Tyrants of Lothal Skirmish Upgrade Predictions

By brettpkelly, in Imperial Assault Skirmish

Here are my predictions based off the tiny print available at https://www.fantasyflightgames.com/en/news/2018/4/13/spectres-tyrants-and-pirates/

Doubt (skirmish upgrade, 1 cost):
(Once per round you) may choose (to remove 1) condition or (power token).
(When you declare an attack against a) hostile figure (you may remove one) attack die. Your (attack gains [weaken]).

Extra Armor (Skirmish Upgrade, 1 cost):
(Deplete this card to distribute 4 block tokens among friendly troopers)

Heavy Fire (Skirmish Upgrade, 1 cost):
(Exhaust when a) friendly VEHICLE (or HEAVY WEAPON de)clares an attack.
(For each die in the) attacker's printed (attack pool choose 1) hostile figure (within 2 spaces of the ta)rget space. Each (of those figures suffers 1) damage.
(After the attack resolves), the figure (suffers one) HARMFUL condition (_____________.)
OR
(DEPLETE when a) friendly VEHICLE (or HEAVY WEAPON de)clares an attack.
(For each die in the) attacker's printed (attack pool choose 1) hostile figure (within X spaces of the ta)rget space. Each (of those figures suffers 2) damage.
(After the attack resolves), the figure (suffers one) HARMFUL condition (____________.)
Lie in Ambush (Attachment, 1 cost, [Smuggler] or) UNIQUE only:
(choose ________) of your groups
______________attach this to it. This
(group doesn't deploy) during deployment.

(_________________) a group, if
(a figure was damaged) or defeated
(at the end of the) round, deploy
(this group to either deployment) zone.
Edited by brettpkelly

Woah @brettpkelly , your Lie in Ambush prediction is so wild! I'd be afraid that this would only trigger at the end of round 2, as your opponent would avoid attacking any of your figures until then... and be too little, too late.

For Heavy Fire, I don't think we've ever had a "choose your own Harmful Condition" for applying against your own figure. I wonder if it is "apply a Harmful condition on those hostile figures" that were hit with the damage. And THAT would be wild!

I'm hoping Extra Armor works for all figures. That would help Rebel uniques, massive figures & Stormtroopers/Snowtroopers immensely. But if you can have 2 Extra Armors... woof.

those are all really good and meta-changing.

ambush and heavy fire seem overly complicated, but we've seen that before as well.

Edited by buckero0
14 minutes ago, buckero0 said:

those are all really good and meta-changing.

ambush and heavy fire seem overly complicated, but we've seen that before as well.

Yeah, there are a lot of words on both of them. I tried to fill in the blanks as simply as I could, but i'm sure i'll be off at least a bit.

48 minutes ago, buckero0 said:

ambush and heavy fire seem overly complicated, but we've seen that before as well.

The potential of being able to deploy to your opponents DZ has a lot strategic value. The question is who, when, and why. Gideon can't just chill in the back ground any more. Jabba is no longer safe (6pts, yes please).

One of the missions on the HotE skirmish map utilizes this mechanism, and I really like it. Made for a questions I've never had to answer.

I'm hoping Brett's right about that one.

3 hours ago, brettpkelly said:

Lie in Ambush (Attachment, 1 cost, [Smuggler] or) UNIQUE only:
(choose ________) of your groups
______________attach this to it. This
(group doesn't deploy) during deployment.

(_________________) a group, if
(a figure was damaged) or defeated
(at the end of the) round,
deploy
(this group to either deployment) zone.

So only against groups that have end of round attacks? If they don't, then you just have a deployment(s) that is/are literally unusable for an entire game (will never get deployed)? If the Choose # is your choice, then I suppose you could choose zero. I guess we'll wait and see

I hope this card isn't a dead card against non-han/Vader/Call the Vanguard lists.

Solid speculation! Can't wait to see how close you are haha.

On 4/16/2018 at 5:30 PM, wannabepudge said:

The potential of being able to deploy to your opponents DZ has a lot strategic value. The question is who, when, and why. Gideon can't just chill in the back ground any more. Jabba is no longer safe (6pts, yes please).

One of the missions on the HotE skirmish map utilizes this mechanism, and I really like it. Made for a questions I've never had to answer.

I'm hoping Brett's right about that one.

So only against groups that have end of round attacks? If they don't, then you just have a deployment(s) that is/are literally unusable for an entire game (will never get deployed)? If the Choose # is your choice, then I suppose you could choose zero. I guess we'll wait and see

I hope this card isn't a dead card against non-han/Vader/Call the Vanguard lists.

Solid speculation! Can't wait to see how close you are haha.

My commas were off, I meant to say something like "when a figure is damaged, deploy at the end of the round"

On 16/4/2018 at 7:48 PM, brettpkelly said:

Lie in Ambush (Attachment, 1 cost, [Smuggler] or) UNIQUE only:

(choose ________) of your groups
______________attach this to it. This
(group doesn't deploy) during deployment.

(_________________) a group, if
(a figure was damaged) or defeated
(at the end of the) round, deploy
(this group to either deployment) zone.

This would be awesome with Stimulants to ensure that one damage or with any similar card. Chewie with Wookiee Avenger and Debts Repaid can allow a safe deploy in opponent's zone as long as Chewie activates first on second round. Perhaps something deadly that may stay alive enough behind enemy lines to kill a Gideon or another exposed support. Maybe it can just work as a bait for Debts Repaid. I'm thinking to Rebel Troopers or Elite Echo that can deliver multiple attacks in one activation and use cards like Concentrated Fire and Call the Vanguard for extra pain in opponent's neck.

Alternatively Vader with double pummel dropping in opponent's deployment zone can make things really rough. eWeequays that can self-hide then shot and Squad Swarm a second eWeequay already hidden and focused. A good surgery work can take out of the game 1 or 2 key units.

So sad that I can't attach Smuggler's Run to the same figure :)

Edited by Golan Trevize
On 4/21/2018 at 12:24 PM, brettpkelly said:

My commas were off, I meant to say something like "when a figure is damaged, deploy at the end of the round"

Ah, that makes a lot more sense haha.

On 4/16/2018 at 7:48 PM, brettpkelly said:

Lie in Ambush (Attachment, 1 cost, [Smuggler] or) UNIQUE only:
(choose ________) of your groups
______________attach this to it. This
(group doesn't deploy) during deployment.

(_________________) a group, if
(a figure was damaged) or defeated
(at the end of the) round, deploy
(this group to either deployment) zone.

I liked the idea because this recalled me the good old times of the marine drops into enemy base with Starcraft 2. So I made a card like this and gave it a go for the sake of fun. The text I took into consideration for this was:

Lie in Ambush - Attachment, 1 cost, Non-UNIQUE only:
Choose one of your groups and attach this to it.

This group doesn't deploy during deployment.
If a figure was damaged or defeated, at the end of the round
deploy this group to either deployment zone.

Test 1: Palpatine damage for token at round 1, luckily initiative went to me so that I could drop an eWeb into enemy base (I then realised I could drop an ATDP!). Double attack on supports, if only I got one of Granadier or Disorient against those Focused+Hidden pirates... Explosive Weaponry, Lock On or Collateral Damage are also other nice toys that I wish I had.

Test 2: Corrupting Force at round 1 in last activation (I chose all targets in/close to drop zone to make them softer), initiative to me protected by Negation. eSentry drop into enemy base. Then 4 attacks, change of plans to deactivate Vader and reactivate them (I know it's crazy but it was an experiment). They both survived, although one was in a very bad shape. 4 more attacks... feels so good!

Test 3: Spy rebels with Chewie. Intelligence leak at round 1, removed Negation and got 1 damage for 1 strain (wasting Grisly Contest was also an alternative for triggering the upgrade). Initiative to me and rWarrior drop in opponent's base. One ranger gone and all cleave on the other. They both resisted to a softened rangers activation (only 2 of the 3 and no reroll for one of them), I then brought Chewie into dangerous position so that Debts Repaid could kick in in case the opponent wanted score the kill. I think I had to bring Change of Plans, it may make sense to deactivate Ahsoka and activate the dropped wookies again!

This card is so fun, perhaps an official version should be a little bit more strict on what you can drop and a bit more consistent about the deployment, it's such a pain to use it when initiative is at risk. Anyway nice part of it is that it brings back to life unexpected stuff like Web Engineers although the AT-DP is a much better alternative!

Next test is with Scum, using Black Market and Chaotic Force to trigger the drop. I'll go for Rancor, eTrando, Bantha or eGamorrean...

Edited by Golan Trevize

Nice testing, even if some of your Change Of Plans doesn't work. They have to share Traits. I really like your various ideas for triggering this thing.

1 hour ago, aermet69 said:

Nice testing, even if some of your Change Of Plans doesn't work. They have to share Traits. I really like your various ideas for triggering this thing.

Ah true! I misplayed the card... :( I never use it! So it's better to bring eWarriors and deactivate Chewie to reactivate warriors and get Debts Repaid activable. Possibly moving Chewie in threatening position late round 1 (if the drop is relatively safe) makes things viable. Wild fury and to the limit are a must for a slam+3 attacks combo with Chewie.

If this card is true then: Chewie+ Fix, rWarriors, Zeb, Hera, Gideon, R2, 3PO is a list. Too bad I can't put Tress instead of Hera just for 1 point.

Edited by Golan Trevize

I thought there was a funky catch with the wording on this card which made jesi luke and new han still have the same deployment cost even though they had different overall point costs?

Attachments don't change the figure cost. (Neither up or down.)

I hate that they gave jet troopers the vehicle trait. I feel it will limit the design space going forward. Anytime I see vehicle attachments or CCs, I get a sense of dread in the pit of my stomach.

Attachment

Awesome

(Boba Fett only)

2 hours ago, Averagejo3gam3r said:

I hate that they gave jet troopers the vehicle trait. I feel it will limit the design space going forward. Anytime I see vehicle attachments or CCs, I get a sense of dread in the pit of my stomach.

Not to get too off-topic, but I actually don't mind Jet troopers getting Vehicle. It's pretty easy to separate Jets from AT-DP/AT-ST/Weiss and future big vehicles by saying an card applies to massive or large vehicles.

7 hours ago, cnemmick said:

Not to get too off-topic, but I actually don't mind Jet troopers getting Vehicle. It's pretty easy to separate Jets from AT-DP/AT-ST/Weiss and future big vehicles by saying an card applies to massive or large vehicles.

Except they shot themselves in the foot by properly costing the AT-DP. They should have overpriced it by 3 and had a -3 Imperial Massive Vehicle fix.

9 hours ago, ThatJakeGuy said:

Except they shot themselves in the foot by properly costing the AT-DP. They should have overpriced it by 3 and had a -3 Imperial Massive Vehicle fix.

Still nothing stopping them from making an attachment for "vehicles with a figure cost of 10 or greater" or some such, like they did with Unshakable. I think that might be the fix I would like the most, other than a few that I know are never going to happen *cough*Biv*cough*

2 hours ago, ManateeX said:

Still nothing stopping them from making an attachment for "vehicles with a figure cost of 10 or greater" or some such, like they did with Unshakable. I think that might be the fix I would like the most, other than a few that I know are never going to happen *cough*Biv*cough*

Or, like I do in my skirmish fix document, make an skirmish upgrade specifying AT-ST/Weiss directly.

Was just thinking about Heavy Fire today and fleshing out some of that missing text:

Quote

Heavy Fire (Skirmish Upgrade, Cost 1):
[Exhaust when a] friendly VEHICLE [or HEAVY WEAPON de]clares an attack.
[For each die in the] attacker's printed [attack pool, choose 1] hostile figure [within 2 spaces of the ta]rget space. Each [of those figures suffers 1] damage.
[After that attack resolv]es, the figure [defending gains one] Harmful condition [of your choice].

I guess I should put my other guesses up too:

Quote

Extra Armor (Skirmish Upgrade, Cost: 1)

[After deployment, dis]tribute 4 BLOCK TOKENs among [your figures].

I honestly don't think I can come up with a better guess for Lie In Ambush.

Quote

Doubt (Skirmish Upgrade, Cost 1)

[Once per round, your Force User] may choose [a figure within X spaces and remove 1] condition or [power token from that figure].

[When your Force User is attacked by a h]ostile figure [exhaust this card to remove `1 atta]ck die. Your [Force User then becomes Weakened].

Edited by cnemmick