Let's talk about the new heroes and how they work.
Tress Hacnua
http://cards.boardwars.eu/Expansion-Boxes/Tyrants-of-Lothal/Rebel%20Heroes/Tress%20Hacnua/
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10xp Flexibility build:
- Aryx Variation -> Gundark Throw -> Acklay Counter -> Dragonsnake Variation
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Krayt Dragon Fury build
- Aryx Variation -> Acklay Counter -> Krayt Dragon Fury -> Dianoga Sweep
Tress looks like a hybrid of Saska, Loku, Gaarkhan and Verena. She has some nice action efficiency thanks to Leg Hydraulics giving you a random number of movement points each turn, average 1-2, with an 8% chance of getting 3 and a 17% of getting 0. edit: Something that I had not noticed in my initial evaluation of Tress is that the movement from Hydraulics is "move X spaces", which means she can ignore difficult terrain, but also means she must use the movement immediately or lose it and it can also become awkward if she wants to move through enemy figures since she can't end her Hydraulic movement on another figure and then spend movement points to move off. Important to note is that Hydraulics requires a strength test each turn, so she does not synergize well with abilities that grant focus, although she can choose to forgo Hydraulics style to keep her Focus. She also has 2 other class cards that allow her to spend style tokens for free movement and something worth noting is that none of Tress's abilities, save for her side mission reward, actually cost any strain to use, so she is free to use her strain purely for movement points, making her an extremely mobile hero. Like Loku, she is limited to just the 2 style tokens that came in the box, so you will want to be cycling through those. She only has two other ways to get style tokens aside from Fyrnock style, one of which involves defeating enemy figures, so Tress should be attacking often. Something else to note is that Tress is especially frail for a melee hero, but unlike other heroes, she doesn't lose any of her abilities when she becomes wounded, though Hydraulics does become weaker when her attribute dice replace a yellow die with a red one.
Reinforced Cyberarm is terrible as a starting weapon, probably the weakest in the game, but it is the source of her secret 3rd ability, the ability to spend Style tokens for +`1 damage. It's nice that this is a "while attacking" ability so you don't have to spend those precious Style tokens if you don't have to. Because of this, Tress is effectively forced to bring Cyberarm into battle with her and limited to equipping 1 other weapon, but that's fine since her abilities mostly only work with melee weapons. You will want to get her a new melee weapon asap though, as Cyberarm has no surge abilities or reroll effects. Pretty much any tier 1 melee weapon will be a vast improvement over the Cyberarm, but tier 1 standouts include the new Punch Dagger, as well as the Vibrosword and Gaffi Stick. But even the humble Vibroknife will vastly improve her damage output, though a weapon with a mod slot is always preferable. Unfortunately despite her appearance, this hero does not have any innate rewards for taking Fist weapons, so I still wouldn't recommend any of the Fist weapons that lack mod slots, though again if that's your only option you should take anything you can get.
Turning to her class cards, Aryx variation is Tress's 1 xp movement card. It allows her to convert style tokens into something other than just damage, and being able to zip around the battlefield efficiently is going to be important for Tress, who again wants to be attacking constantly to keep generating those Style tokens. Combined with Hydraulics, this can be the equivalent of a free Move action for Tress each turn, which is very powerful. It also gives her an alternate means of generating style tokens if she needs to take a break to Rest or Interact or if there's no enemies within reach for her to attack. Mynock Strike is bad, don't bother. Style tokens are too valuable to be throwing them away on just a Weakened condition.
Gundark Throw is a wonderful combination of action efficiency, free damage, map control and flavor, sort of like a marriage between Diala's Force Throw and Mak's Expertise. This card checks all of the boxes that I like to see on a class card. Throwing a bad guy into a door to open it, while it will rarely actually happen, is such a flavor win. And this card doesn't even require you to spend a Style token! Dianoga Sweep can be used to add up to Cleave 2 to an attack if you spend 2 Style tokens, giving her some added damage control, but the rate of 1 token for 1 damage is not great here compared to her default ability, and Gundark Throw offers similar damage precision without having to spend tokens. It does combine well with other sources of Cleave; if you get a BD-1 with a Weighted Head attached, Cleave 5 is pretty good. You will want to pick this one up if you are going for the Krayt Dragon Fury Route. It also combos with Dragonsnake Variation in that if you defeat a figure, you can spend the style token you receive from Dragonsnake Variation to apply Cleave 1, because the attack is still resolving.
Both 3xp cards are interesting and help address Tress main weakness, which is her low durability. Dragonsnake variation gives her a +2 Health bonus, but also gives her another way to generate Style tokens, which is the main draw for me. With Aryx Variation and this card, Tress should always have Style tokens available to use on her various abilities. Acklay Counter is a very strong defensive card though, making Tress extremely tanky as long as she has style tokens to spend, as it can be used multiple times a round. It reminds me of Ko-Tun's Dig In, which has proven to be a very powerful card. It does still leave her vulnerable to melee attacks, but if she can get enough damage onto them she can make it impossible for them to attack her. Interestingly I've found these 2 xp cards actually go well together, as Dragonsnake Variation allows Tress to spend her style tokens during her activation and still get multiple uses of Acklay Counter after she's activated.
Her 4xp cards are somewhat underwhelming compared to other 4xp cards in the game. I would not prioritize getting either of these early on, and I suspect that in the app I might even be likely to skip these and grab another 3 xp card. Fluidity is the most interesting, giving her a free non-attack action by spending 2 style tokens. How good this card is will mostly depend on how efficiently you can generate style tokens. Personally I think that 2 tokens is too steep a price for an action that can't be an attack, but if Tress is consistently generating more style tokens than she can utilize, then this card will be fine. She already generates a ton of free movement points and she doesn't rely on strain enough to want to be Resting every turn (although she does benefit from the damage recovery), so the main draw here is the free Interact, but none of her attributes are exceptionally good and she can already open doors for free with Gundark Throw. Krayt Dragon Fury is no better.
There is some debate as to how the 2nd half of this card actually works, though it seems
the current consensus (per the developers) is that it
only refers to the top ability, as the wording doesn't really make sense with her other Style token abilities
all of Tress's style token abilities, but only if they are in the same timing window and you still have to be able to pay additional costs to the use the ability again. So for instance you can combine Dianoga Sweep with itself or with Cyberarm, Acklay Counter can only be combined with itself, and you can't combine Aryx Variation with itself because you'd have to exhaust the card twice. The number of combinations you can create with this is actually very limited. As for the first ability, dodges are just not something you see that often on the Imperial side of the table except for the occasional Nexu now and then. The surge option is only going to be more useful than cyberarm if you have a weapon with awesome surge abilities but terrible surge dice. I guess you could take this if the Imperial player is using the Reactive Defenses class deck to counter the auto-Dodge on 88-Z, or if the Imperial player is especially fond of elite Nexus, but it should be noted that this effect can be cheaply replicated with the Focusing Beam modification from Heart of the Empire. If you do decide to get KDF, make sure you understand how all the abilities can be combined and plan your build path around getting the xp cards that can be combined most easily.
Additional gear to consider grabbing for Tress would include Survival Gear, since she is going to making strength tests every time she activates, having that reroll to get an extra movement point or 2 will be handy, as will the ability to ignore difficult terrain. Extended Haft is particularly good with her since only 1 of her abilities require her to be adjacent. She should also be one of the first heroes to receive an armor upgrade, as she will get wounded quickly and often be fighting deep in enemy territory. Equipment with strain costs are easy for her to use thanks to being very strain efficient, so the Vibrosword, Double Vibrosword and Mandalorian Helmet are good fits with her. In fact I'd say Mandalorian Helmet seems to be designed specifically for her. The Bo-Rifle is also a great weapon for Tress as she can still use all of her attacking abilities with it when using the ranged attack on the card, as it still counts as attacking with a melee weapon, including her ability to add Cleave, which becomes much better when it's on a ranged attack.
Playstyle: If you are a lone wolf that likes to act independently from what everyone else is doing, Tress might be the hero for you. She is similar to Verena and Shyla in that she mostly just wants to be thrown into a group of enemies and go to town. However it's important to note that until she gets Acklay Counter, she is not as protected as those heroes are and you may have to pick your fights carefully with her to avoid being instantly Wounded, using her high mobility to isolate low health Imperials and stay out of danger, though she is probably the least affected by being Wounded of any hero. What Tress doesn't do is team support, none of her abilities buff her allies in anyway except for Mynock Strike, which we have established is terrible, so if you like being Santa Clause handing out goodies to other players, Tress is probably not the hero for you.
Edited by Tvboy