The state of the game...

By NeverBetTheFett, in Star Wars: Imperial Assault

As a still pretty active player of Pokemon Go (I know guys, I'm lame) I can totally see this at play every day. Sure, the Gyms are still chock full of Vaporeons and Dragonites of lower level players, but the high level players tend to neglect them in favor of showing off their rare new Gen 2 evolutions... plus, Tyranitar, which is actually the best in the game right now.

Point being- while some players will always play completely min-max competitive (eStormies, eProbe, etc) others just want to make a good list with some chrome as a bonus. And frankly, I see that as a good thing. The fact that everyone seems to do it is a bit frustrating, but it also makes that strategy all the more viable. If it was just one person trying out the new units and he didn't do well, people would be complaining the opposite, that the new expansions aren't even worth picking up.

11 hours ago, Stompburger said:

So, the reasons all the lists were similar -

  1. New stuff is fun
  2. New stuff is good
  3. High-level players like chance mitigation
  4. Map rotation favored some units more than others
  5. Some fixes weren't out yet

It's funny that some people complain about how influential random effects are (lots of hate for the X-man), and other people complain about the reduction of random effects. You really can't please everyone! :lol:

You nailed it! :)

16 hours ago, cleardave said:

More importantly, the Command Decks as well.

I feel like this "show us the lists" thing will come off like a certain American Executive Government Official Birth Certificate scandal (allegedly).

I hope I didn't just get this thread locked/me banned. I could just deleted that whole line right now instead of continuing to type this and click "Submit Reply", but if it's a dumpster fire we're after, let's really commit...

Well I for one love your insight. Your posts are solid, so banning you would be bad.

OP is going to send us to the cornfield if we don't only say good things about skirmish and worlds.

Yes, Timmy, it's a good thing 15 lists in the top 16 were one faction. That's good Timmy, that's very good, such a good thing FFG did making mercenaries so good. We love mercenaries, they are the best faction in a game about a civil war between the Empire and the Rebels, just the best!

48 minutes ago, Tvboy said:

OP is going to send us to the cornfield if we don't only say good things about skirmish and worlds.

Yes, Timmy, it's a good thing 15 lists in the top 16 were one faction. That's good Timmy, that's very good, such a good thing FFG did making mercenaries so good. We love mercenaries, they are the best faction in a game about a civil war between the Empire and the Rebels, just the best!

Sassy (but true)! However, I feel like our community is starting to sound like X-wing players whining about why the X-wing needs a fix. Until 2 of the top 4 tables at 2017 Worlds have X-wings. Thank God as maybe now we'll see less Donald Trump memes claiming to make the x-wing great again. It will be yuge.

I'm thinking we have two factions here. One that loves the game, and one that loves to win. FFG needs to just make a game called "I win". You roll dice, apply modifiers, compare results, declare the winner. Somehow, it's always you! How cool would that be? (smiley face emoticon).

Yes, the top lists were mostly scum, that's because scum rocks. The best 100 players in the world realized this and brought this. Why would they do this? Well, to win. It costs a fortune to go to this thing. Might as well win enough swag to put on ebay to make some money back. I have no problem with that. But to say the game is in a bad place because 100 competitive dudes think so, is misguided.

Furthermore, the moderator needs to change the name of this forum to Star Wars: Imperial Assault (premier event play questions only)

Mercs are strong now and with the Jawas/Droids coming, look to have an alternative strength there.

HoTE looks to drastically improve the Imperials given the Vader fix and Palpatine entering the fray, to say nothing of sentry droids, riot troopers, new walker we know little about.

If Rebels receive the other two mentioned "fixes" then that could really add variety to them, not to mention Ahsoka who looks pretty decent.

Maybe other "fixes" are introduced in the Palpatine, Maul, Ahsoka packs too?

Can't do it all at once...well it could be done I suppose, but...reasons.

1 hour ago, Tvboy said:

OP is going to send us to the cornfield if we don't only say good things about skirmish and worlds.

Yes, Timmy, it's a good thing 15 lists in the top 16 were one faction. That's good Timmy, that's very good, such a good thing FFG did making mercenaries so good. We love mercenaries, they are the best faction in a game about a civil war between the Empire and the Rebels, just the best!

Gold.

19 minutes ago, Quigman said:

Mercs are strong now and with the Jawas/Droids coming, look to have an alternative strength there.

HoTE looks to drastically improve the Imperials given the Vader fix and Palpatine entering the fray, to say nothing of sentry droids, riot troopers, new walker we know little about.

If Rebels receive the other two mentioned "fixes" then that could really add variety to them, not to mention Ahsoka who looks pretty decent.

Maybe other "fixes" are introduced in the Palpatine, Maul, Ahsoka packs too?

Can't do it all at once...well it could be done I suppose, but...reasons.

I was speaking with some playtesters and people in the know at Worlds and they all eluded to the fact that a fix for Chewy, Han, and Boba will be coming with the next wave, a rebel heavy one. It's hard to get excited when that's like a year or more away! LOL. So I'm hoping an announcement at Gencon, and hopefully one that includes more about the ap!

35 minutes ago, NeverBetTheFett said:

Yes, the top lists were mostly scum, that's because scum rocks. The best 100 players in the world realized this and brought this. Why would they do this? Well, to win. It costs a fortune to go to this thing. Might as well win enough swag to put on ebay to make some money back. I have no problem with that. But to say the game is in a bad place because 100 competitive dudes think so, is misguided.

Okay, saying that every single player, or the 100 best players, brought Scum to Worlds is false. There were good players that brought Rebel and Imperial. Scum didn't dominate Worlds because they ran unopposed, they dominated because they were just better than the other two factions through a combination of unit quality and map rotation.

If you're a casual player or a campaign player (like me), I would agree that the game has never been in a better place. But if that's the case, then this issue isn't really about you, so there's really no need to be shushing the skirmish players voicing their (extremely valid) concerns about one facet of the game, competitive skirmish, that is clearly very important to a large section of the playerbase.

This might shock you, but many IA players only or mostly play skirmish for various reasons, and competitive skirmish players probably buy way more product than campaign players, since they are always buying the new product to stay competitive and tourney legal and have to buy multiples of even the big boxes to get duplicate cards, while campaign players only need one of everything and can pass on whatever expansions they want without losing any kind of advantage within their own campaign. So FFG really is incentivized to make these players happy so they keep supporting the game for the rest of us.

I saw this coming a while ago. The smuggler/hunter stuff is just too good right now. The only variation that remotely comes close in long term tourney prep is Jedi Luke (the now released droid upgrades not included) lists. However as was said the Jedi Luke lists do tend to be very swingy, and hence why they aren't top 16. You've got a meta where everything is determined by only the people that lost less then 2 matches in swiss (someone correct me if I'm wrong there), so I the more swingy a list is the less likely it'll be there.

I know personally I learned a few things watching the meta lists. I didn't realize squad swarm worked with the eWeeqauys, and in the final match that was a clutch play.

I think the biggest problem is the prevelence of temp alliance in the top lists, more specifically that it was always used for a single figure (c3po). I think we need to see more good command cards like disorient that mess with people who turtle and buff. Take away some of that helpful condition stacking and the meta will tend to even out a lot more. I think a lot of the issues we have in the current meta is that it revolves around focus and hidden which are used to reduce the swinginess of the lists.

1 minute ago, Tvboy said:

Okay, saying that every single player, or the 100 best players, brought Scum to Worlds is false. There were good players that brought Rebel and Imperial. Scum didn't dominate Worlds because they ran unopposed, they dominated because they were just better than the other two factions through a combination of unit quality and map rotation.

If you're a casual player or a campaign player (like me), I would agree that the game has never been in a better place. But if that's the case, then this issue isn't really about you, so there's really no need to be shushing the skirmish players voicing their (extremely valid) concerns about one facet of the game, competitive skirmish, that is clearly very important to a large section of the playerbase.

This might shock you, but many IA players only or mostly play skirmish for various reasons, and competitive skirmish players probably buy way more product than campaign players, since they are always buying the new product to stay competitive and tourney legal and have to buy multiples of even the big boxes to get duplicate cards, while campaign players only need one of everything and can pass on whatever expansions they want without losing any kind of advantage within their own campaign. So FFG really is incentivized to make these players happy so they keep supporting the game for the rest of us.

I was misquoted. I meant most of the best 100. And I only said that because that's what everyone keeps saying. I didn't actually see that myself. #fakenews on my part. Actually I played against rebels, rebels, imperials, scum, rebels in my 5 rounds. So, I definitely agree with you there that it was somewhat diverse.

I participated in Worlds this year (Oh good for you!) running...

Luke (Jedi)
eAlliance Rangers
Obi-Wan Kenobi
eAlliance Smuggler
Gideon
C-3P0

I was 3-2 after the first day of swiss and made the cut.
I had an awful day two and went 0-2 based on some admittedly poor play and skilled opponents.
I finished 3-4 but I felt that every single game I lost was close and I had a chance.
I faced all 3 factions and all 3 factions were challenging in their own unique way (and I think that is a a good thing).

Why is this relevant?

Because I believe the Rebel and Imperial factions are absolutely viable in competitive skirmish.
There I said it...
Hear me out.

Something else to note was Imperial armies taken by two local players I know.
Both finished in the top 32. (Oh good for you!)
One of which beat me in day one of swiss and the other finished 18th after swiss just missing the cut.
"Yay great... two Imperial players out of the top 32?"
That is two that I know of and I am almost positive there were others.
Again... hear me out.

I am well aware of 15 of the top 16 lists were Mercenary.
While this would suggest there is a balance issue between the factions it is a lot more complex this year.

Most of that has already been discussed already (New Shiny, Scum is cool, Native Re-Rolls that mitigate bad rolls, map rotation etc.)


I would also argue that the biggest contributing factor to the Mercenary's factions strong showing this year is the abundance of deployments with the "Hunter" trait and the amazing "Hunter" trait commands cards currently in the card pool.

Assassinate
Tools for the Job
Heightened Reflexes

Forget about it....

Price on their Heads
Primary Target
Shoot the messenger

Not as strong but still... gross

This is also a reason why the majority of Rebel lists typically included Alliance Rangers with their "Hunter" trait.
Access to these hunter cards was critical to the success of my Rebel lists.

I mean don't get me wrong.

The Mercs also have some AMAZING deployments with most of them coming in Jabba's Realm

But so do the Rebels and Imps (With most of them coming in Jabba's Realm)

We could go on and on but I wanted to touch on this because I think it is extremely relevant when discussing the "State of the Game/Meta" or the balance between factions.

I think the designers have done a fantastic job steering skirmish in the right direction after a rocky start.
Wave after wave we are seeing some intelligent choices that make the game better.

In the words of Jeff Lebowski (The little one) "That's like your opinion man..."
And he's right.

It is not the time of the Mercenary...
It is the time of the Hunter...
(Which means it's the time of the Mercenary...)
And I am cool with that.

This may mean that in the current meta the Rebels and Imperials are not quite as consistent.
You have to work a bit harder with them but succeeding / winning tournaments is not out of the question at all.
Some players also really dig the underdog aspect and enjoy playing with those types of armies.
A healthy bit of underdoggery is a good thing for the Rebels thematically?
I don't know... I am just some dude.

So yeah no I am not worried at all about the state of the game.

I like where it's going.

I'm in the lab right now getting ready for Store Championships.


Edited by malfak
Forgot a few things!
18 hours ago, Stompburger said:

It's funny that some people complain about how influential random effects are (lots of hate for the X-man)

I feel the need to step in here. The X-man is bad for skirmish. Releases since RtH have showed that the designers understand that. Skirmish rarely lasts more than 4 rounds. 3 rounds (or even less!) seem to be the norm now. If you consider that in the first round there is typically no heavy combat, a few things in skirmish have the chance to tilt very heavily:

* Multiple dodge rolls
* Being on the wrong side of the Taking Initiative tracks

Dodge rolls are very problematic because they don't reflect player agency and are still a very powerful effect. Think of it this way: On the Lam costs 3 points and you can only take one in your command deck. A dodge result is usually almost equivalent (minus the free movement) to On the Lam. But it can happen more than 6 times per game and isn't tied to any trait. That's 18 points worth of command cards. That's more than your total budget for command cards. Think about that for a moment.

Releases like the HKs, the Qways, ISB Infiltrators and numerous command cards that are already out or still coming try to mitigate the importance of the dodge result. So it **is** relevant.

That being said, I fully expect Take Initiative to receive some sort of nerf in the future. Right now, there is virtually no command deck that is not running Take Initiative and Negation. This effectively reduces the command deck space to 13 cards and 14 points. This is not good.

Mentioning both things should not count as "hate". I like the game. But I do also like open game space and not being shoehorned into playing a specific way just because how powerful some effects are.

5 hours ago, Tvboy said:

OP is going to send us to the cornfield if we don't only say good things about skirmish and worlds.

Yes, Timmy, it's a good thing 15 lists in the top 16 were one faction. That's good Timmy, that's very good, such a good thing FFG did making mercenaries so good. We love mercenaries, they are the best faction in a game about a civil war between the Empire and the Rebels, just the best!

"Send him to the cornfield, son." That was a legit scary episode.

6 hours ago, jacenat said:

I feel the need to step in here. The X-man is bad for skirmish. Releases since RtH have showed that the designers understand that. Skirmish rarely lasts more than 4 rounds. 3 rounds (or even less!) seem to be the norm now. If you consider that in the first round there is typically no heavy combat, a few things in skirmish have the chance to tilt very heavily:

* Multiple dodge rolls
* Being on the wrong side of the Taking Initiative tracks

Dodge rolls are very problematic because they don't reflect player agency and are still a very powerful effect. Think of it this way: On the Lam costs 3 points and you can only take one in your command deck. A dodge result is usually almost equivalent (minus the free movement) to On the Lam. But it can happen more than 6 times per game and isn't tied to any trait. That's 18 points worth of command cards. That's more than your total budget for command cards. Think about that for a moment.

Releases like the HKs, the Qways, ISB Infiltrators and numerous command cards that are already out or still coming try to mitigate the importance of the dodge result. So it **is** relevant.

That being said, I fully expect Take Initiative to receive some sort of nerf in the future. Right now, there is virtually no command deck that is not running Take Initiative and Negation. This effectively reduces the command deck space to 13 cards and 14 points. This is not good.

Mentioning both things should not count as "hate". I like the game. But I do also like open game space and not being shoehorned into playing a specific way just because how powerful some effects are.

I didn't want to start yet another debate on whether the dodge is a good or bad thing for Imperial Assault, either in Skirmish or Campaign. I was just mentioning it as an example of a random effect that some people clearly dislike and attempt (as you say) to mitigate.

Has anyone suggested to FFG that perhaps the worlds event should have a variety of goals or ways to win prizes as opposed to just winning?

I get people are spending lots of money and some people love winning, but some would clearly appreciate some variety and it would more than likely attract more players.

Forgive me if they have something like this already as I don't play competitively.

So what about a prize for going 0-6 or something. Big ol' Goose Egg award.

Best painted figures.

Most thematic group for Imperials, Mercs, Rebels.

All over the galaxy award. Ending with a within time win, a within time loss, a timeout win, and a timeout loss.

Oddest group prize.

Etc...

?

40 minutes ago, Quigman said:

Has anyone suggested to FFG that perhaps the worlds event should have a variety of goals or ways to win prizes as opposed to just winning?

I get people are spending lots of money and some people love winning, but some would clearly appreciate some variety and it would more than likely attract more players.

Forgive me if they have something like this already as I don't play competitively.

So what about a prize for going 0-6 or something. Big ol' Goose Egg award.

Best painted figures.

Most thematic group for Imperials, Mercs, Rebels.

All over the galaxy award. Ending with a within time win, a within time loss, a timeout win, and a timeout loss.

Oddest group prize.

Etc...

?

I love Best Painted, most thematic, and oddest group. They're all pretty subjective, and players would have to realize it's all in good fun, but I think IA players are pretty capable of keeping cool. Not sure about the others, as it may not only effect an individual's list, but also their playstyle. I'd be afraid of "Trophy Hunters" simply trying to achieve the meta-objectives rather than trying to win the actual tournament.

Edited by subtrendy
16 hours ago, jacenat said:

I feel the need to step in here. The X-man is bad for skirmish. Releases since RtH have showed that the designers understand that. Skirmish rarely lasts more than 4 rounds. 3 rounds (or even less!) seem to be the norm now. If you consider that in the first round there is typically no heavy combat, a few things in skirmish have the chance to tilt very heavily:

* Multiple dodge rolls
* Being on the wrong side of the Taking Initiative tracks

Dodge rolls are very problematic because they don't reflect player agency and are still a very powerful effect. Think of it this way: On the Lam costs 3 points and you can only take one in your command deck. A dodge result is usually almost equivalent (minus the free movement) to On the Lam. But it can happen more than 6 times per game and isn't tied to any trait. That's 18 points worth of command cards. That's more than your total budget for command cards. Think about that for a moment.

Releases like the HKs, the Qways, ISB Infiltrators and numerous command cards that are already out or still coming try to mitigate the importance of the dodge result. So it **is** relevant.

That being said, I fully expect Take Initiative to receive some sort of nerf in the future. Right now, there is virtually no command deck that is not running Take Initiative and Negation. This effectively reduces the command deck space to 13 cards and 14 points. This is not good.

Mentioning both things should not count as "hate". I like the game. But I do also like open game space and not being shoehorned into playing a specific way just because how powerful some effects are.

I agree that they either need to fix the first round focus shuffle by rewarding those who make bold moves at the start of the game OR nerf take initiative in some form. Right now the first round is all posturing because any other list is not competitive, why not have an incentive or a reward for those who decide to make a move in the first round? The guy that won worlds commented in one of the other threads along the lines of 'why would I try to make the first move when it just results in me getting blown up' that is not the mentality I want to see in a skirmish game, it's honestly disheartening that this is the winning strategy. There should be a reward for being the first one to the punch, you would THINK they would build objectives around this, it's the perfect opportunity. First one to ring the bell each round in the middle gets 5 VP's or something like that (very loose example obviously, use your imagination). Bantha's are a step in the right direction for this, big risk big reward, we need more things like that! They could help reduce this by nerfing the Rebel care package or whatever it is being called of Gideon and C3P0.

So the first round is shuffling, second round combat starts, third round it intensifies then there may or may not be a 4th round. This makes Take Initiative wayyyy to powerful. If you draw it and your opponent hasn't found Negation, that is probably game. Right now that is way to powerful for a 0 cost card and I agree I hate cards that are just generic auto include, trait/character specific auto include, absolutely, but global?

Edited by FrogTrigger

Malfak, you da man! Well said. :)

I think the game is in a good spot, all things considered...the only problem is that Worlds came at an inopportune time this year. I think it's safe to say that we're in the midst of transition; different traits are getting the boost and love that they need in order to all compete on the same level, but that takes time if it's going to work well.

IMHO, here is how I'd rank the various traits right now, more or less. Btw, this is primarily with reference to Command Cards, but also with reference to having useful figures that can make effective use of those powerful Command Cards:

  1. Hunter (Assassinate, Tools, Primary Target, etc, etc)
  2. Smuggler (On the freakin' L@#@#$!!!!!)
  3. Droid (thanks to Wave 9, just released)
  4. ...[and then some space, because the other traits haven't caught up yet]
  5. Force User (more help coming in HotE?)
  6. Trooper (...took a big hit with Reinforcements being nerfed. Until that, I think this trait was at or near the top)
  7. ...[and then some more space, because the traits below here seem to have been largely neglected so far]
  8. Leader (help coming in HotE?)
  9. Creature
  10. Brawler (finally some help coming in HotE?)
  11. Heavy Weapon
  12. Vehicle
  13. Guardian
  14. Are there more traits than this? If so, they should probably be listed here at the bottom because they aren't significant enough for me to remember them. lol!

We could quibble about specifics, but that's not my point. Rather, my main point in making this list is #4 and #7: there are gaps. And it seems to me like these gaps are being filled. Case in point: before Jabba's Realm, how many people specifically looked for the Hunter trait when selecting Deployment Cards?

Thus, I think the game is in a period of transition right now. Hunters and Smugglers and Droids have each gotten a good shot in the arm, and they now seem to be well supported, both with Command Cards and Deployment Group options. So the "Worlds meta" was lobpidedly Merc-heavy last weekend...not a big deal, IMHO--that's to be expected when the game is in a period of transition. I'm curious how limited the "Worlds meta" would look if Worlds happened in November again this year (presumably after the release of HotE). I'm pretty sure that Hunters and Smugglers will still be strong at that point, but I'm also pretty sure that those won't be the only traits with serious competitive options.

Regardless, outside of completing this process of beefing up the currently under-supported traits, here are some other things that I'd still like to see happen for the IA skirmish game:

  • Effects that either remove Beneficial conditions or punish figures that use them. Palpatine (via Tempt) can damage figures across the board...I'd like to see a figure or two that can remove conditions from across the board.
  • No more lopsided maps! It makes Devious Scheme far too strong for just 1 point, when 1/3 of your games are severely gimped without it, or else severely boosted with it. IMHO, it's never been a problem until the Anchorhead Cantina entered the tournament map rotation.
  • Have some serious discussion about the need for Temporary Alliance (both versions). I think that these cards were important in the beginning, but going forward from here, I think that the Saska and/or eJawa route is the better way to go. I love it that we now have a pseudo-4th faction, in the Droids...and that's entirely because of the eJawa figure.
  • More love for the Strain mechanic. Spies can mess with an opponent's hand. Strain messes with an opponent's deck...it just needs some love so that it has the figures and skirmish upgrades to do it effectively.
  • More fix card help for sub-par but iconic figures: definitely Han, Chewie, and Boba! I'd like to see it for the AT-ST and RGC too, but those aren't nearly as important as the other 3. IG-88 is now great, and I can't wait until I can use Darth Vader again in serious competition. IMHO, releasing fixes like this is probably the best development in the skirmish game in the past 12 months.
  • More stuff. Seriously, this game is great! Specifically, 4-LOM and Zuckuss. And THRAWN! And Ezra and Kanan. Etc. And Biv Fortuna (a great candidate for Condition-removal, btw?)

1 hour ago, thereisnotry said:

Regardless, outside of completing this process of beefing up the currently under-supported traits, here are some other things that I'd still like to see happen for the IA skirmish game:

  • Effects that either remove Beneficial conditions or punish figures that use them. Palpatine (via Tempt) can damage figures across the board...I'd like to see a figure or two that can remove conditions from across the board.


This...

I was just thinking about this in the lab last evening.
Introducing this mechanic into the game would absolutely shake up the "Sit Tight" "Focus Train" meta and I think that is a great thing for the game.
Most of my lists are admittedly are built around this strategy and for good reason.

It's just too good and makes a lot of sense thematically for support and force users (Battle meditation etc.) deployments.
Currently I am aware of one card in the game that supports this mechanic.

Disorient:
Use after a hostile figure with a Beneficial condition suffers (damage). Discard 1 Beneficial condition from that figure. Then, that figure suffers 2 (strain).

With the prevalence of focused and hidden weequays prowling around if I could put 2 of these 0 cost cards in my deck I might consider it.
It did not make the cut in my command deck for worlds and it should have.
The timing to get this card off before a hostile figure can use their conditions requires some precision and tricksy timing (Jedi Luke and "Deflect" is one way).

The moment I saw this card I started thinking of all the possibilities for this mechanic.
I think at this point it is only a matter of time.
I think playing an army that has access to disruption / removal of beneficial effects sounds like a lot of fun and a lot of trouble for some of the "Top" lists in the current meta.

Edited by malfak

IA may still have problems but I think it's heading in a good direction.

Ffg have shown that they will be heavy handed in fixing the meta, adjusting deployment cards, fixing old units, changing major (impactful) rules and releasing new meta altering units. So I have faith that next year's world's will be better.

I hope they don't aim to make each trait take turns at being the #1 trait, as that would lead to constant power creep. I hope instead they will aim to make each trait equally good.

I'm guessing the next rules change will be to prevent uniques from being used cross faction, unless a card explicitly says they can.

I like how the x-wing open series isn't like a regular tournament, I think IA world's should be a similar special event. E.g. You would have a lot more variance if you had to play a different faction after making the cut.

On Fri May 12 2017 at 10:49 AM, thereisnotry said:

  1. Hunter (Assassinate, Tools, Primary Target, etc, etc)
  2. Smuggler (On the freakin' L@#@#$!!!!!)
  3. Droid (thanks to Wave 9, just released)
  4. ...[and then some space, because the other traits haven't caught up yet]
  5. Force User (more help coming in HotE?)
  6. Trooper (...took a big hit with Reinforcements being nerfed. Until that, I think this trait was at or near the top)
  7. ...[and then some more space, because the traits below here seem to have been largely neglected so far]
  8. Leader (help coming in HotE?)
  9. Creature
  10. Brawler (finally some help coming in HotE?)
  11. Heavy Weapon
  12. Vehicle
  13. Guardian
  14. Are there more traits than this? If so, they should probably be listed here at the bottom because they aren't significant enough for me to remember them. lol!

You left off the second best trait.. intelligence leak, comms disruption, spies are legit

7 hours ago, brettpkelly said:

You left off the second best trait.. intelligence leak, comms disruption, spies are legit

Wookie? Probably never really going to be a thing with only 5 units soon, but I hear they don't like being ignored!

2 hours ago, General Zodd said:

Wookie? Probably never really going to be a thing with only 5 units soon, but I hear they don't like being ignored!

It's not wise to upset a Wookiee

12 hours ago, General Zodd said:

Wookie? Probably never really going to be a thing with only 5 units soon, but I hear they don't like being ignored!

All it takes is the right Command Card to push it over the top. Like Droids and Shared Experience.