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DerBaer

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Everything posted by DerBaer

  1. Check this: Ewoks: https://www.shapeways.com/product/58KZBMH6D/ia-ewok-3?optionId=89380607 https://www.shapeways.com/product/C3NS8GW8B/ia-ewok-1?optionId=89380628 Tauntaun Rider: https://www.shapeways.com/product/YD685HAN8/ia-tauntaun-trooper?optionId=89375950 Zuckuss: https://www.shapeways.com/product/CUJKA2X29/ia-zuckuss?optionId=89375031 4-LOM: https://www.shapeways.com/product/D4GHQXV67/ia-4-lom?optionId=89372689 Scouts: https://www.fantasyflightgames.com/en/products/star-wars-legion/products/scout-troopers-unit-expansion/
  2. Yes, you're right. But I'm just saying Zuckuss, 4-LOM, Scout Troopers ...
  3. I agree completely. RIAST has plans for that, too.
  4. Actually, most of what you said is true for IA as well. Except for the basic approach to rebalancing, IACP and RIAST are not that different.
  5. The Trooper Meta was boring as ****, because you either played Troopers or lost, because the Troopers were overpowered. When everything is in balance with the Troopers, this should not be a problem anymore. Scoring units, not figures was a problem, that favored Troopers. We will not go back to that. And Reinforcements was nerfed that way to. We use Troopers as a reference, but we don't want to go back to the trooper meta.
  6. Oh no, it's not that many nerfs and bans. Made more expensive: Vinto, Greedo, eWeequays, AT-DP, eJets Banned: - On the Lam - Devious Scheme - Rebel Graffiti - I make my own Luck - Take Initiative Interestingly, playtesters reported today, that Vinto, Greedo, AT-DP and the eJets are not as overpowered as they used to be, because of the other changes. So probably we'll undo their prisce increases. So most lists would still be playable, but you would have to read the rules before your first game. Worst case: Your army would not be as powerful as you thought.
  7. We already made alt. art Cards and a trophy for our German nationals. We absolutely will continue that. And I would love to support others by sending them cards and trophies for their events. But I have to say: These cards are RIAST cards. They will not be usable in non-RIAST games. If you need anything, just PM me. There will be no champion byes, because we decided against it for event organizational reasons. But I actually like the idea to give champions free event tickets. Because this year there still are official European Championships, we don't plan any event of that size this year. But I would love to do so next year. This actually is one reason to share all this here, to become more international. Everything we did before I posted RIAST here, was done on a German forum (German language). https://www.moseisleyraumhafen.com/f113-imperial-assault-balanced-skirmish-tournament-rules
  8. RIAST is made by and for the German community. I just wanted to share our thoughts. That wasn't my intention. I'm not trying to say "RIAST is better." We are using RIAST here in Germany. The IACP isn't even widely known here, because many people in the German community are not on this forum, or at least not as often as I am. I just wanted to share our thoughts (and maybe get some ideas). The biggest difference between IACP and RIAST is the reference points. IACP uses (as far as I remember) the Hunter meta as a reference. RIAST uses the regular Stormtroopers as the low baseline and the elite Stormtroopers as a reference. RIAST had to nerf some cards (eWeequays, eJets, RCP, ...) to make this possible, and this is something the IACP doesn't want to do. The IACP has to buff a lot more units to make them playable. Their eStormtroopers are already at 7 points, their regular Stormtroopers are unplayable. The reference points and baselines define your approach. At that point, there is no possible compromise. The approaches are too different. To join forces, either IACP or RIAST would have to accept the other project's approach and get rid of its own approach. I'm sure, the IACP has good reasons for their approach. But in my opinion it just doesn't work. It contradicts Occam's razor. RIAST nerfed a handful of overpowered units and made lots of figures playable that way. IACP doesn't want to nerf this handful of units and therefore has to buff lots of figures. Occam's razor says that when presented with competing hypotheses (IACP and RIAST) that make the same predictions (community driven IA), one should select the solution with the fewest assumptions (changes to units). Maybe, I like Occam to much, to like the IACP approach. But that's just my opinion. But instead of me (us) trying again to get involved in the IACP (something I already tried and know does not work for me), I would like to sincerely invite everyone at the IACP to join the RIAST team instead.
  9. I use that one a lot. In some cases, I disagree a little bit. But overall it is a very good approach. I use that one A LOT. But you are right, rerolls, Deadly and some other Abilities don't really work here, so I do my own calculations, too.
  10. We already have. I just haven't posted them here by now. But I will.
  11. Actually, I didn't say a word about whose fault it was or what happened. I just said, that it didn't work. And I would have preferred to keep it that way. Let's just say, I have a different point of view on what happened.
  12. I tried, but sadly it didn't work.
  13. It will take some time, but that's a good idea. I will do that.
  14. Most of it is actually "We did NOT change that, because..."... and there are long explanations for minor changes ... yes, it is quite a wall of text.
  15. The Elite Heavy Stormtroopersʼ Speed 3 is their biggest problem. Actually the idea is good. They have high defense and should have high firepower, so there has to be some kind of disadvantage. But Speed 3 just made them unplayable, because they couldn't use the typical "move 2 out of cover, shoot, move 2 back into cover"-tactic. So we gave them Speed 4, and that made them very efficient. But I still don't like their design concept. The Elite Heavy Stormtrooper's attack is very similar to that of an Elite Weequay or of an Elite Ranger, but without their Rerolls, without Hide, without the Hunter Trait and without any real access to Focus. Especially their Surge for Blast 2 could be great, but with Blue-Red and all the above, they don't have that Surge reliably. In other words, even IF an Elite Heavy Stormtrooper's target has an adjacent figure (for the blast to work), then he still deals a little less damage than an Elite Stormtrooper, if you factor the Squad Training reroll in. Additionally, having a red die instead of the green one, no Surge for Accuracy, no reroll, but an inherent +2 Accuracy, the Elite Heavy Stormtrooper has a shorter average range than a normal Elite Stormtrooper. Therefore, their attack is underwhelming, whilst they have an unreasonably high defense, especially for a sniper type of trooper. In my opinion, this contrast of high defense and weak attack is a design flaw for a Heavy Stormtrooper, who (in theory) is a normal Stormtrooper armed with a T-21 heavy blaster. The T-21 heavy blaster is described to deliver massive damage at long ranges but at a low rate of fire and without optics. So we should be looking at Speed 4, Health 5 to 7, no defensive abilities, but lots of firepower, but we actually are looking at a lower Speed, more defense and the firepower of an average figure that costs 1 point less. We already changed their Speed to 4 to make them playable at all, but they absolutely should lose Composite Plating and gain some kind of bonus to their firepower, like a reroll, another attack die, or an inherent Pierce 1, +1 Damage or +1 Surge or something like that. My idea: Heavy Stormtrooper The regular and elite Heavy Stormtrooper deployment cards should include the following changes: • The Speed value should be 4. • The abilities should not include the "Composite Plating" ability. Additionally, the elite Heavy Stormtrooper deployment card should include the following changes: • An additional ability of the elite Heavy Stormtrooper should read: "T-21 Repeating Blaster: While attacking, you may convert 1 [Damage] to 1 [SURGE]." What do you think?
  16. Check: https://community.fantasyflightgames.com/topic/298630-riast-rules-the-other-community-driven-rebalancing-project/ And: https://community.fantasyflightgames.com/topic/299609-riast-designer-journal/
  17. So Please tell me, what you think ...
  18. New Deployment and Upgrade Cards This section describes new (RIAST exclusive) Deployment and Upgrade cards. Raiders of the Death Star (Regular) This most iconic team just had to be playable. Disintegrations (Regular) Boba's offensive power was not on the same level as his defensive power, making it very hard to rebalance him correctly. Therefore, Boba needed a fix. AT-ST Upgrades (Elite) General Weiss' AT-ST and the AT-DP are not Awkward, but the standard AT-ST is? The standard AT-ST has a Targeting Computer but General Weiss' pimped AT-ST does not? The AT-DP's single cannon has Assault, but General Weiss' and the AT-ST's multiple weapons do not? All that makes no sense and therefore had to be changed.
  19. Uniques, big creatures and Vehicles More to come.
  20. 5 to 7 points per figure Deployment cards More to come.
  21. Inspecting the 4 points per figure Deployment cards Amongst the multi-figure Deployment cards, these are the true heavy weights, the real elites, the kings of the hill. Many of them were overpowered, when they were released, some of them even were nerfed by FFG (e.g. the Regular Royal Guards), and some of them are still overpowered. E.g. when everyone was talking about the powercreep of the Hunter meta, they basically meant the Elite Weequays, the Elite Rangers and the Elite Jet Troopers - and all of them can be found in this category. There is no real reference unit in this group, it's more or less the Elite Stormtroopers x 1,333 (3 points per figure x 1,333 = 4 points per figure). The Regular Wookie Warriors have the best ratio of health to figure cost (Health 11 and a figure cost of 4). And their attack is quite good too. But with Speed 4 and no Reach, it's quite easy to stay out of their range. They prefer hanging around where you just can't stay out of their range like on mission objectives and they have the toughness to stay there for a while. So, they are quite good, but not overpowered at all. The Elite Echo Base Troopers are quite tough with Health 8 and Combat Suit, but not as tough as the Wookies. With Front Line they have kind of a melee attack, but it doesn't count as melee and they aren't brawlers, so they don't have access to those nice Command cards. Therefore, even thou their "melee" attacks looks good on first glance, it's not as good as the Wookies'. With Efficient Travel, they are a little bit more mobile than the Wookies. And they have a regular ranged attack, that is the same as the attack of a 3 point Elite Stormtrooper (but without the reroll), which is not that good for a 4 point figure. Still, their big advantage is, that is much harder to stay out of their range, than out of the range of a Wookie. Therefore, in my opinion they are quite well balanced. The Elite Alliance Rangers are the only 3 figure group having a figure cost of 4. This alone makes them stand out, as they are the most flexible and powerful single Deployment group in the game. Even though their range screams sniper, they have Health 7 (standard for a mid range unit) and can Hide themselves, a combination, that makes them really hard to kill. And their attack is incredibly strong, because they are Hunters. In my opinion they are overpowered and something should be done about that. The Elite HK Assassin Droids are really good, but they are not worth the 11 points for a unit of 2 (figure cost 5). They have Health 6, pretty much the standard value of a sniper with a figure cost of 4, and no bonus to enhance that. Their attack has quite a long range, but no Surge for Accuracy. If they didn't have these nice rerolls, their range would be very unreliable. Their best Surge is +1 DMG, which is not much for a 4 point figure (and remember, originally they cost 5.5 points each). The ability to reroll an opponent's Dodge and their Priority Target is where they really shine. But the Elite Rangers as well as the Elite Weequays both deal way more damage than they do. Therefore, a deployment cost of 8 (for 2) and a figure cost of 4 seemed quite fair. The Regular HK Assassin Droids have more or less the same basic stats, they just lack Priority Target and 1 point of health. Health 5 is OK for a sniper unit of two figures, that costs 7 points, therefore their deployment cost was reduced by one (to 7 points). So both the regular and the elite HKs have a figure cost of 4 now. The Elite Trandoshan Hunters are a tough nut to crack, just talking game balance. First, the are too expensive. So we reduced their Deployment cost to 9 and their Figure cost to 4. They have Health 8, which is pretty much standard for a melee figure with a figure cost of 4. They have the same dice combination like an Elite Stormtrooper, but they have no reroll, a Surge for Pierce 2 instead of a Surge for +2 DMG and most importantly no Surge for Accuracy, so their effective range is a lot shorter. Their attack gets better the closer they are to their opponent. Within 3 spaces they apply 1 Strain, even if they don't hit or don't cause any damage. Adjacent they even add an additional 2 damage. This is really strong. And they have a Surge for Focus, that makes them very dangerous in the late game, if they survive that long. Our playtesters reported, that they are too good for 8 points (especially with Under Duress), but not good enough for 9 points. Something has to be done here. The Elite Gamorrean Guards are one of the best melee units out there. They have a great attack including a Reroll and Reach. And their defense is really good with a situational additional block on top of their Health 8. They are close to being overpowered, but not really over the edge. Therefore, they weren't rebalanced. The Elite Weequay Pirates have Health 6, so pretty much the standard value of a sniper. But their Defense gets quite a boost by Prowl (granting them a Hide). Green-Green with an inherent Accuracy +2 and a Surge for +2 DMG and a Surge for Pierce 1 is quite strong already. Usually, they have a Hide for +1 Surge on their attack, and because of their strong Surges, they are a good target for Focus. And they are Hunters, which gives them access to some of the strongest Command Cards in the game. On top of that, the Raider Reroll is very strong, because it allows them to reroll an opponent's Dodge. Their only weakness are missions, that don't give them the chance to hide in turn one. For 7 points, they are one of the most overpowered Units in this game and something had to be done about that. We started by raising their Deployment cost by 1 (to 8), but I'm not sure, if this really is enough of a nerf. Just following the numbers, they should be even more expensive, but the playtesters unanimously reported that 8 points are OK. The Elite Death Trooper is pretty good in a trooper list. His defense is pretty much standard for a 4 point Allrounder (Health 7 / black die). Even though he has the potential for a pretty bad attack roll every now and then and no reroll to mitigate that, his attack is absolutely OK and his range is extremely reliable. Field Tactics compensates the disadvantage of a typical 1 figure group, but is limited by the fact, that the Empire doesn't have that many good Deployment cards for 6 points. Squad Captain is a powerful ability, especially when giving a Heavy Stormtrooper an extra Surge. Actually that ability nearly makes him overpowered. The Elite Heavy Stormtroopersʼ Speed 3 is their biggest problem. Actually the idea is good. They have high defense and should have high firepower, so there has to be some kind of disadvantage. But Speed 3 just made them unplayable, because they couldn't use the typical "move 2 out of cover, shoot, move 2 back into cover"-tactic. So we gave them Speed 4, and that made them very efficient. But I still don't like their design concept. The Elite Heavy Stormtrooper's attack is very similar to that of an Elite Weequay or of an Elite Ranger, but without their Rerolls, without Hide, without the Hunter Trait and without any real access to Focus. Especially their Surge for Blast 2 could be great, but with Blue-Red and all the above, they don't have that Surge reliably. In other words, even IF an Elite Heavy Stormtrooper's target has an adjacent figure (for the blast to work), then he still deals a little less damage than an Elite Stormtrooper, if you factor the Squad Training reroll in. Additionally, having a red die instead of the green one, no Surge for Accuracy, no reroll, but an inherent +2 Accuracy, the Elite Heavy Stormtrooper has a shorter average range than a normal Elite Stormtrooper. Therefore, their attack is underwhelming, whilst they have an unreasonably high defense, especially for a sniper type of trooper. In my opinion, this contrast of high defense and weak attack is a design flaw for a Heavy Stormtrooper, who (in theory) is a normal Stormtrooper armed with a T-21 heavy blaster. The T-21 heavy blaster is described to deliver massive damage at long ranges but at a low rate of fire and without optics. So we should be looking at Speed 4, Health 5 to 7, no defensive abilities, but lots of firepower, but we actually are looking at a lower Speed, more defense and the firepower of an average figure that costs 1 point less. We already changed their Speed to 4 to make them playable at all, but they will lose Composite Plating in the next version of the RIAST rules and gain some kind of bonus to their firepower, like a reroll, another attack die, or an inherent Pierce 1, +1 Damage or +1 Surge or something like that. The Regular Royal Guards were absolutely overpowered before they were nerfed by FFG. I have to admit, Protector was a game winner back then, and something had to be done about that. But after the nerf, they were really underpowered, and something has to be done about that, too. The Elite ISB Infiltrators attack really hard for a 7 points team, just because of Coordinated Raid. But in practice it is quite hard to pull that trick of, therefore they don't see much play. On top of that, they are cheap Spies, and an Empire player can never have enough of those. So in theory they seem overpowered, in practice they donʼt see much play. Anyways, I'd prefer to not change them, because that will go awfully wrong. The Elite Jet Troopers are REALLY strong. Their defense is pretty much standard for a 4 point Allrounder (Health 7 / black die), but with Agile it's comparable to the defense of a good melee unit. Their standard attack is that of an Elite Stormtrooper but without the reroll, so it's pretty bad for a 4 point figure. What makes them stand out is Mobile and Fly-By. They gain an additional blue die when they are at close range, and then they deal more damage than most 4 point figures. Therefore, if you want to use them efficiently, you have to play them more like melee figures. Their defense is OK for a melee figure, they gain that blue die on range 2 or less, so it feels like having Reach. Mobile and that movement bonus granted by Fly-By makes them pretty fast for a melee figure, too. They just don't have that nice Brawler trait, but therefore they are able to use their standard attack for figures, that are out of Reach of their "melee" attack. Therefore, the enemy cannot stay out of range, which is a typical weakness of other melee figures. And because of their jet packs they had the Vehicle trait, which let them use Overrun and other great Command cards. To compare them to another very strong unit of the same Deployment cost of 7: They are more mobile than the Elite Riot Troopers, hit harder, have "Reach" on their "melee attack", have an additional ranged attack and have the same health, but Agile is more effective than Shield in most situations. And in my opinion, the Elite Riot Troopers are already on the border to being overpowered. Therefore, the Elite Jet Troopers had to be nerfed. At first we removed their Vehicle trait, because Boba Fett has a jet pack, but is no Vehicle and some Vehicle Command Cards just donʼt make sense for someone just wearing a jet pack. Therefore, we removed the Vehicle trait. But then, they still were overpowered, so we raised their deployment cost by 1 (to 8). In our testing phase, they still proved to be pretty strong even at 8 Points.
  22. 3 points per figure Deployment Cards The reference figures for all 3 points per figure Deployment cards are the Elite Stormtroopers: 3 figures per Deployment card Deployment cost: 9 points (3 per figure) Figure cost: 3 points Speed: 4 Health: 5 Offense: Blue-Green, Surges: 2 DMG / 3 ACC, Squad Training Reroll, Last Stand Focus The Elite Stormtroopers defined the Meta for a long time. Then there was a small errata and they disappeared completely. That errata changed that you don't get VP for defeating complete deployment cards, but for defeated figures. At the same time, Reinforcements was changed so that the reinforced figure may be scored a second time by your opponent. The Bantha and Jabba's Nefarious Gains did their best to make them unplayable. The Errata was good and right, I wouldn't change that. But I'd like to see more Elite Stormtroopers on the map. The Jabba Nerf was a first step. The Bantha nerfed itsself, because it is not good against anything but a swarm-only Meta. Actually, I like the Elite Stormtroopers the way they are right now. Still they aren't played. Maybe they will see a change in Command or Upgrade cards in the not so far future. Maybe they will see more playtime, when everything else is rebalanced correctly... 3 points per figure / 1 figure groups Rebels have Loku Kanoloa and Mak Eshka'rey in this category. Both are snipers with a good range, both have the Spy trait, both have a white die, both have great special abilities, nonetheless both are underpowered. Let's start with Loku's original Deployment cost of 4 points. Thatʼs just ridiculous, he is even underpowered at 3 points. That's why he is in this category, as we started rebalancing Loku by reducing him to 3 points. But both Loku and Mak can't be reduced to 2 points, as they are just too good for that. Therefore, both of them need a buff. Both have a Health of only 4, which is pretty much standard for a 3 points sniper (see Inspecting the Troops above), but not good at all. It equals 1.333 Health per point, and no figure should have less than 1.5 Health per point, or it will not be played. Therefore, we gave both Mak and Loku Plot Armor 1. Except for their great special abilities (and range), both have slightly below average offensive stats. Loku deals about as much average damage as an Elite Stormtrooper before rerolling, Mak deals even about 0.5 less. As I said before, both have great abilities. Mak has a great range, Priority Target and Critical Hit, and therefore wants to finish of figures, that already got some damage and hide behind their friends. Critical Hit is really good vs strong traits like Hunters as well as against Zillo. Mak is especially happy about getting Focus, that rebels are more than able to provide. Then he is able to kill figures, that havenʼt recieved any damage, and to use Critical Hit. Shadow Ops is really good, too, but a little bit expensive. Both Mak and Loku are the cheapest Spies in the game, which is great, too (Com Disruption etc.). Lokus Set Your Sight is pretty strong, but nearly impossible to use, because he canʼt move during an activation he uses Set Your Sight. Maybe we should think about making Set Your Sight cost only 1 action instead of 2. Lokuʼs Coordinated Attack doesnʼt look great on first sight, but itʼs got a lot of potential, when Leia is the second attacker and able to use Military Efficiency that way. When she recycles Coordinated Attack, then she can do this trick multiple times per game. Both are absolutely playable for their points, but both would be better, if they didnʼt have Plot Armor, but an offensive buff instead. Mercs only have the Elite Jawa Scavenger in this category. He is kind of a special case, because Scavanged Stock should be 1 point when compared to Temporary Alliance. Since we banned the Rebel Care Package from Mercs, this ability became far less relevant, as the best allied droid was C-3PO, but still it is worth something. And he has very good stats for a 3 points figure. He deals about as much damage as an Elite Stormtrooper with Squad Training, and with Bargain and Utinni! he has an outstanding attack (for 3 points). With Take Cover and a white die he even has a better defense than an Elite Stormtrooper. Having the Smuggler trait, he can use some really good defensive Command cards too. And he is the cheapest Leader Mercs have (the other 2 Leaders are Jabba and Hondo, both of which have better things to do than using Leader cards.). This makes him very strong and in my opinion he should cost 4 points. On the other hand the elite Jawa is the only cheap Leader Mercs have, and I don't really want to restrict this. I'm undecided on this one. The Empire has the Regular Probe Droid, that is really strong, when you either want to field a Droid- / Vehicle-List or when you want to have as many activations as possible. Speed 3 made him unplayable, so we gave him Speed 4, and that made him very efficient, especially with Mobile. He has the same defense as an Elite Stormtrooper plus a Surge for Recover. His attack is slightly stronger than that of an Elite Stormtrooper, too, but he has no reroll and therefore he is able to really botch an attack. His real disadvantage is, that he is a 1 figure group. You'd usually prefer a coordinated attack of several figures in one group. Only because of that fact I don't think he is overpowered. Furthermore, the Empire has the Regular Death Trooper, who is incredible in Trooper-Lists. He has the same defense as an Elite Stormtrooper, and an attack that is comparable to an Elite Stormtrooper, too. He just has no reroll and therefore he is able to really botch an attack. But this is his only real disadvantage. And Field Tactics cancels the disadvantage of being a one figure group. Regarding our new Initiative system, this is extremely powerful, because in some cases it gives you the choice, if you want the last activation this round or the first activation the next round. Field Tactics is just restricted by the fact, that the Empire doesn't have that many good 6 points Deployment cards. Security Detail finally takes him to the point, where I ask myself, if he is overpowered or not. 3 points per figure / 2 figure groups The Rebels only have one Deployment card in this category, the Regular Echo Base Troopers and they are not good at all. As a melee-/ranged-hybrid they are jacks of all trades, but they don't really shine at anything. Having a Surge for 1 DMG and no reroll, their ranged attack is remarkably worse than that of an Elite Stormtrooper, the close melee attack is a little better but not good enough when compared to other similar figures. And whilst many melee-/ranged-hybrid are Brawlers, the Echo Base Troopers are not. To be competitive they had to be either 1 point cheaper or gain 1 point of Plot Armor. We decided to make them 1 point cheaper, but I'm not sure, if that was the right decision. The Elite Echo Base Troopers stand out because of their good defense, so maybe Plot Armor would have been more consistent with that concept. But they won't excel either way, because the concept of melee-/ranged-hybrids doesn't really work in general. The Elite Rebel Saboteurs were slightly overpowered before they were nerfed by FFG. I have to admit, a Surge for Blast 2 in combination with Overload was a game winner, and something had to be done about that. But after the nerf, they were as underpowered as can be, and something had to be done about that, too. So we reduced their Figure cost by 1, and therefore, they are in this category now, too. Mercs have lots of choices in this category. The Regular Trandoshan Hunters are in theory on of the best units in the game, but in reality itʼs hard to make them show that. They have one point of Health more than an Elite Stormtrooper (standard for a melee unit), and the same dice combination, but they have no reroll, a Surge for Pierce 1 instead of a Surge for +2 DMG and most importantly no Surge for Accuracy, so their effective range is a lot shorter. Their attack gets better the closer they are to their opponent. Within 3 spaces they apply 1 Strain, even if they don't hit or don't cause any damage. Adjacent they even add an additional 1 damage. This is really strong. Our playtesters said, that they are too good for 6 points (especially with Under Duress), but not good enough for 7 points. Something has to be done here. Whilst their elite counterparts fulfil their duties as tough melee monsters as good as possible, the Regular Gamorrean Guards basically suck. Reportedly, they were designed for campaign use only. Melee figures with little punch (OK for their deployment cost) and not enough defense. We reduced them to 5 points, so they should be perfectly balanced. Still, I don't expect to see them on the table. In melee you just want more punch and more defense and usually you are willing to pay a little more for that. Arguably, they could have been given Plot Armor instead of been made cheaper, but I donʼt think, that they will see much play anyways. The Elite Tusken Raiders are ideal melee specialist with 7 Health and a good attack … and they have a ranged attack which is OK, too, and takes care of all those figures, that try to stay out of range of their melee attack. Jundland Terror makes them even better, therefore they are very strong, but (in my opinion) not overpowered. The Regular Weequay Pirates only have 4 Health, but this is absolutely standard for a 3 points sniper. All in all they are really good, but donʼt see much play, because the Elite weequays are a lot more efficient for just a couple of points more. The Elite Loth-cats are just great in every ascpect. We will have to talk about them in the future. The Empire has Regular Sentry Droids. They have the same defense as Elite Stormtroopers and their Charged Shot is very similar to a shot of an Elite Stormtrooper. The Targeting Computer is better than Squad Training, because you don't need adjacency, in return they don't have Last Stand. But the best thing about them is their Multi-Fire. Depending on their target, Multi-Fire deals a lot of damage. The range of that attack is not that good and therefore they have no real synergy with Sorin, who likes to stay away from every opponent as far as he can. And they don't like to be given attacks from Sorin or Officers, because they can't use their special attacks then. All in all they are as good as Elite Stormtroopers and therefore don't need to be changed. Two Regular ISB Infiltrators are too cheap for 5 points. First, they are very cheap Spies, so something the Empire needs. With Coordinated Raid they deal more damage than two Elite Stormtroopers for 6 points. But it is very hard to pull that one of, without to lose one them, so they don't see much play. In theory, they are overpowered, in practice they are not played. I'd rather not change them, as this just will go wrong. The Regular Heavy Stormtroopersʼ Speed 3 is their biggest problem. Actually the idea is good. They have high defense and should have high firepower, so there has to be some kind of disadvantage. But Speed 3 just made them unplayable, because they couldn't use the typical "move 2 out of cover, shoot, move 2 back into cover"-tactic. So we gave them Speed 4, and that made them very efficient. But I still don't like their design concept. They have a higher defense and a weaker attack than Elite Stormtroopers, whilst they should be normal Stormtroopers armed with a T-21 heavy blaster. In my opinion, we should be looking at Speed 4, Health 5, no defensive abilities, but lots of firepower, but we actually are looking at a lower Speed, more defense and a below average firepower. With Speed 4, Composite Plating is too much, so in the next version of the RIAST rules, they will lose that. As long as they have a better defense and the same speed as a normal Elite Stormtrooper, they canʼt have a better firepower, cost the same, and still be balanced. Therefore, their complete design should be changed (starting with Deplyment cost +1 and more firepower in return). But as they actually are in balance right now, I'd rather not change them any further right now. 3 points per figure / 3 figure groups All units in this category are Troopers and very similar to each other in all regards. Rebel have the Elite Rebel Troopers, which in fact should be called Fleet Troopers. With blue-yellow instead of blue-green, Surge for Pierce 2 instead of Surge for 2 DMG and no reroll, their standard attack is just worse than that of the Elite Stormtroopers. But with either Aim or a focus from Get Into Position, their attack immediatly becomes becomes better. If you are able to apply both, their attack is really strong. But you shouldn't forget, that Get Into Position usually only happens once per game, and that Aim is so hard to set up, that it often sees no use at all. But the Elite Rebel Troopers' biggest problem are the far easier to play Regular Alliance Rangers. They really shine because they are Troopers AND Hunters. With their blue-blue +1 Accuracy combination, they have a better range than all other Troopers. Furthermore, their reroll and their additional Surge for Pierce 1 compensate, that blue-blue normally deal less damage than blue-green. Their Hide by Guerilla makes them the best Deployment card in this category. The only real problem of the Regular Rangers is, that the Elite Rangers are even more efficient. Mercs only have the Elite Wing Guards in this category. I believe, they were supposed to be an answer to the Trooper meta, when they were designed. But when they were released, the Trooper meta already was nerfed by a certain errata. Therefore, they never had the chance to shine. They a very much the same as Elite Stormtroopers with few differences, that donʼt really make them worse or better. Their biggest disadvantage is that they are Troopers. In contrast to Elite Stormtroopers, who are often used in all Trooper lists (add some leaders to taste), the Elite Wing Guards don't have any real synergies in Mercenary armies. The Empire has two contestants in this category, first are the Elite Stormtroopers, that are the reference unit as described above. They are good, but don't see much play anymore, just because some 4 point figures are just more efficient, but we are already working on that topic. I'd like to make an upgrade card, that brings them back on the map, but that's a project for the future. Furthermore, the Empire has Elite Snowtroopers. Plus one Health, Environmental Recovery Gear, Surge for Focus, Efficient Travel ... I'd say, they are pretty good. They aren't played anyways. I donʼt like them, because they donʼt have a reroll and rolling dice is not amongst my skills. I'd still rather not reduce their cost, because at 9 points theʼd just outclass the Elite Stormtroopers, and I wouldn't like that.
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