Twin Troopers Podcast: Heart of the Empire First Impressions

By dietz057, in Imperial Assault Skirmish

Gotta agree with the mandatory 9 points for Rebels. Hera is some much more than just a support figure. She rolls Luke dice for 4 points for Christ's sake. Neither of her "support" abilities cost her an action so basically she's going to be moving and attacking from round 2 on. Her surges aren't great but she can lay down some pain for only a single point more than Gideon.

Also a big release from the droid wave was the Terminal Protocol which along with IG gave Ugnaughts the bump to let them take some major tourneys.

I do like the fact that every dice result from the Riots turns into damage. Anything that gives them surges becomes extremely valuable. I like pairing them with Terro as well because his command card can do just that.

I'm really hoping the AT-DP pairs okay with Emperor and his free attack per round. Idk how far you can be taking shots with the eSentries. If you're using a surge for range you're still only sitting at minimum 4.

With Vader's card you can actually play it after you kill the figure just in case you don't manage to finish it off and lose your extra action. Not that that change makes it worth it for 3 points but it does help a little.

Going to go with Eric here that the recover 2 on Senator is trash. Not enough health to make it worthwhile and too expensive in general for it to be worthwhile.

J4X-7 is actually the other way around. He has to be adjacent to the enemy figure being attacked not the friendly figure attacking.

Jump Jets / Force Jump.

You missed the actual function difference. Jump Jets is place in an empty space within 5 spaces (uses Counting Spaces). Force Jump moves with Mobile, so you can also move through blocking terrain, which Jump Jets cannot do.

A figure without Mobile cannot be placed on a space with blocking or impassable terrain, because it cannot end movement in such spaces.

A figure with Mobile can end movement on blocking and impassable terrain. With Force Jump the figure loses Mobile after resolving it, so if could end on blocking or impassable terrain, by RAW the figure could never get out of the space (no space is adjacent to a blocking space), and technically could not be attacked by RAW (because doesn't have Mobile anymore).

You guys will have to do a review of the new Skirmish Map that came with HotE, I played it last night, and Weequay's are not as strong in this map, or really any of the range combat units. I ran a list that had a Rancor, 4 x Regular Nexu, hired guns, Beast Tamer, and Unshakeable (Use Black Market instead), and Jabba on the map, and it was very competitive. I love the two missions, especially the B mission, which will finally see a valid use of Smuggler's Run.

The highlight of the night was a Rancor, using Crush on a Weequay that had been damaged at the end of the previous round with a blue die roll, and then wiping out his pair the next round. They really don't like a a mad Rancor, and don't want to be attacked at close range. I'm really hoping that the next map rotation brings more balance so that it forces a little more uniqueness in the lists. As it stands now, at least the HotE skirmish map makes melee units viable again on it.

Edited by kingargyle
1 hour ago, kingargyle said:

You guys will have to do a review of the new Skirmish Map that came with HotE, I played it last night, and Weequay's are not as strong in this map, or really any of the range combat units. I ran a list that had a Rancor, 4 x Regular Nexu, hired guns, Beast Tamer, and Unshakeable (Use Black Market instead), and Jabba on the map, and it was very competitive. I love the two missions, especially the B mission, which will finally see a valid use of Smuggler's Run.

The highlight of the night was a Rancor, using Crush on a Weequay that had been damaged at the end of the previous round with a blue die roll, and then wiping out his pair the next round. They really don't like a a mad Rancor, and don't want to be attacked at close range. I'm really hoping that the next map rotation brings more balance so that it forces a little more uniqueness in the lists. As it stands now, at least the HotE skirmish map makes melee units viable again on it.

I think the last time we had a tournament map used from a boxed expansion was Twin Shadows. Since then the tournament maps have come from the fugue packs.

FYI, the movie you were trying to think of was Wanted, not Jumper. Although you were correct that Jumper is trash.

I think you are severely underestimated the shapeshifters. The ability to handle power tokens round one, then switch to Scout and either assassinate support figures or unload with a shotgun blast out to range 3 is actually really versatile.

If the elite sentry droids had also removed the negative 1 damage to their rapid fire then that would probably let them see play. As is, I just don't think they do enough damage for Five Points apiece.

1 hour ago, ThatJakeGuy said:

FYI, the movie you were trying to think of was Wanted, not Jumper. Although you were correct that Jumper is trash.

Wanted is also trash.

12 minutes ago, Majushi said:

Wanted is also trash.

Haven't seen it, so I didn't want to pass judgement.

4 hours ago, ThatJakeGuy said:

FYI, the movie you were trying to think of was Wanted, not Jumper. Although you were correct that Jumper is trash.

I think you are severely underestimated the shapeshifters. The ability to handle power tokens round one, then switch to Scout and either assassinate support figures or unload with a shotgun blast out to range 3 is actually really versatile.

If the elite sentry droids had also removed the negative 1 damage to their rapid fire then that would probably let them see play. As is, I just don't think they do enough damage for Five Points apiece.

Agreed. The scout has a minimum range of 7 (baring any evades). Granted, worst roll will give you only 1 Damage and Pierce 2 but you only have to roll slightly better than that to take out Gideon or C-3PO at long range and they can't hide behind friends. On top, they do have access to all the juicy damage Hunter cards and if he's likely to go Scout on round two, maybe he gave himself a +1 Damage token on round 1.

Without any boosting, he's at 84%+ to do 3 damage to a black die, but does drop to 52% to do 4 damage.

14 hours ago, a1bert said:

Jump Jets / Force Jump.

You missed the actual function difference. Jump Jets is place in an empty space within 5 spaces (uses Counting Spaces). Force Jump moves with Mobile, so you can also move through blocking terrain, which Jump Jets cannot do.

A figure without Mobile cannot be placed on a space with blocking or impassable terrain, because it cannot end movement in such spaces.

A figure with Mobile can end movement on blocking and impassable terrain. With Force Jump the figure loses Mobile after resolving it, so if could end on blocking or impassable terrain, by RAW the figure could never get out of the space (no space is adjacent to a blocking space), and technically could not be attacked by RAW (because doesn't have Mobile anymore).

Thanks for the clarification! It's amazing how word association can affect my ability to comprehend some cards. In this case, I was thinking of Jump Jets as an analogue to the Jet Troopers, and assumed that they both utilized the Mobile trait. I probably won't run either, but it's good to have that cleared up.

9 hours ago, ThatJakeGuy said:

FYI, the movie you were trying to think of was Wanted, not Jumper. Although you were correct that Jumper is trash.

I think you are severely underestimated the shapeshifters. The ability to handle power tokens round one, then switch to Scout and either assassinate support figures or unload with a shotgun blast out to range 3 is actually really versatile.

If the elite sentry droids had also removed the negative 1 damage to their rapid fire then that would probably let them see play. As is, I just don't think they do enough damage for Five Points apiece.

You may be right about the Shapeshifters. I think they are powerful. I would say my only hesitation at this point is whether they will rise above their competitors in Scum lists. There are a lot of strong figures in the 5 - 7 point range in the Mercenary faction, so it will be interesting to see if the Shapeshifter finds a home in lists or if it ends up being a figure that only shows up in more casual lists. I basically never play Mercenaries, so I have a lot of uncertainty about the Shapeshifter's future. I'm sure I'll find out soon though!

1 hour ago, dietz057 said:

You may be right about the Shapeshifters. I think they are powerful. I would say my only hesitation at this point is whether they will rise above their competitors in Scum lists. There are a lot of strong figures in the 5 - 7 point range in the Mercenary faction, so it will be interesting to see if the Shapeshifter finds a home in lists or if it ends up being a figure that only shows up in more casual lists. I basically never play Mercenaries, so I have a lot of uncertainty about the Shapeshifter's future. I'm sure I'll find out soon though!

I think their true future is in Imperial. Unlike what you get from officers, the Clawfites shift from Support to Fighter, and supply bonuses to attack and defense rather than movement.

Edited by ThatJakeGuy
Just now, ThatJakeGuy said:

I think they're true future is in Imperial. Unlike what you get from officers, the Clawfites shift from Support to Fighter, and supply bonuses to attack and defense rather than movement.

Maybe. But if 6 points is expensive the paying 7 for one is ridiculous. That's a set of eJets. The only thing I see them pairing well with is Riots so they can actually get that 2 damage surge off but even then they seem overcosted for what you get. Time will tell though.

17 hours ago, a1bert said:

Jump Jets / Force Jump.

You missed the actual function difference. Jump Jets is place in an empty space within 5 spaces (uses Counting Spaces). Force Jump moves with Mobile, so you can also move through blocking terrain, which Jump Jets cannot do.

A figure without Mobile cannot be placed on a space with blocking or impassable terrain, because it cannot end movement in such spaces.

A figure with Mobile can end movement on blocking and impassable terrain. With Force Jump the figure loses Mobile after resolving it, so if could end on blocking or impassable terrain, by RAW the figure could never get out of the space (no space is adjacent to a blocking space), and technically could not be attacked by RAW (because doesn't have Mobile anymore).

So with Force Jump I could put a character (say, Ahsoka) on a space with blocking terrain and she would (technically speaking) be safe? She could leave because of her Force Leap ability.

I would like to know if technically that's the correct ruling, but even so, I'd probably still rule that you could attack her. It just feels lame.

-ryanjamal

44 minutes ago, ryanjamal said:

So with Force Jump I could put a character (say, Ahsoka) on a space with blocking terrain and she would (technically speaking) be safe? She could leave because of her Force Leap ability.

I would like to know if technically that's the correct ruling, but even so, I'd probably still rule that you could attack her. It just feels lame.

-ryanjamal

That's tricky since she's technically not mobile, so my guess is no?

47 minutes ago, ryanjamal said:

So with Force Jump I could put a character (say, Ahsoka) on a space with blocking terrain and she would (technically speaking) be safe? She could leave because of her Force Leap ability.

I would like to know if technically that's the correct ruling, but even so, I'd probably still rule that you could attack her. It just feels lame.

-ryanjamal

Doesn't the card specifically say that you can't end in your movement in blocking terrain or impassable terrain?

7 minutes ago, TheUnsullied said:

Doesn't the card specifically say that you can't end in your movement in blocking terrain or impassable terrain?

Lol yes it does. I don't have HotE yet so I'm not very familiar with the cards.

Never mind folks! Nothing to see here!

-ryanjamal

13 minutes ago, ryanjamal said:

Lol yes it does. I don't have HotE yet so I'm not very familiar with the cards.

Never mind folks! Nothing to see here!

-ryanjamal

No worries at all. Also I don't think it's possible to be hidden in blocking terrain and not be able to be attacked. You can always hit mobile units while they are in a blocking square as long as you can draw LoS to that square.

1 hour ago, TheUnsullied said:

No worries at all. Also I don't think it's possible to be hidden in blocking terrain and not be able to be attacked. You can always hit mobile units while they are in a blocking square as long as you can draw LoS to that square.

Note, with Force Jump you lose Mobile immediately after resolving it.

So, forbidding such cases is prudent, although we already expect that objects in blocking terrain can be interacted with and attacked.

15 hours ago, TheUnsullied said:

Maybe. But if 6 points is expensive the paying 7 for one is ridiculous. That's a set of eJets. The only thing I see them pairing well with is Riots so they can actually get that 2 damage surge off but even then they seem overcosted for what you get. Time will tell though.

It doesn't necessarily have to be an elite. I think even the regulars will prove to be worth their points.

22 minutes ago, ThatJakeGuy said:

It doesn't necessarily have to be an elite. I think even the regulars will prove to be worth their points.

Then you're still paying to TA them into Imperials and get on a good roll 2 power tokens. I'm not sure the averages but I think it's closer to 1.5 power tokens per regular from Senator. But giving up the yellow die does make you slightly more efficient in cost/Hp ratio.