https://www.fantasyflightgames.com/en/news/2019/11/20/dynamic-duo/
Still having a hard time getting excited about this.
https://www.fantasyflightgames.com/en/news/2019/11/20/dynamic-duo/
Still having a hard time getting excited about this.
28 minutes ago, Alpha17 said:Still having a hard time getting excited about this.
Not really a mechanic I enjoy or victory condition. The fact that this is only available for some factions and not others makes this a little off-putting as well for balance's sake.
I do feel like this is one of those "fun" options that FFG creates but recognizes that won't be enjoyed by everyone.
I do wonder why they released 2 cards though and didn't make the droids a team on one card. C3PO with R2 is probably better than a generic commander especially in Jyn or Pathfinder lists but still relatively conditional as far as use.
It seems as though you'll have to hold one useless unit in reserves and then charge into melee with the droids unless you can wipe them out in your first volley.
Edited by buckero03 minutes ago, buckero0 said:Not really a mechanic I enjoy or victory condition. The fact that this is only available for some factions and not others makes this a little off-putting as well for balance's sake.
I do feel like this is one of those "fun" options that FFG creates but recognizes that won't be enjoyed by everyone.
I do wonder why they released 2 cards though and didn't make the droids a team on one card. C3PO with R2 is probably better than a generic commander especially in Jyn or Pathfinder lists but still relatively conditional as far as use.
only empire has bounty so far, so I think this is a way to add options for Republic and Rebels to get victory points a different way
1 minute ago, TheHoosh said:only empire has bounty so far, so I think this is a way to add options for Republic and Rebels to get victory points a different way
I guess.
It's really a 6 health unit right? I guess you could kill 3PO off first but how does wound taking work with a joint unit like this?
3 minutes ago, buckero0 said:I guess.
It's really a 6 health unit right? I guess you could kill 3PO off first but how does wound taking work with a joint unit like this?
Owner of unit can assign dmg as they wish even if one of the models is put of sight. So u could put 3 wounds on r2 and then 1 on c3p0 to keep them both alive as long as possible.
18 minutes ago, lunitic501 said:Owner of unit can assign dmg as they wish even if one of the models is put of sight. So u could put 3 wounds on r2 and then 1 on c3p0 to keep them both alive as long as possible.
A mini with at least one wound token assigned to it is wounded. When assigning wound tokens, wounded minis must be chosen to suffer wounds before minis that do not have wound tokens. If the unit leader is wounded, it must be chosen to suffer wounds before minis that do not have wound tokens. If two or more minis in the same unit are wounded, the unit with more wounds must be chosen to suffer wounds before minis with fewer wounds
8 minutes ago, TheHoosh said:A mini with at least one wound token assigned to it is wounded. When assigning wound tokens, wounded minis must be chosen to suffer wounds before minis that do not have wound tokens. If the unit leader is wounded, it must be chosen to suffer wounds before minis that do not have wound tokens. If two or more minis in the same unit are wounded, the unit with more wounds must be chosen to suffer wounds before minis with fewer wounds
When the combined unit suffers wounds, any mini can be
assigned any number of those wounds, as decided by the
player that controls that unit, regardless of whether the
attacking unit has line of sight to that mini.
» A counterpart mini must be defeated before a
non-counterpart mini.
3 minutes ago, lunitic501 said:When the combined unit suffers wounds, any mini can be
assigned any number of those wounds, as decided by the
player that controls that unit, regardless of whether the
attacking unit has line of sight to that mini.
» A counterpart mini must be defeated before a
non-counterpart mini.
Ah I missed that, the rules are starting to get complicated
Artoo and Threepio:
I dont see why everyone thinks these guys are just "meh" I think they're insanely powerful! Sure the command cards were pretty underwhelming, but spending 50 points to have a unit giving aim and dodge tokens every round is pretty great in my opinion. Not only that, but they can also score an objective which can be so powerful! For breakthrough its great cause they score 2 points if they stay in the deployment zone, recover the supplies is great because 1 point out of 6 is extremely powerful plus they can grab objectives and then due to inconspicuous they can be sure to keep it secure. With intercept the transmissions, they aren't that great because so many points are scored it usually doesnt come down to 1 point. But with key positions, these guys would completely change the game. For only 35 (or 50) points, the impact these guys will make on the game is incredible
2 hours ago, bllaw said:I dont see why everyone thinks these guys are just "meh" I think they're insanely powerful! Sure the command cards were pretty underwhelming, but spending 50 points to have a unit giving aim and dodge tokens every round is pretty great in my opinion. Not only that, but they can also score an objective which can be so powerful! For breakthrough its great cause they score 2 points if they stay in the deployment zone, recover the supplies is great because 1 point out of 6 is extremely powerful plus they can grab objectives and then due to inconspicuous they can be sure to keep it secure. With intercept the transmissions, they aren't that great because so many points are scored it usually doesnt come down to 1 point. But with key positions, these guys would completely change the game. For only 35 (or 50) points, the impact these guys will make on the game is incredible
I guess for me
1. not my playstyle (moving a really slow object across the field, hoping my dice hold up so I can make the objective) It should take 3 turns minimum, to get into the enemies' deployment zone I believe on a standard deployment.
2. My white dice never hold up. I could see these guys lasting about 1-2 salvos
3. Inconspicuous seems easy to work around especially if you want to benefit from C3P0 at all during the game (except for round 1, maybe 2.
Calculate odds can be pretty powerful. You can also use it on yourself and keep the pair from getting attacked.
Play hostile environment.
Once R2 gets a suppression token and removes itself as a target for effectively the remainder of the game if you place things correctly.
1 hour ago, Zrob314 said:Calculate odds can be pretty powerful. You can also use it on yourself and keep the pair from getting attacked.
Play hostile environment.Once R2 gets a suppression token and removes itself as a target for effectively the remainder of the game if you place things correctly.
Inconspicuous allows you to forgo removing suppression much like Danger sense, so I'm not sure why hostile environment is necessary?
I need just a C3PO head.
6 hours ago, bllaw said:I dont see why everyone thinks these guys are just "meh" I think they're insanely powerful! Sure the command cards were pretty underwhelming, but spending 50 points to have a unit giving aim and dodge tokens every round is pretty great in my opinion. Not only that, but they can also score an objective which can be so powerful! For breakthrough its great cause they score 2 points if they stay in the deployment zone, recover the supplies is great because 1 point out of 6 is extremely powerful plus they can grab objectives and then due to inconspicuous they can be sure to keep it secure. With intercept the transmissions, they aren't that great because so many points are scored it usually doesnt come down to 1 point. But with key positions, these guys would completely change the game. For only 35 (or 50) points, the impact these guys will make on the game is incredible
I think R2’s 3 pip is a good card. With Comms Relay, it’s as good as No Time For Sorrows and you get to throw down Smoke before anyone can act. So if you leave Luke or Obi out in the open and usually just play their 1 pip for that turn, but your opponent has Cunning, you can give Luke/Obi cover 1 at least, and even move them 1 before any unit even activates regardless if you lose priority. It’s a good card, and oddly a lot better than his 1 pip (in general use - not if going for his VP).
1 hour ago, Squark said:Inconspicuous allows you to forgo removing suppression much like Danger sense, so I'm not sure why hostile environment is necessary?
Unfortunately not quite that simple.
RRG pg 44 Inconspicuous
“When a unit with the inconspicuous keyword rallies, it may choose not to remove any suppression tokens.
»That unit still removes 1 suppression token during the End Phase, as normal.”
So if R2 activates late in the next round, he doesn’t get Inconspicuous. Also Inconspicuous only works if there is something else of yours in the area to be shot at. Still it’s a good ability, but far from invincible, and R2 takes some skill to play well to get the extra VP.
2 hours ago, Hawkstrike said:I need just a C3PO head.
I see what you did there 😂
I might end up picking this up more for the missions included than the using them as operatives. But, they are iconic...
Maybe I should see if there’s a 3PO painting guide from Sorastro from IA or similar.
1 hour ago, ScummyRebel said:Maybe I should see if there’s a 3PO painting guide from Sorastro from IA or similar.
Command cards aren't horrible, but they take away from your normal amount of 6 so in that way they hamper you unless you didn't take an extra commander/operative (which in Rebel faction they are quite good)
2 hours ago, ScummyRebel said:I might end up picking this up more for the missions included than the using them as operatives. But, they are iconic...
Maybe I should see if there’s a 3PO painting guide from Sorastro from IA or similar.
There is, for Imperial Assault. If I remember correctly he paints him silver and then uses a Seraphim Sepia wash. I did it and it's super easy and looks amazing.
1 hour ago, arnoldrew said:There is, for Imperial Assault. If I remember correctly he paints him silver and then uses a Seraphim Sepia wash. I did it and it's super easy and looks amazing.
Funny enough, I found the video around an hour after saying that
17 hours ago, JediPartisan said:I think R2’s 3 pip is a good card. With Comms Relay, it’s as good as No Time For Sorrows and you get to throw down Smoke before anyone can act. So if you leave Luke or Obi out in the open and usually just play their 1 pip for that turn, but your opponent has Cunning, you can give Luke/Obi cover 1 at least, and even move them 1 before any unit even activates regardless if you lose priority. It’s a good card, and oddly a lot better than his 1 pip (in general use - not if going for his VP).
Hadn't thought about using Comms Relay with his 3 pip but that would work really good...especially when he's on the republic side so he can give 2 clones an order they can move and then fire support which ive wanted to do SO many times
4 hours ago, bllaw said:they can move and then fire support which ive wanted to do SO many times
standby tokens and overwatch are your friends for this goal as well.