What Are You Most Excited for in HOTE?

By subtrendy2, in Star Wars: Imperial Assault

On 9/15/2017 at 6:14 PM, a1bert said:

It's not really enough. With all the class cards and items, towards the end of the campaign a wounded hero is practically as powerful as when healthy, unless there are significant amounts of attribute tests to perform. And then, some weapons get more powerful when the hero is wounded...

Having class cards with wounded sides would make the game quite fiddly though. (Also due to needing to reference the cards more often.)

There's at least 1 class card (Onar's Stay Behind Me) that only works while you are healthy. And any class cards that take an ability test (as you mentioned) get significantly worse. Not to mention Speed 3 and/or Endurance 3 is a real pain for many heroes. I think you may be referring to heroes that have a speed or endurance upgrade though, as moving from Speed 5 to Speed 4 is not as big of a hindrance as moving from Speed 4 to Speed 3 (and same goes for Endurance).

But it is true that a lot of abilities are just as effective when wounded as they are when healthy. That does seem to favor the "withdraw a hero and win through activation advantage" strategy later in the campaign.

On 9/15/2017 at 5:14 PM, a1bert said:

It's not really enough. With all the class cards and items, towards the end of the campaign a wounded hero is practically as powerful as when healthy, unless there are significant amounts of attribute tests to perform. And then, some weapons get more powerful when the hero is wounded...

Having class cards with wounded sides would make the game quite fiddly though. (Also due to needing to reference the cards more often.)

Yeah, as an Imperial player, I can pretty well sympathize with this. It's frustrating to wound a Rebel and not really see anything for it, outside of possibly fulfilling part of your victory condition.

In fact, I think the missions where the Imperials have an objective that does not necessarily require wounding the Rebels shows how little wounding really does. Oftentimes, if the mission doesn't require them to be wounded, I won't attack at all (or at the very least, focus fire on one to make them withdraw).

I don't know if it's an easy problem to fix, though- on the other hand, basically the entire reason for a wound condition (outside of the obvious balance) seems to be to discourage player elimination. If we make the wound condition even weaker (they're already losing valuable speed and endurance, not to mention an ability) then we're further devaluing that player's activation.

Probably a discussion for a different thread, though.

Edited by subtrendy2
37 minutes ago, subtrendy2 said:

Probably a discussion for a different thread, though.

True. Though maybe it's worth some speculation on what might show up in some of the Imperial classes? That's what I'm most excited about anyway :D

Maybe there will be some abilities that encourage you to wound heroes?

Also, do we think the Imperial Companion class is going to get another companion as a class card? Do we know if there's another companion that has yet to be revealed?

I'm not sure if it's really worth mentioning but there is an Imperial Reward card, Old Wounds, that applies -1 damage to attacks made by wounded heroes. It's a reward so there's not guarantee you'll win the mission which, for that matter, is a 4 Influence Forced Mission so the Rebels don't even get the option to pass it up and just let you have the card.

Edited by Uninvited Guest

Ahsoka, Maul, new campaign, and the hope for eventual inclusions of Kanan and Sabine as Rebel allies...

3 hours ago, Stompburger said:

Do we know if there's another companion that has yet to be revealed?

You mean something that wouldn't already have been shown in the first article (and probably in each of them)? ;)

Edited by a1bert
4 hours ago, Stompburger said:

Also, do we think the Imperial Companion class is going to get another companion as a class card? Do we know if there's another companion that has yet to be revealed?

Well, we've seen at least three cards (as far as I can tell). One 1XP and two 2XP. So I guess another card could maybe bring in an additional companion.

However, what we've seen so far all explicitly references 88-Z, not companions in general, so another companion probably wouldn't really benefit from much of the deck.

It may be possible that 88-Z could get some stat upgrades, though.

5 hours ago, subtrendy2 said:

Probably a discussion for a different thread, though.

Like this one? :)

44 minutes ago, subtrendy2 said:

Well, we've seen at least three cards (as far as I can tell). One 1XP and two 2XP. So I guess another card could maybe bring in an additional companion.

However, what we've seen so far all explicitly references 88-Z, not companions in general, so another companion probably wouldn't really benefit from much of the deck.

It may be possible that 88-Z could get some stat upgrades, though.

The card could also say "All abilities that refer to 88-Z may apply to [this companion] also" or whatever the technical language would be.

I'm wicked excited about Reactive Defenses deck. I really hope it adds a strong surviability element to imperial units to help combat late game rebels domination of power. It'd be great to get some defensive boosts and have some troops survive more than a round. Guess we will see how defensive it gets!

What I'm most excited about with the whole Heart of the Empire-wave is that it seems to be lost at sea (harhar...) and I finally had to order a deep-sea diving-gear to get it. How can it get any more exciting?