Our group's been slowly getting the expansions and recently got Twin Shadows.
We were able to apply a couple simple hot-fixes to the heroes to make them viable B+ tier. (strain adjustments for Biv and Saska gets a free token each round in addition to the +1strain'd token, for starters)
...
Heavy Troopers and Tuskens just ... don't seem like they're worth it.
We haven't had a whole lot of use with Tuskens, the couple times we threw them in it felt unremarkable. (your comments on those guys are welcome)
Heavy troopers, tho, just kinda feel like they aren't achieving what they want to do.
- the composite armor passive rarely kicks in, for starters (a lot of heroes are melee or have shorter range weapons, so they'll be within that 4 tile mark). So they don't feel tanky. This is partly because ...
- their range is slightly at odds with their defensive passive. their "safe" accuracy minimum is only 4 tiles. which means on the next turn the hero can close the gap and negate the defensive boost.
- the blue/red dice don't feel significantly more powerful than blue/green
- but they're slow, so you want to think that they're supposed to be tanky (but they kinda aren't).
So what, what are your thoughts on these two grunts? (the tusken and the heavy troopers).
- Is there a strategy element we're overlooking about them that explains why they exist?
More importantly, have you applied simple hot-fixes that worked well? (by that we mean single-aspect changes to make it work, rather than total overhauls).