Also, the German rules are already up.
https://www.boardgamegeek.com/thread/2045975/detailed-box-contents
(Yes, 2 regular and 2 elite Death Troopers in two varieties, one of each Loth-cat card.)
Also, the German rules are already up.
https://www.boardgamegeek.com/thread/2045975/detailed-box-contents
(Yes, 2 regular and 2 elite Death Troopers in two varieties, one of each Loth-cat card.)
2 hours ago, Majushi said:Looks better than Tress that’s for sure...
Hm... looking at Tress' Class Cards, it looks to me that she's pretty interesting too? Why do we hate her?
2 hours ago, brettpkelly said:I'm also getting word that there are 2 eDT deployment cards and 2 rDT, but only 1 rLothcat and 1 eLothcat.
Why am I not surprised?
Btw, I believe it's 1 eDT and 2 rDT.
39 minutes ago, Golan Trevize said:Btw, I believe it's 1 eDT and 2 rDT.
So, you believe there are 3 cards for 4 figures?
Assuming these are like the Clawdites then- no use for the fourth figure outside of Skirmish/modification?
If that were the case, what are the remaining 2 deployment cards?
There are 2 elite and 2 regular Death Trooper deployment cards in both campaign and skirmish versions, really.
Edited by a1bert
6 hours ago, brettpkelly said:I'm also getting word that there are 2 eDT deployment cards and 2 rDT, but only 1 rLothcat and 1 eLothcat.
Campaign/Skirmish version I guess.
8 minutes ago, viktr said:Campaign/Skirmish version I guess.
2 of each for the DTs, the lothcats only have 1 version.
4 hours ago, a1bert said:So, you believe there are 3 cards for 4 figures?
I haven't seen the 4 figures. I actually didn't know there were 4 of them. I just read about someone saying we could get 2 elite and 1 regular, but I thought that 2 regulars and 1 elite was more "conventional".
"You may turn 1 die showing only a single attack icon to any other side"
... huh? ?
59 minutes ago, Armandhammer said:"You may turn 1 die showing only a single attack icon to any other side"
... huh? ?
instead of being rerolled, you just turn a die face to something of your choice. lets say you use punching dagger and roll 1d on the blue and 1s on the yellow. you reroll the blue because you can. you end up with 1d. then you can turn either of your dice to any side of your choice. In this instance you would flip the yellow to the 1d 2s side for maximum damage. you could have flipped the blue to any other face though.
11 hours ago, angelman2 said:Hm... looking at Tress' Class Cards, it looks to me that she's pretty interesting too? Why do we hate her?
I'm not liking the style token mechanic. (I believe there are max 2 in the box anyway. Not sure about component limitation, but I think that's it...)
In reviewing her cards, she has 3 ways to get style tokens;
Fyrnok (Base); After resolving an attack, she gains 1. (So she starts the mission with none)
Aryx (1xp); If she doesn't attack, she gains 1. (so no gaining from base ability)
Dragonsnake (3xp); If a figure is defeated in her activation, she gains 1. (only good if she'll defeat multiples in a turn. Doesn't work with Gideon?)
Most of her other abilities only really work if you have tokens.
Weapon; Spend X to get +X damage on a melee attack.
Mynock (1xp); Spend 1 to inflict Weakened.
Aryx (1xp); Spend 1 to gain 2mp.
Dianoga (2xp); Spend X to gain X Cleave 1.
Gundark (2xp); doesn't need tokens.
Acklay (3xp); spend 1 to gain +2 block vs ranged attack. spend 1 to make melee attacked suffer 2 damage.
Krayt Dragon (4xp); Spend X to add +X surge or -1 dodge. or Spend 1 as though it is 2.
Fluidity (4xp); Spend 2 to rest, move or interact once for free.
She's very dependant on those tokens to do anything, and even then she's not doing much (if there is a component limitation).
At most she'll have 2, maybe attack and spend 1 or 2, then gain 1. If she has Krayt Dragon then at least they're worth 2 each but only for Fluidity (4xp), Krayt (4xp), Dianoga (2xp) or her base Weapon ability.
5 hours ago, Majushi said:She's very dependant on those tokens to do anything, and even then she's not doing much (if there is a component limitation).
So, your problem with her is mainly the (presumed) shortage of style tokens? That makes sense. She must work at it to get style tokens and if there's only two/she can hold only two, that limits her range a bit of course. She might be difficult to play with, but I'm interested in trying it out nonetheless. Of course, she isn't awful without style tokens either, although neither is she awesome. Perhaps, at best, she's a pretty solid/stable melee fighter at the lower end of the usefulness scale? (With Gaarkan & Dalia ranking high).
One additional problem with her is that the style token mechanism determins your card build a bit; you pretty much HAVE to take Aryx (1xp) at the first opportunity. Krayt Dragon (4xp) & Dragonsnake (3xp) are also high priority, I would think; that's 8xp "predetermined"... hm...
Edit: Without having spent too much time thinking about her, I believe Tess is interesting but it will take you quite a while before she starts to snowball. Dragonsnake with a cleave weapon/effect is pretty decent (and you get +2Health as well). To make her shine, I guess you also have to find creative ways to regularly exploit her extra move (which is a free "Move X Spaces" which means she can ignore figures & terrain etc. with it). She might be a challenge to play well, though.
Edited by angelman2
Looking at CT-1701 again, and I like him! He's so solid from the get-go, with his Green+green+2 extra accuracy and two DMG token ability right off the batt. I think buying Reload (1xp) for him at the first opportunity will give you a very solid, hard-hitting hero. And that's without even mentioning "Barrage". Everything else in his Class Deck is bonus, and to make matters better, he has few Strain-costing abilities. Damnation, I like this dude
Where did we get the new pics?
Just curious if anyone has snaps of the new tiles.
33 minutes ago, subtrendy2 said:Where did we get the new pics?
Got them from an unnamed source who got ahold of an early box. I can ask for tile pics.
I'm wondering if the best way to play Tress may be less as a brawler and more as a runner/objective-getter. Let’s say the it's the final mission and the rebels need to interact with a terminal past an unlocked door 15 spaces away, and the door is next to a stormtrooper. Move 3 for her starting ability, strain move 2, spend 1 token using Aryx(1XP) to gain 2mp, then using Krayt(4xp) to trigger a Fluidity(4XP) move for 4 more movement, and use her first action for 4 movement, making 15 total. Move adjacent to the stormtrooper, throw them adjacent to the door using Gundark(3XP), walk through the now open door and activate the switch. 15 points of movement, effectively a free interact opening a door, and an activation. I've described a pretty specific scenario that does require some bad imperial positioning and a good move roll, but as an imperial player I would not want my rebels to ever have a turn like the one described above. It would take an 11 point build, but in my experience there are many scenarios where being able to move 10+ and still perform an interact could be decisive.
CT-1701 just seems amazing. Pin Them Down(2XP) is 2 points for a 0 strain multi target stun+weaken after an attack that doesn’t even need to hit. The weaken takes some of the sting out of adding a white die with barrage. Wild Fire(4XP) opens up the possibility of a 4 attack turn, which with Strafing Run(2XP) also means free 4 movement. Give him the A-12 to negate dodges from Barrage and I could see him wiping out whole squads or heavy vehicles in a single activation while earning what is effectively a free move action.
21 hours ago, MadFuhrer said:instead of being rerolled, you just turn a die face to something of your choice. lets say you use punching dagger and roll 1d on the blue and 1s on the yellow. you reroll the blue because you can. you end up with 1d. then you can turn either of your dice to any side of your choice. In this instance you would flip the yellow to the 1d 2s side for maximum damage. you could have flipped the blue to any other face though.
Sure, but I still have an issue with the phrasing. The Rulebook doesn't define what an"attack icon" is.
Unless this was clarified in an expansion.
14 minutes ago, Armandhammer said:
I was wondering the same thing, actually.
My guess is just that it means anything with a damage or surge icon- though I'm not really sure why they'd need to specify that, anyway.
19 minutes ago, Armandhammer said:Sure, but I still have an issue with the phrasing. The Rulebook doesn't define what an"attack icon" is.
Unless this was clarified in an expansion.
See the Tyrants of Lothal rulebook.
Some abilities refer to an icon's type. H and B are attack icons. G , F , and E are defense icons.
You might notice that the number on the dice are not attack icons.
Edited by a1bert2 hours ago, WWGLFD said:I'm wondering if the best way to play Tress may be less as a brawler and more as a runner/objective-getter. Let’s say the it's the final mission and the rebels need to interact with a terminal past an unlocked door 15 spaces away, and the door is next to a stormtrooper. Move 3 for her starting ability, strain move 2, spend 1 token using Aryx(1XP) to gain 2mp, then using Krayt(4xp) to trigger a Fluidity(4XP) move for 4 more movement, and use her first action for 4 movement, making 15 total. Move adjacent to the stormtrooper, throw them adjacent to the door using Gundark(3XP), walk through the now open door and activate the switch. 15 points of movement, effectively a free interact opening a door, and an activation. I've described a pretty specific scenario that does require some bad imperial positioning and a good move roll, but as an imperial player I would not want my rebels to ever have a turn like the one described above. It would take an 11 point build, but in my experience there are many scenarios where being able to move 10+ and still perform an interact could be decisive.
And then, Tress is horribly out of position from the rest of her team and, having gone first, gets focus fired into wounded asap.
The thing I don't like, really, is that of her three ways to get style tokens two are exact opposites (attack/don't attack) and the third is a 3xp ability that requires defeating things. (which granted may work well with her base ability)
So, basically, she's either going to be attacking a lot, which as a melee character may leave her behind the rest of the group. Or she doesn't attack and gives no supporting benefits (ala Ko-Tun) other than being able to be the objective runner/grabbing crates.
Her bonus movements will be very good though, to keep a melee character in touch with the rest of the group/enemies...
It's the 23rd! That means we can post pics all we want now, right? Anyone who got it care to spill the beans? When can we expect Boardwars to be updated?
Since I won't be getting my box until Tuesday...
How's the campaign look? What's the gist of the story?
Is it really six missions long? Or is it four missions long, with two variable mission segments?
Any cool missions of note? How's the finale?
The Tyrants of Lothal campaign is from 4 to 7 missions long depending on which figure packs you have and want to include to extend the campaign.
Which makes the reason for the Epilogue cards on the figure packs clear - they provide the Epilogues whenever their mission was used in the extended minicampaign.
Edited by a1bert