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Drakim

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Posts posted by Drakim


  1. Leave Them To Me
     

    Quote

     

    After choosing open groups, add 1 earned villain to your hand of open groups.

    Deplete this card when you deploy a villain to reduce that villain's deployment cost by 5. Exhaust that villain's deployment card.

     

     

    Rulebook page 23
     

    Quote

     

    Status Phase in a Campaign

    1. Increase Threat

    2. Ready

    3. Deploy and Reinforce

     

     

    So, if I'm reading this right, in a normal story mission, if you use Leave Them To Me at your first chance (Status Phase of round 1) you will not be able to activate that villain before round 3?

     

    I know you get a discount of 5 threat, but that seems extremely weak for a 3 xp card.


  2. Our group has found that the strongest part if Hutt Mercenaries is actually the Guild Hunters 4xp card. To the point where we concluded that this is probably the strongest Imperial card in the entire game.

    Unlike the burst damage cards the strength of this card might not be obvious at first glance, but here are some advantages:

    1. All scum starts with the hidden condition, which makes it harder to hit them, and gives them a free surge on their first attack.
    2. All Imperial Figures on the board gains 3 new surge options, where one of them is Pierce 2.
    3. It's not limited by bounty tokens like most other strong Hutt Mercenaries cards.

    These things adds up to an insane amount of benefit when using Scum figures, and it's not some singular attachment but a constant effect on everybody! Just look at these crazy gains:

    Green = Hired Guns vs Black Defense Dice.

    Red = Hidden Hired Guns w Guild Hunter surges vs Black Defense Dice.

    Graph

     

    And even for non-scum figures, such as Stormtroopers, who normally only has one surge option for +1 damage, the extra 2 Pierce option is super useful. The Guild Hunters +1 damage option also grants 2 extra accuracy, so you can hit from really far away and not compromise your damage.

    Hired Guns is a favorite (you keep reinforcing them with a new Hidden condition, and even if the heroes kill them before they die they get to shoot!), but it makes all Scum units completely amazing.


  3. From what I understand, the heroes aren't supposed to be told about the "Additional Rewards" they can earn, it's not part of the information that's given to them during setup.

     

    But to my gaming group this seemed really bizzare, and we played with me (The Imperial Player) specifically calling out how they can earn the additional reward for every mission (and getting my ass beaten nearly every time :rolleyes:).

     

    How do you guys do it, and why? It just seems pretty unfair that the heroes might miss out on a reward in a mission just because they didn't know they had to specifically do this or that action in this or that arbitrary time-frame.

     

    There is also the fact that if you have played the mission one time before, you'd know about the additional rewards anyways. Are rebel players supposed to use a notepad to scribble down "secrets" about missions for when they replay them later? Because some of these additional rewards are pretty big.


  4. Me and my group just moved over to Act II (we are playing a 3 heroes game). Thus far, I've won every single quest (I'm the overlord). However, about half of those victories were really really close, so close that the winner of the quest came down to a few dice rolls at the end.

     

    But besides the balance, the quests are also really fun, a lot more creative than the quests in the base game. I highly recommend it.

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