https://www.fantasyflightgames.com/en/news/2019/10/15/enhanced-infantry/
New info on captains and specialists.
https://www.fantasyflightgames.com/en/news/2019/10/15/enhanced-infantry/
New info on captains and specialists.
I know all of these weapons have slight variations but does anyone else feel like these shrink the gap between faction identity? (for core units at least)
Holy schnikes this is pretty freakin sweet!
Super stoked for these to come out!
That specialist though...going to make my Rebs a whole lot tougher!
Just now, Draycos said:I know all of these weapons have slight variations but does anyone else feel like these shrink the gap between faction identity? (for core units at least)
Yes and no...unless Rebs get "body armor" throwing white dice still sucks!
However this really helps the survivability!
Interesting. Not sure how useful the Captain will be, but the specialist seems interesting. Now if they'd just put out the article with the Clones, I'd be more interested.
3 minutes ago, Alpha17 said:Interesting. Not sure how useful the Captain will be, but the specialist seems interesting. Now if they'd just put out the article with the Clones, I'd be more interested.
No need to, you can infer from these to what they are.
If I know anything about FFG article writers...they wont, because they never published an Imperial specialists article. But I get why, again you know exactly what they CIS and GAR captains and specialists are going to do.
Does anyone look at these new heavy weapon choices and find them better than what is already available? For me the DLT is still the best deal for my storms. Maybe the tactical mini from time to time but this doesn't seem to change too much for me list building wise.
Just now, Docgimmethenews said:No need to, you can infer from these to what they are.
If I know anything about FFG article writers...they wont, because they never published an Imperial specialists article. But I get why, again you know exactly what they CIS and GAR captains and specialists are going to do.
Do we though? Will the GAR gain surges, dodges, aims or standbys through their specialists? Aims and dodges have been pretty linked to the Imps/Rebs, but the newer factions don't really have that. And there are completely new weapons that we still need to see costs and dice pools for. The Imperial specialist article has thus far been the only expansion they haven't done an article for, and in that case there were far fewer unknowns than there is here.
2 minutes ago, Alpha17 said:Do we though? Will the GAR gain surges, dodges, aims or standbys through their specialists? Aims and dodges have been pretty linked to the Imps/Rebs, but the newer factions don't really have that. And there are completely new weapons that we still need to see costs and dice pools for. The Imperial specialist article has thus far been the only expansion they haven't done an article for, and in that case there were far fewer unknowns than there is here.
That is fair! But I'm still not going to hold my breath for it.
I am still new so can someone explain why the Captain & Specialist need to be exhausted? Their abilities look static except the free action the Specialist has. Thanks in advance.
Don't care much for the range 4 rebel gun as a z-6 is better suited for the rest of the rebel range 3 gun.
The 20 point range 2 gun might be fun on a offensive squad, but the new cheap ion rifle is perhaps still better
The non-weapon upgrades are... interesting. It just provides more examples that FFG thinks Recover is an action that people frequently use, or at least trying to get us to use that action more.
2 minutes ago, PikminToo said:Does anyone look at these new heavy weapon choices and find them better than what is already available? For me the DLT is still the best deal for my storms. Maybe the tactical mini from time to time but this doesn't seem to change too much for me list building wise.
The DLT is still king for Stormtroopers in my opinion. Especially since it is cheaper than the new options.
Rebels, I could see the DLT-20A being added to lists for longer range objective holders.
1 minute ago, codytx2 said:I am still new so can someone explain why the Captain & Specialist need to be exhausted? Their abilities look static except the free action the Specialist has. Thanks in advance.
Making it exhaustible makes it a certain play on when you want to tap it, rather than have it always available. Do you want to grab the free dodge/aim now, or wait til next turn? Same with being non-suppressible for a round. Making either or both non-exhaustible would be a little silly, and make it a no-brainer to add them on.
2 minutes ago, codytx2 said:I am still new so can someone explain why the Captain & Specialist need to be exhausted? Their abilities look static except the free action the Specialist has. Thanks in advance.
The tap icon means that you have to tap the card to use the abilities on the card (that don't change the icons on the unit card).
The captain is nice for training and ok ability. The rebel specialist I don't get. Today there is so much surge-crit and critial that I feel dodge tokens are not as good as they used to be and a surge token won't do much. The extra equiment also feels meh, I hardly use a single gear slot on my troopers.
I think for the captain they forgot to add the >> free action arrow in front of the 'When you activate...' bit.
Makes perfect sense. I had assumed those were both static. Thanks again.
10 minutes ago, Welshie13 said:I think for the captain they forgot to add the >> free action arrow in front of the 'When you activate...' bit.
Except I assume it is supposed to trigger before the Rally step, which is before you can take actions, so the >> wouldn't have the same effect, as you would be preforming the action AFTER checking for Suppression. Tapping the card of the specialist means you have access to the free action, in theory you COULD tap the card and not take the action...
Edited by Caimheul131310 minutes ago, jocke01 said:The captain is nice for training and ok ability. The rebel specialist I don't get. Today there is so much surge-crit and critial that I feel dodge tokens are not as good as they used to be and a surge token won't do much. The extra equiment also feels meh, I hardly use a single gear slot on my troopers.
i agree with you, Rebels can only cancel 1 hit with a dodge, but the Empire can roll into 2 more hits or 3 if they have Targeting Scopes so clearly the Rebel Specialist is inferior
Just now, Darth evil said:i agree with you, Rebels can only cancel 1 hit with a dodge, but the Empire can roll into 2 more hits or 3 if they have Targeting Scopes so clearly the Rebel Specialist is inferior
They can cancel 1 hit from each attack after they take the Dodge Action due to Nimble.
Can somebody explain to me why how the Captain's abbility is useful? why it would be so important to not gain or remove suppression only during that unit's activation?
2 minutes ago, Caimheul1313 said:They can cancel 1 hit from each attack after they take the Dodge Action due to Nimble.
not if they evaporate on that first shot
3 minutes ago, Lemmiwinks86 said:Can somebody explain to me why how the Captain's abbility is useful? why it would be so important to not gain or remove suppression only during that unit's activation?
If your unit has more suppression than you're comfortable trying to rally off, then it may be advantageous to activate the Captain to ensure you get two actions that turn.
2 minutes ago, Lemmiwinks86 said:Can somebody explain to me why how the Captain's abbility is useful? why it would be so important to not gain or remove suppression only during that unit's activation?
They can't become Suppressed, which means they don't lose an action for having a number of suppression tokens equal to their courage, but they can still panic. However, this comes at the cost of not getting to remove suppression tokens in the Rally step.
It doesn't say you can't gain Suppression tokens, just that you can't be Suppressed.