Shyla looks great. I am not so sure about the other two.
Jabba's Spoilers (Take 2)
I'm very excited to try Vinto. I think all of his passive ping abilities are going to add up quickly during his activation. I'm trying to wrap my head around all the class cards and how they combo off each other.
Interestingly, I feel all these heroes combo really well with Verena.
Did you also happen to have picked up the figure expansions packs - and if yes, did any of them have some yet unspoiled equipment and loot crate goodies for the campaign?
Did you also happen to have picked up the figure expansions packs - and if yes, did any of them have some yet unspoiled equipment and loot crate goodies for the campaign?
Unfortunately, I did not. Wanted to, but no more cash.
If anyone else managed to snag them/knows someone who did, please share!
Ah no worries - you've already done us information-hungry folks a great service.
Btw, there was talk of a limit to how many agenda cards the IP could have on his hand (4 I think), but couldn't find the stuff from the rulebook you spoiled above. Any chance you could confirm its existence?
Rythbryt thank you so much for this wealth of information!
Really appreciate all the effort.
Now I can start with list building and theory crafting
If you have the time, there are still some things left to be spoiled:
- map for the 2 player skirmish cards (you already made pictures of the 4 player map)
- side mission cards (4 included, I think 1 for each hero and 1 other?). Since the rebel player chooses which missions to include, I think this is nice information to have.
And obviously the story mission cards and maps are not spoiled, but I would not do that, lot of work and spoils many surprises
.
As for the expansions, I thought they did not include any tier cards for campaign anymore (last wave didn't have this either I think? Can't remember but thought Bossk didn't have any).
The skirmish maps would probably be the most interesting things that are not yet spoiled.
Well, drawing 12 equipment cards should make getting what you want easier. Makes Jynn's ability to draw an extra card even less useful.
Class decks look okay, maybe not hugely interesting and maybe on the weaker side.
The new equipment looks really powerful.
I have a hard time judging class card decks. I tried MHD in our last full campaign, and was not impressed, but I read a lot of players who thought he was amazing (so I was probably doing it wrong). First impressions are I liked Shyla (but then, I enjoy mobile melee characters) and am not particularly intrigued by the others (but I'm less of a fan of ranged damage and being a meat shield). But then, my favorite character is Davith, so there's clearly some degree of personal taste that factors into all this.
The Imp Class decks are intriguing, though we'll ultimately see how they fit on the power curve.
The Merc class cards look like they'll be a nightmare for the Rebels if the IP focuses fire. Adds surges, extra attack dice, dice rerolls, extra surge abilities, weakens, and up to +5 damage if the IP can stack "Wanted: Dead" (0xp), "Nowhere to Run" (3xp), and "Most Wanted" (4xp) and attacks a hero with a bounty token with a scum character. Thank goodness they're almost all exhaust cards.
The Nemesis deck is intriguing mostly because it appears to have two free class cards. Neither are particularly great on their own, but there are two of them, so... "Punishing Force" (3xp) is basically up to a full reroll for up to 3 imperial figures, which could be very good depending on the make-up of the imperial forces. I could see "Ringleader" being very good as an attachment, either on free campaign villains in reserved groups (Vader *cough* Vader... obviously), or on hilariously cheap villains like Greedo ( Every figure adjacent to Greedo gains +1 Accuracy and +1 damage each time they attack? Yes please ). There are also tools to reduce a Villain's threat by up to 10 net threat ("Powerful Foes" (0xp) + "Leave Them to Me" (3xp)), so maybe there will be an upswing of top-tier villains again. And I think they made "Indomitable" (4xp) for Vader just because of Rogue One...
Both ranged and melee weapons got a very nice bump with this set. The Energized Hilt and Bolt Upgrade have the potential to bust any prior notions we had about a weapon's "effectiveness" (at least for one attack per round), and the two Tier III weapons in particular look very strong, as do the new medical-themed cards.
If you have the time, there are still some things left to be spoiled:
- map for the 2 player skirmish cards (you already made pictures of the 4 player map)
- side mission cards (4 included, I think 1 for each hero and 1 other?). Since the rebel player chooses which missions to include, I think this is nice information to have.
And obviously the story mission cards and maps are not spoiled, but I would not do that, lot of work and spoils many surprises
.
Just added the 2 player skirmish map and side mission cards here .
Minor campaign spoiler:
The rebels now have a second side mission that rewards credits! Seems very apropos for a Jabba-themed expansion. Hopefully the money's not dirty... eh, who cares!
Can confirm that campaign missions have cards and maps. But I agree, I don't think this is the right place to post them.
Honestly, while many (any) of the villains will be fun with the Nemesis cards, they mostly look like they have been built for Vader and Boba Fett. The two most popular characters who don't see the table enough because they are too expensive. Now, they will be hunting the poor rebels more often and enjoying a variety of upgrades. Very excited!
Haven't played them yet, but I wouldn't be suprised if both Shyla and Vinto get A Tier.
Onar looks okay- not terrible, but not game breaking either.
I will have to see Onar on the table but I think Onar is B tier (will not be a detrement to the group, but not as good as the A and A+ heroes). The most interesting thing about him is that he has no restrictions on weapons at all, so he can pretty much use anything.
Vinto looks solid and is very interesting. Again, will have to see him in the table to know for sure. Quite possibly A tier, or at the very least, somewhere between A and B (similar to Davith).
Skyla has some very strong class cards, and some that are very meh. She will be very powerful in the endgame but but wont have much build variety. Possibly A tier.
Both class decks look very solid. Nemesis looks incredibly fun, and with some powerful ways to buff your villians, the Inquisitor will forever haunt your opponents dreams. But Hutt Mercenaries is also very good, the damage potential is quite scary. The lack of defense is its weakness similar to precision training.
The item set is pretty decent.
Tier 1: Handcannon is a tier 2 weapon in tier 1 - cant go wrong. Both accessories seem decent actually, but since tier 1 is all about getting weapons and mods, it doesnt seem likely they will be purchased much.
Tier 2: The melee weapon seems decent but overall not as good as BD-1 due to onky 1 mod slot but it will be good on heroes who are not so strain intensive, Like Shyla. More mods are always welcome. Exchanging a die isnt as good as you would think in most cases, especially on 2 dice weapons, but better than nothing (and will be best in some situations).
Tier 3: I will have to math the weapons, but I am pretty sure they are not close to the Electrostaff/Valken-38 for damage. I think the Admiral's Vest is a bargain for 350 credits and as anyone who has played with Diala in party knows, rerolls are clutch.
Edited by DeadwolfShyla looks great. I am not so sure about the other two.
When we spoke with both of the designers, they both agreed that Vinto was by far their favorite and the standout of the expansion.
I can't wait to try him.
Shyla looks great. I am not so sure about the other two.
When we spoke with both of the designers, they both agreed that Vinto was by far their favorite and the standout of the expansion.
I can't wait to try him.
Yeah, I remember the Dev diary talked about how useful he'd be with clearing the board of those pesky "almost dead" enemies. Looking at his class, not only does that seem to be true, but abilities like "merciless" show he can bring some pain, too. +3 damage on an attack is pretty brutal against most Imperial forces, especially ones that have already received some damage.
Oh wow, those store items are crazy good across all tiers. And now you draw literally half the deck in the upgrade stage... Rebel players got such a HUGE boost in power, I'm seriously worried about this wrecking campaign balance completely...
Shyla looks great. I am not so sure about the other two.
When we spoke with both of the designers, they both agreed that Vinto was by far their favorite and the standout of the expansion.
I can't wait to try him.
Yeah, I remember the Dev diary talked about how useful he'd be with clearing the board of those pesky "almost dead" enemies. Looking at his class, not only does that seem to be true, but abilities like "merciless" show he can bring some pain, too. +3 damage on an attack is pretty brutal against most Imperial forces, especially ones that have already received some damage.
"Almost dead" doesn't happen all that much past the first few missions. Once Rebels get a few upgrades they tend to remove stuff from the board rather than wound it unless a support character like Gideon is taking shots with an un-upgraded weapon. You'll have to make this sort of thing happen, like cleave 2 weapons. If you combo it with things like Gaarhkan's rampage and Saska's Unstable Device you might be able to pull off a number of "free" kills though.
I ran the tier 3 weapons through the calculator.
The Ryyk blades are decent but doesn't really hold a candle to Electrostaff. (But little does, honestly).
The Modified Energy Cannon is really good so long as you are throwing 3 dice and is equipped with Plasma Cell, plus one other good mod. On the calculator, damage came out a sliver under Valken-38 before the reroll, making it superior with the reroll. Being healthy or wounded didnt seem to affect the results too much. Since Jyn wants pistols, this weapon is only good on Mak and Saska.
I also took a closer look at the 2 new imperial class decks.
Nemesis has a lot of really good cards, so some real decisions will have to be made. In general tho, I think you need to be a more experienced imperial player to get the most out of the deck but it does have a lot of potential. Your starting villians is also an interesting decision (Tho Inquistor as the imperial villian seems obvious).
Hutt Mercenaries is probably the most offensive deck yet. The trade-off is lack of defense and more or less restricted to mercenary units. Hired Guns will really shine here. Overall I think this will be very strong.
Edited by DeadwolfOh wow, those store items are crazy good across all tiers. And now you draw literally half the deck in the upgrade stage... Rebel players got such a HUGE boost in power, I'm seriously worried about this wrecking campaign balance completely...
I wouldn’t call it a huge boost. There’s still a chance the card you’re looking for won’t pop up. This is certainly a welcome change in my opinion.
It’s not very fun going into the later missions when your hero doesn’t have an optimal weapon/equipment setup due to poor item draws.
Looking overthe Nemesis class deck, I think it might be the best Imperial class deck FFG has designed, in terms of fun, replay ability and power. There is so much to think about just with your two starting villains.
Deploying Bossk for 6 threat at threat level 3 is pretty terrifying. Ringleader and Inspirational were clearly designed for Kayn Somos. It's really fun looking at all the villains trying to figure out when in he campaign they would become viable to deploy using Powerful Foes. This deck almost makes me want to go back to playing as Imperials.
Nemesis has a lot of really good cards, so some real decisions will have to be made. In general tho, I think you need to be a more experienced imperial player to get the most out of the deck but it does have a lot of potential. Your starting villians is also an interesting decision (Tho Inquistor as the imperial villian seems obvious).
Hutt Mercenaries is probably the most offensive deck yet. The trade-off is lack of defense and more or less restricted to mercenary units. Hired Guns will really shine here. Overall I think this will be very strong.
I was a little confused on Nemesis. Are your starting Villains chosen at the beginning of each mission, then returned, or are they chosen for the entirety of the campaign?
I expect Powerful Foes gives the villains of imperial and mercenary affiliations during campaign setup when you also receive the card.
Maybe the rules clarify it, I haven't yet seen the full rules. Perhaps they run out of space on the card and could not fit "During campaign setup," in there.
Edited by a1bertIt seems like Nemesis has 2 ways you can go with it. You can bring in a badass villian and buff it so it wrecks face. Or you can use your villain to buff your other units. Most likely you will use some hybrid of the 2.
It is pretty cool, I dont think we have seen 2 distinct playstyles within the same class deck before.
Love the items and supply cards. They fill very needed niches, and will help out heroes like Biv who stifle with strain. Plus painkillers are great.
Just a note, the Jabba campaign has two interesting twists: you cannot earn Jabba himself as a villain, and there is no time period for this campaign. That said, . While I haven't looked at the missions beyond the briefing for the first, it doesn't seem to be specifying any specific place in the time line beyond Jabba being alive and possibly the appearance of Jedi Luke (but I bar that only on his deployment card and token appearing in the materials not on any knowledge of future missions).
Played the first campaign mission with the 3 new heroes and Murn. Rebels wrecked face. The starting weapons for the new heroes are seriously good compared to a lot of the older weapons, making them pretty potent. Onar's is the worst with surges being useless.
Onar's shove was decent and got used every round, mostly to bump friendlies closer to the objective, but his gun was pretty unspectacular without being able to use surges for anything.
The other two were good damage dealers. Vinto shot a trooper for 2 and bolted the other for 1, then reversed it and killed 2 troopers which was a good start.
Not looking forward to those pirates shooting AT the heroes rather than helping them. Those rerolls are nasty.
interesting twists: you cannot earn Jabba himself as a villain
Or does the Jabba blister not give you a way to earn him?
Edited by RawlingThe first effect of Powerful Foes triggers once during setup as soon as you choose the class deck, which is corroborated by the preview article. There is no indication that it works any other way.
You Will definitely have to carefully plan out your setup choices to get the most out of the deck, including your Agenda deck and the traits of your chosen villain. You'll want to choose villains with complimentary costs and abilities. Taking two super expensive villains like Vader and Boba won't work out well. I love that the deck has cards to support bruiser villains like Inquisitor and Bossk or support villains like Kayn and Sorin.