I'm finding myself sceptical about the new wave....

By beefcake4000, in Imperial Assault Skirmish

On 8/2/2017 at 9:40 AM, beefcake4000 said:

Don't get me wrong, I'm super keen for it and will no doubt buy everything they release and play it to death... currently though, based on what we have seen I can only imagine that after a few proper trial games most of the new stuff will go into the box I have where I put most of my skirmish minis because they just get no play time in a competitive gaming circle... Consider:

Darth - So far pure gold, no question about it. The swamp map may be a problem for him but I expect many dark lords running around.

Asoka - Similar to Darth, not an auto include but certainly a welcome boost and we are all hoping that these two will see a bunch of new Jedi cards more exciting than that lame looking force jump or whatever it was.

Maul - Here's where I start to go nyah, not bad at all, a great concept and an interesting ruleset but does he stack up against the plethora of amazing for points minis scum currently have? I don't see it.

Clawdite - Did anyone else notice they lost a dice in the attack pool between the previews we've seen. I still reckon they will be good, not so much for the shooting side but to my thinking at the moment spies are the only real hope to countering the luck factor that we are seeing with the card draw. Its increasingly likely that your opponent will draw their entire deck in a game (unless they are imperials...) so its not a question of IF that assassinate/Son of Skywalker/On the Lam/Blaze of Glory comes out its more a question of when... More spies is good for me, can't wait to see the 'forms'

AT-DP - Yay a big vehicle thing with good stats and health for price, finally its awesome. Wait... it's slow as ****... I suspect that much like the Rancor what looks good on paper probably won't perform on the table but I'm happy to be proven wrong. Maybe some cool vehicle buffing cards?!?!

The Emperor - The ultimate dark side user... except he's also slow as **** with abilities reflective of of his mole like eyesight. If you can manage to bring everyone to you it shouldn't be a problem but I don't see him being tough enough to cross the board and bring those enemies into range, even more so on the new swamp map that just rewards long range snipers in spades. I know at first there was heaps of talk about him being a support figure to double Darth's damage output but I just don't see that 21 point combo doing the job in reality... I could see him more as a rearguard making BT or Terro (perhaps a AT-DP) shoot double, that's more realistic to me but again it's a wait and see thing.

I would love to see entire teams made up of force users or vehicles which will be buffed by amazing new cards but at the moment it's those upgrades which are going to make or break this wave much as hunter cards did for the last wave. On paper these new minis have as many hits as misses to me in a meta increasingly focused on rapid lethality rather than positioning, objectives or general shenanigans...

What say you?

I agree with most of your opinions. However I wouldn't be so harsh on Palpatine. Taking into consideration, that you will certainly have officers in your list, you can move palpatine 8 spaces turn 1 to set him on position (and maybe even perform one attack with another figure) and deal 1 dmg to c3po :). From there, you are free to move him even further turn 2, perfom an attack with another figure and force lightning, which (combined with Tempt) turns into unblockable 4 damage and some aoe. Thanks to that he MAY happen to be hard counter for jedi luke/ig-88/vader lists. Also I see A LOT of potencial in Tempt used as finisher on those nasty 1 hp lucky bastards...

The main problem for me is, that the empire still lacks low-cost groups, which kinda enforces officer/upgrade spam...

A for the eSentries, I also predict, that they will be 8 cost/8 hp/+2 dmg surger/+2 dmg acc/ no penalty on multi shot.

Compared to eJets I see their main advantage is possibility of cross training (because of innate TC) and droid trait. Spy/droid enables you to use shared experience and targeting network as near ininite fuel for zillo and interrogate (providing BT-1 is on board), which HURTS :)

Edited by Szycha
11 hours ago, mellowthello said:

Remember that hunters are only as powerful as they are because of the command card boon.

Ehm, no. I don't wanna be rude, but you have not clear the game maybe.

They are so strong for many reasons:

- autoboost

- chance to reroll a green dice when attaccking

- chance to force reroll a dodge

- smuggler trait, that allow to use Black Market and interesting command cards for smugglers

Assassination and Hightened Reflexes are good cards of course, but even rangers can have it

Of course I'm speaking about Pirates, because are most common hunters.

Anyway, I think there so doubt about the efficacy of Onar and Vinto..

Edited by Darth Frank

Could be possible, that the AT-DP is so slow to not be overpowered, when such an upgrade comes.

2 hours ago, DerBaer said:

Could be possible, that the AT-DP is so slow to not be overpowered, when such an upgrade comes.

I really don't think so. I think it can hold its own even without it. It soaks up a lot of damage and can one-shot a eQuay and sometimes even an eJet. Frankly, a single AT-DP can hold its own against Vader late game.

-ryanjamal

1 hour ago, ryanjamal said:

Frankly, a single AT-DP can hold its own against Vader late game.

"Gah! Why did I approve the design for this monstrosity?! Oof! Stop shooting me! I am so driven by hatred!" - Lord of the Sith, probably

to the Naysayers ---

How often have you played the current ATST?

I know speed 3 on a massive is a kick in the teeth, but it doesn't take much to get into position (what you do turn 1 anyway) especially with officer help and guaranteed 5+ accuracy. Average accuracy with BRY and a reroll (+3 included ) is 7-8 range easy.

I think the AtDP is going to be fine, not broken but just right. The +1damage mitigates the yellow die and allows for better surges anyway, and it can still be focused and " let loose" with Sorin as well. (27pts Sorin 2 ATDP and AdvComms)

On 8/3/2017 at 1:24 AM, Darth Frank said:

Ehm, no. I don't wanna be rude, but you have not clear the game maybe.

They are so strong for many reasons:

- autoboost

- chance to reroll a green dice when attaccking

- chance to force reroll a dodge

- smuggler trait, that allow to use Black Market and interesting command cards for smugglers

Assassination and Hightened Reflexes are good cards of course, but even rangers can have it

That's all well and good, but without those command cards, those abilities would be roughly on par with Rangers. The argument that "even rangers can have it" doesn't hold water because while rangers are powerful, they're the only available option for Hunter cards in a Rebel list. Mercs have Vinto, Greedo, Onar, Shyla, Weequays, and IG-88 AND half of those figures can run On the Lam, again from this wave. Make no mistake, command cards very much make this wave what it is and they'll do the same for the next.

Edited by mellowthello