imp officer spoiled

By azeronbloodmoone, in Star Wars: Legion

so compare the two packs side by side

command cards:

1 pip: rebels: you make the enemy issue to 1 fewer unit during command phase to a min of 1(entourage ignores this as its not part of the command card)
imps: look at 2 random command cards in your opponents hand (this would be before they pick up one they laid down like the 4 pip)

2 pip: rebels: ALL heavy and support units for this round get INSPIRE 2 (after rally step remove 1-2 suppression from friendly units within range 1-2) (total of 10 suppression removed this way)

imps: after ANY heavy or support unit attacks a face up command token unit put that command token back into the the pile (this is really good against 1 rebel command card).

3 pip: rebels: any corps unit attacks (even its all blanks) another unit (any) gets a free dodge (really good with chewie/han build lots of free dodges to give out)
imps: after a corps unit spends a aim token give another unit (any) a free aim (if a unit lives that long in a round you can potentially with veers hand off 32 and with generic officer 38 aims to 1 unit)

medical droid (same ability for both sides): rebels: white defense die for 9 points and it can't shoot

imps: red defense die for 10 points but also can't shoot (will give this to imps as red is always better)
repair droid (same ability for both sides): rebels white defense die for 18 points and it can't shoot

imps : red defense die for 19 points also can't shoot
coms officer:rebels: 9+ points for a mini who can shoot but must equip a secondary coms upgrade (points varied)

imps: 10+ points for a mini who can shoot but must equip a secondary coms upgrade (points varied)

officer upgrade: rebel: 19 points for inspire 1, courage +1, becomes your unit leader can shoot

imps: 20 points for inspire 1, courage +1, becomes your unit leader can shoot

officer commander (both sides 50 points): rebels: take cover (action) for free dodge, inspire 1, sharpshooter 1, surge to both hit and defense, white die, 4 health/2 moral, attack Melee: black, attack range: 1-2 black and white.

imps : Spotter 1(action) for free aim, inspire 1, sharpshooter 1, surge to both hit and defense, white die, 4 health/2 moral, attack melee: black, attac range: 1-2 black and white

If you can chain that many som tokens, then yeah it might be a lit 2 powerful. Pretty much free full hits for half the army that round.

18 minutes ago, azeronbloodmoone said:

so compare the two packs side by side

command cards:

1 pip: rebels: you make the enemy issue to 1 fewer unit during command phase to a min of 1(entourage ignores this as its not part of the command card)
imps: look at 2 random command cards in your opponents hand (this would be before they pick up one they laid down like the 4 pip)

2 pip: rebels: ALL heavy and support units for this round get INSPIRE 2 (after rally step remove 1-2 suppression from friendly units within range 1-2) (total of 10 suppression removed this way)

imps: after ANY heavy or support unit attacks a face up command token unit put that command token back into the the pile (this is really good against 1 rebel command card).

3 pip: rebels: any corps unit attacks (even its all blanks) another unit (any) gets a free dodge (really good with chewie/han build lots of free dodges to give out)
imps: after a corps unit spends a aim token give another unit (any) a free aim (if a unit lives that long in a round you can potentially with veers hand off 32 and with generic officer 38 aims to 1 unit)

medical droid (same ability for both sides): rebels: white defense die for 9 points and it can't shoot

imps: red defense die for 10 points but also can't shoot (will give this to imps as red is always better)
repair droid (same ability for both sides): rebels white defense die for 18 points and it can't shoot

imps : red defense die for 19 points also can't shoot
coms officer:rebels: 9+ points for a mini who can shoot but must equip a secondary coms upgrade (points varied)

imps: 10+ points for a mini who can shoot but must equip a secondary coms upgrade (points varied)

officer upgrade: rebel: 19 points for inspire 1, courage +1, becomes your unit leader can shoot

imps: 20 points for inspire 1, courage +1, becomes your unit leader can shoot

officer commander (both sides 50 points): rebels: take cover (action) for free dodge, inspire 1, sharpshooter 1, surge to both hit and defense, white die, 4 health/2 moral, attack Melee: black, attack range: 1-2 black and white.

imps : Spotter 1(action) for free aim, inspire 1, sharpshooter 1, surge to both hit and defense, white die, 4 health/2 moral, attack melee: black, attac range: 1-2 black and white

Definitely think Rebels got the better command cards in this exchange, although the Imp 3 pip could be decent in certain contexts. The 2 pip only works if you can drop it exactly on top of Reckless Diversion.

I’m liking the commander/officer upgrade though. Once other comms are out I think the comm guy could be cool.

The astromech for Imps could be cool once the tx225 is out, having it ride along inside the tank and repair when called for.

We shall see.

39 minutes ago, azeronbloodmoone said:

imps: look at 2 random command cards in your opponents hand (this would be before they pick up one they laid down like the 4 pip)

Actually this would be after both sides pick their cards. Before revealing cards they are not "in play" and thus have no effect.

As for 2pip Imp card, it can, in practice, counter: Reckless Diversion, Somebody Has To Save Our Skins, New Ways to Motivate Them. Other effects happen when issuing and order/are of higher priority/both. So it usefulness should be elsewhere. Only practice will tell if its disrupting effect is worth playing it. I can see some merit in throwing a rogue token into enemy pool (say, for the only spec forces in an enemy list, that got their order via Entourage).

3 pip have a potential for snowballing, but I guess it will, on average, net about 5-8 aims.

Well, if you win initiative with the 2-pip, you might just remove a token from that one unit that was just about to complete an objective/get away with one ;)

1 hour ago, costi said:

Well, if you win initiative with the 2-pip, you might just remove a token from that one unit that was just about to complete an objective/get away with one ;)

you don't remove it for good it goes back to the stack and depending on the amount of activation that might not matter at all.

Yeah, you are right, mental shortcut ;)

2 hours ago, Shanturin said:

Actually this would be after both sides pick their cards. Before revealing cards they are not "in play" and thus have no effect.

yes after you both reveal but who ever has the lowest pip has the higher priority and goes first, . as this is a 1 pip it will almost always go first set for against 0 and 1 pip cards, but against all others you get to use this ability first. this card is also good with chewies notorious scoundral card, as the graveyard is public knowledge. this card will be really good against 2 commander/operative builds. or if we get more generic command cards latter.

Edited by azeronbloodmoone