I didn’t want to do this, since I know there will be someone that just wants to argue, but I wanted to throw a few things out there, especially with everyone voicing the sentiment that the Republic faction is broken.
I don’t think the faction is broken, but I always play with Obi. TBH, I think the point values of Obi and Rex are a little skewed. Obi can be powerful, if you can get him into melee without being shot to pieces. I think all Jedi might be a little overpriced in that way, but that’s another argument for another time (though I know someone will latch on to this comment and only this comment. Let it go for now, bigger things to discus). Rex is quite powerful, more so than most of us thought. He’s cheap and brings at least one command card that allows a nasty alpha strike (his 2 pip). I do believe Rex should probably gain 10-20 points, but that’s not the main issue either. The main issue everyone is talking about is Stanby token sharing .
I’ll say this and someone will lose their mind, watch: Standby token sharing is not the problem.
The real problem is the OVERWATCH upgrade card. Before that card came out, clones only had the ability to use Standbys to range 2. We all know that most combat takes place at range 3 and when the clones had only Range 2 Standby, no one complained or thought they were OP. A range 2 Standby still allows a castle formation/defense to be used, but at least other units can move to a position where they can fire without being Standby’ed to death.
The simplest way to fix this is to make the Overwatch upgrade card tapable and have it automatically untap at the end of the round. This way only one Standby can be spent per unit out to range 3. The clones still have the ability to use Standby, but it’s significantly reduced. Clones need the Standby ability to help their lack of staying power or stamina (yes, even with Rex). I don’t feel like arguing further, so that’s about it on this issue. It’s a clean and elegant fix that’s not heavy handed and should right most of the Clone issues.
R2-D2 has also been called out as an issue, and again, I’ll say it and someone will lose their sh## : R2 is not over powered or overpriced.
The real issue here is Secret Mission. Padme now has the same capability and she moves significantly faster and is more capable of taking on a unit since she has a 3 black attack and Sharpshooter 2. There may be even more units in the future with this keyword, so it needs to be fixed sooner than later. As for R2, he’s not a combat unit. He doesn’t add anything else to an army (excluding Secret Mission or padding the activation count), unless you also pay for 3PO, but then you’re paying 50 points for a unit to give out 1 aim, 1 dodge and a suppression each round. R2 can be useful in repair, but if a vehicle is not included, it’s just keeping him alive. So how can Secret Mission be fixed? I don’t think it can, or at least I don’t see an easy fix for it.
The easiest way to fix this issue is to make Bounty easier to collect. As it stands the unit with the Bounty keyword needs to kill the unit that has the bounty on it, but why? It was the Empire that captured Solo, but Boba got the bounty. Why not make it so that if the unit with the Bounty keyword lives to the end, and the Bountied unit died (by any means), the Bounty is collected. This should make the two free victory point missions a little closer in scope and complete-ability. Also a points adjustment on Boba would not be out of line (reduce not increase).
Anyway just my 2 cents. I don’t care to argue, so I may not respond, but I do think these two fixes will go a long way to even things out and I just wanted it out there, so feel free to discus amongst yourselves. Peace. ☮️