Which attributes/traits need help still?

By buckero0, in Imperial Assault Skirmish

We would all nearly agree I think, that Hunter, Smuggler, Leader, vehicle and Droid are pretty well set. Which other key words need help, either from a rules aspect, useful figures or command cards need some attention?

i think there are some categories for each of the remaining or tiers.

Spy and creature have some really great cards, but there may not be quite enough to run a really themed list. The Spy trait is probably close and maybe only need another card or two.

Creatures need a few more command cards and maybe a couple of different figures or figure types. Maybe a multiple figure for deployment card type.

i feel like brawlers are almost there as well, especially with the HOTE single figure packs. The command cards in Mauls set are awesome. They have some overpriced early addition cards that aren't horrible, but they may need a a card or two as well.

Trooper is probably set with cards. I wouldn't mind another 4or 5 + figure card like call the vanguard. Maybe something to boost over costed figures like Fenn or Ko-Tun but trooper only.

i think the Guardian and Wookiee traits are really a lost cause at this point. There are some decent, but situational guardian command cards, but the interaction between guardian as a trait makes it almost useless in gameplay. Wookiee and Creature probably should have been combined, but weren't. Wookies unfortunately only get good when they're near death, which really prevents them from being used. The command cards are pretty lackluster as well.

Force User, especially for Dark siders. I think the only Force user cards i ever include are Deadly Precision and Force Rush and Force Surge, everything else isn't worth it.

Have we already decided that Ko-Tun is overpriced after 3 weeks? Seems a bit early to tell.

8 hours ago, ThatJakeGuy said:

Have we already decided that Ko-Tun is overpriced after 3 weeks? Seems a bit early to tell.

I don't think the Council has voted yet, but I think Ko-Tun falls into that 'just-right' category, not overpriced.

On 11/6/2017 at 10:28 PM, Darth evil said:

Force User, especially for Dark siders. I think the only Force user cards i ever include are Deadly Precision and Force Rush and Force Surge, everything else isn't worth it.

The problem for Dark Side force users is the lack of them. This wave brought us finally a third choice and made one of the others actually playable.

Force Jump I think could be great for Vader. I also used Deflection this weekend to hilariously keep Onar from hitting Vader at point blank range.

Don't give up on the wookies. All we need is a Kashyyk box and Wookies will be running this show.

34 minutes ago, draco193 said:

I also used Deflection this weekend to hilariously keep Onar from hitting Vader at point blank range.

That is awesome ?! How far away was point blank range? I’m assuming 2 spaces since he rolls a blue green red and deflection -2 to the accuracy.

2 hours ago, Smashotron said:

I don't think the Council has voted yet, but I think Ko-Tun falls into that 'just-right' category, not overpriced.

The problem with Ko-Tun at the moment is that he is hard to fit in with all the other hotness. I can spend one more for Ahsoka, two more for Drokkatta, or three more for Han. For me personally, I doubt I'll use her much since it's my goal to avoid using eRangers, which are the most obvious pairing for her. But if you want a strictly sniping list, with one or two sets of Rangers, then Ko-Tun might be worth it.

As to traits that are still lackluster, I would like to see more Force User cards, more Brawler, and more Guardian cards. I would love a Kashyyk box as well, of course :-)

Mainly, anything to boost melee figures and large vehicles.

-ryanjamal

I haven't played with Ko-Tun, but have played against her. She seems like a perfectly capable figure that could benefit from some better trooper synergy in the future.

Maxing out that dodge removal is key. so other figures that can acquire tokens on their own instead of relying on her to distribute will help make her more valuable to a lineup. When I do get around to trying a lineup with her, you can bet that I'll have Wild Attack in my deck.

2 hours ago, Brigadierblu said:

That is awesome ?! How far away was point blank range? I’m assuming 2 spaces since he rolls a blue green red and deflection -2 to the accuracy.

Actually only 1. We played the Attack At Dawn mission from the Emperor's map. It has a penalty to accuracy for the first several rounds. It was a great trap moment ?

20 minutes ago, draco193 said:

Actually only 1. We played the Attack At Dawn mission from the Emperor's map. It has a penalty to accuracy for the first several rounds. It was a great trap moment ?

i actually really like these new maps. they feel very different.

Ko-tun may be perfect. every time i've played with or against her, i've felt like she was lacking. Her shot is great, but it's only one. The passing out token idea is good, but nowhere near as effective as 3Po or Gideon or jabba. the dodge ability is useless against most imperials and at least most of the meaningful scum deployments. It's great against hero rebels which is the team she's supposed to be on. All in all, I feel like there are too many other figures or groups I'd rather take that fit her style for cheaper or more health or shots or whatever, so I get the feeling she is overpriced or not as useful.

4 hours ago, Smashotron said:

I don't think the Council has voted yet, but I think Ko-Tun falls into that 'just-right' category, not overpriced.

Seconded.

Quote

Which attributes/traits need help still?

I'll skip my usual FIX THESE OLD THINGS PLZ song and dance to focus on what new stuff could come out. I do disagree that Guardian, Wookies and Creatures are lost causes, but they definitely need a lot of help. Maybe they will when, in the Endor box, Elite Ewoks are GUARDIAN CREATURE FORCE USERS TROOPERS. (I'm totally kidding, but Ewoks as Creatures would make a lot of sense AND would give us a reason to have new Wookies/Creature cards.)

  • Guardians could still need some help. I'd like to see a Skirmish Upgrade attachments or start-of-the-round command cards provide the following:
    • Reduce the amount of damage you take when you become the target of an attack due to Bodyguard or some other ability
    • Provide BLOCK TOKEN or EVADE TOKEN to adjacent friendly figures
    • A command card that'll let you interrupt to move 2+ spaces in order to become the target of an attack
  • Some combined Wookie/Creature command cards & upgrades
    • I'd like to see a card that lets a Wookie/Creature, after being a target of an attack, to gain movement points that must be spent to get closer to the attacker.
    • An Assassinate-like card to apply unblockable DMG, Harmful condition(s) or STRAIN.
    • Something that allows you to reposition an adjacent figure you attack to another space adjacent to you once per round.
  • Troopers definitely need just a little more effort put into them.
    • A Trooper Skirmish Attachment (for non-unique Trooper deployments of figure cost 3 or less) that lets you do a Reinforcements-like figure replacement. Or a Skirmish Upgrade that allows a once-per-game reduction of Victory Points for a defeated Trooper.
    • Another Trooper command card for buffing attacks would be nice, too. (I agree something for figure cost 4 or more Troopers would be nice.)
    • The Rebels DEFINITELY need a better multi-figure Trooper option in the Deployment Cost 8-9 range.
  • I've been testing some Rebel Spy lists, and I agree that Spies might need maybe one more Command Card that can interrupt to manipulate your opponent. Or maybe a new way to manipulate the discard pile... which would make Fool Me Once a more important choice.
  • Definitely need more Droids. Clone Wars Battle Droids! Magnaguard! ASN-121! Yes, 4-LOM! QT-KT! HK-47!
  • I've heard some people say that Rebels/Imps need Padawans/Acolytes for less-expensive activations in a Force User list. I think Ezra Bridger could be a decent Cost 5 option. But honestly I don't think IA needs "cheap" Force Users. What IA needs is something to make a 4 or 5-activation Force User list worth playing. So maybe a neutral Skirmish Upgrade card where, if your entire list is Force Users, you are allowed to reactivate one of your deployments once per round. (Sorry, Leia, you should have went to Jedi Academy instead of Space Senator U.)

Not a trait, but Dengar always seemed to me like he's waiting on a good new Condition that he can apply to make him worth playing.

18 hours ago, cnemmick said:

What IA needs is something to make a 4 or 5-activation Force User list worth playing.

I wouldn't mind a Skirmish upgrade limited to unique figure squads, like Heroic effort, that just counts as an extra activation, maybe elite (so you can pad your activation count by 2), and costing either 0 or 1 points. Being able to activate 2-3 figures (and get 2-3 attacks) in a single activation is large benefit that is forfeited when one goes for a thematic list of uniques. It sucks even more when those lists tend to have low activation counts.

Isn't that kinda the same as passing?

3 minutes ago, aermet69 said:

Isn't that kinda the same as passing?

Not exactly. You can only pass if you have less ready groups than the opponent. With the passing rule you can only get even in the activation count. With the pass rule and two dummy activations you can get the last two activations in a round.

2 hours ago, a1bert said:

Not exactly. You can only pass if you have less ready groups than the opponent. With the passing rule you can only get even in the activation count. With the pass rule and two dummy activations you can get the last two activations in a round.

True enough. Use Sit Tight man! :D

Hmm, how about this instead:

[Some cool name]

Include this card in your army only if all Deployment cards in your army are unique.

You may pass if your opponent has the same or more ready Deployment cards than you. If your opponent also has [Some cool name], this card has no effect.

So a permanent Sit Tight if you run a list of uniques. This just guarantees you the last activation if you want it, but doesn't let you get multiple activations after your opponent is tapped out. What do you think? How many points would this effect be worth?

That would allow much more than Sit Tight. You can let your opponent use all their activations, and then activate your whole army.

I think not? If I have 4 ready activations, and my opponent has 3, then the effect does not apply and I must activate a unit.

Admittedly it is slightly more flexible than Sit Tight since Sit Tight forces you to not activate until you have more read Deployment cards than your opponent, and here you have a choice.

Edited by turkishvancat

Ah, I missed the missing ready. :D

When thinking about this topic, I also like to imagine what unique flavour each trait should bring,

With creatures, I like cards that make them unpredictable (like Ferocity and Wild Fury). On that note, how about:

Fight or Flight (Creature) 3 points - Use when you have suffered damage equal to your health. Before being defeated you may interrupt to perform a move, then you may either perform an attack or recover 3 Health.

Howl of Rage (Creature) 1 point- Use when another creature within your line of sight suffers one or more damage. You may distribute up to 3 damage power tokens to friendly creatures.

Howl of Despair (Creature) 1 point - Use when another creature within your line of sight is defeated. Choose up to 3 hostile figures within 5 spaces of you. Each of these figures becomes Weakened.

Heightened Senses (Creature) 1 point - Use when a hostile figure enters your line of sight. You may interrupt to perform a move.

Ravenous (Creature) 1 point - Use during your activation to perform an attack without spending an action. This attack gains Bleed. If the target is already bleeding then this attack gains Recover 2.

Fright (Any Figure) 0 points - Use after a ranged attack has resolved. Choose a creature within 3 spaces of the attacking figure. You may move that creature up to 4 spaces.

Rending Talons (Creature) 0 points - Use when you declare an attack. After the attack revolves choose up to 2 adjacent hostile figures. These figures become Bleeding.

Now onto Spies. Spies don’t need too much else, and they especially have lots of cards to impact your opponent’s command deck. However, I think spies also should be able to utilise the information they gather in a positive way, and not just in spoiling your opponent.

Act on Intelligence (Spy) 2 points - Special Action, Search your Command deck for up to 2 Command Cards. Put them into your hand. Then, shuffle your command deck.

Well Informed (Spy) 2 points - 1 strain. Use after a command card is played. Instead of discarding that card, return it to the owner’s hand.

Thinking outside the box for something Spies can do differently:

Quote

Skirmish Upgrade: Comms Scrambler (Cost: 2)

Include this card in your army only if 3 or more Deployment cards in your army are Spies.

At the start of the game, your opponent must shuffle 4 "Static" command cards into his or her deck.

Quote

Static (Cost: 0)

You cannot discard this card from your hand.

If you draw this card and already have 1 other "Static" card in your hand, reveal both "Static" cards and return them to the game box. Then draw one additional command card.

I'm sure the wording needs to be tweaked a bit to prevent abuse w/ other abilities or command cards, but you get the basic idea.

Edited by cnemmick

Fantastic idea!