have weaker armor, but still....
Do you remember which trailer/tv spot it was?
The has the part where it is attacking the AT-ACT. I was pretty sure there was one where the AT-ACT topples, though it might be possible that I'm mixing it up with another scene where the AT-ACTs are attacked, after looking through a number of the TV spots and not seeing the exact scene.
For me if this works Fat Rey flacon has just been outclassed:
Original Chewi
Rage
Inspiring Recruit
Finn
Has better attack potential than Rey as it can reroll 3 dice and is not arc restricted. Granted you dont get the Finn bonus for defence but that is a low percentage anyway, also you do get the Chewi pilot ability. Less likely to get blocked, no arc restrictions and so less predictable. Plus its loads cheaper.
Not every single release needs to be tournament based. There's a ton of people that play this game for fun, and on an entirely non-tournament/non-competative basis.I'm exceedingly underwhelmed by this.
<snip>
But people who play for fun can still have fun with well designed expansion packs. There's no reason for FFG to release bad stuff.
Inspired Recruit not being Rebel only is super disappointing, can't imagine how they missed that. The ship is pretty underwhelming without access to Palp or another game changing crew.
Why should inspired Recruit be Rebel only? They have a plethora of rebel only crew already, and as the protagonists of the series, they will have plenty more in the future as well I'm sure. No reason to keep a card that is perfectly fine in the other factions thematically and mechanically to themselves.
Issue with that is unless you are using the sloop, the falcon will have arc issues making Finn kinda pointless. But if you sloop, you cant Rage (or would want to as thats 3 stress).
Finn is bad if you cant turn around and still have a reroll. I.e. Finn is bad unless you are Rey Pilot.
Nah, you'd be better off using Kanan instead of Finn because now you have an entire dial of double-destress to keep using Rage. If you had Finn, Falcon becomes insanely predictable as you are tired to its 5 green maneuvers (3 are straight)
Edited by Vineheart01For me if this works Fat Rey flacon has just been outclassed:
Original Chewi
Rage
Inspiring Recruit
Finn
Has better attack potential than Rey as it can reroll 3 dice and is not arc restricted. Granted you dont get the Finn bonus for defence but that is a low percentage anyway, also you do get the Chewi pilot ability. Less likely to get blocked, no arc restrictions and so less predictable. Plus its loads cheaper.
You're also stuck doing greens, which are pants on the falcon. Might as well drop Finn for Kanan. Then you might as well fly Chewie as he already was
The has the part where it is attacking the AT-ACT. I was pretty sure there was one where the AT-ACT topples, though it might be possible that I'm mixing it up with another scene where the AT-ACTs are attacked, after looking through a number of the TV spots and not seeing the exact scene.
Didn't see it in that trailer, but I'm fairly certain its an X-Wing which blows up the AT-ACT
I think Inspiring Recruits doesnt interact with Cassian pilot, as it requires the ship to remove its own stress token to trigger. Same with wingman and kanan (while in other ship)
For me if this works Fat Rey flacon has just been outclassed:
Original Chewi
Rage
Inspiring Recruit
Finn
Has better attack potential than Rey as it can reroll 3 dice and is not arc restricted. Granted you dont get the Finn bonus for defence but that is a low percentage anyway, also you do get the Chewi pilot ability. Less likely to get blocked, no arc restrictions and so less predictable. Plus its loads cheaper.
Finn still only works in arc.
Ezra
Rage + Inspired Recruit + TLT
=28pts
Double modded TLT shots, and Ezra gets defense from ability.
Also Baze and HSCP for more token stripping should be fun. I often find myself using it to strip tokens when I run it with Chirpy. I imagine it will be at least passable on Han.
But why not just pay +2 Points for Gunner to be soooo much more useful with HCSP. Shoot something, make it spend its Focus and then shoot it again for big damage now that is has no Focus. Regular Gunner can still strip two different Focus just like Baze can, when that is a desired play. The difference is that Baze is useless when you want to shoot the same ship twice or when there is only one target in range.
Anyone who thinks Baze is worth 3 points but can't justify the 2 points for Gunner is bad at X-Wing, regardless of what you've paired with Baze.
its a joke thats been around since it was spoiled. Someone mentioned Rey crew on a ship with the Snuggling Compartment to get pseudo double action plus an illicit.
Naturally, kinda blew up lol.