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About sionnach19

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  1. Thanks for the replies! I was able to make it through with Eowyn (tactics), Eomer (leadership), and Arwen. Tactically, I realized it was better to use Eowyn’s ability early on to kill the Wraith on Wings instead of saving it for the Witch-King fight. I also focused on gaming the second stage (the siege at Osgiliath) to give me more time to set up board state and buy Aragorn some time to show up. This took some doing — I needed an ally with a reasonable health pool, and favorable encounter card draws. Too many locations makes it easier to stall that stage, but led to me becoming location locked later on — I had to hit the right balance where I could clear locations and enemies as they appeared (it also helped that Gandalf was my discarded ally, which bought me plenty of time). Pushing through Stage 3 wasn’t too bad — Leadership Eomer’s ability helped thin out the Witch-King’s reinforcements, and Aragorn with Anduril was perfect for cutting down Orcs. One hitting Stage 5, I dropped two Mumakil and a Haradrim soldier — alongside the Witch-King, I was worried that I would get overwhelmed. Managed to cut down the Witch-King in two turns, and I ignored the Mumakil while using Banner of Elendil and Faramir to juice my questing capabilities. It was very close, but I’m happy to move onto the final expansion for the Saga!
  2. This quest is wonderfully thematic, but it keeps kicking my teeth in and has stalled out my solo campaign. I'm trying to figure out what I need to adjust to have a chance, while continuing the momentum and story of my campaign playthrough so far. I'm curious what success other folks have had, especially in solo play. I've tried running Eowyn (tactics), Eomer (leadership), and Beregond (spirit); though lately have swapped Beregond for Arwen. The two Rohan heroes have been Aragorn's pals after the breaking of the Fellowship, so I'm really trying to make them work. I have a moderate card pool... all the saga expansions, a good chunk of the first two cycles, and a smattering of other expansions for the player cards. I'm feeling pressured on every side — I can't seem to balance questing, attacking, and defending well. The real issue is how quickly enemies are added to the staging area: the wraith, the witch-king, the extra enemies the witch-king draws out each turn, the haradrim who escaped the crossroads, etc. My economy just isn't strong enough to build up a board of allies that can handle all those threats, or that balances willpower with combat stats. This is making me wonder if I might be better off playing two-handed, at least for this quest, if the difficulty is too high for solo play. While I'm struggling with the basic quest mechanics (typically losing to Minas Tirith getting destroyed), I'm worried that my prior performances are holding me back too — I need to wait 7 rounds for Aragorn to show up, and when I hit Stage 5b I'm not only confronted with the Witch-King but with two Mumakil and a Haradrim soldier from the Crossroads. Happy to hear any general advice or suggestions! I'm realizing that it's probably best to stall on Stage 2 for as long as possible to kill the Wraith and build up a better board state; but I've had a string of bad luck with 1 health allies ending up in the staging area who immediately die. Even hardier enemies make it pretty easy to quest right through.
  3. I had the same initial reaction, but then realized how maligned the ally mechanic is in Imperial Assault (and how many forum/Reddit threads come from people asking if they can just play as the heroes of the trilogy instead of the "made up" characters). I think we'll see a mix of both... the second from left character looks like Beravor, the Dunedain hero from the LotR:LCG Core Set. I bet the initial campaign (and those following it) will take place between the events of the Hobbit and the Lord of the Rings, so Bilbo makes sense as a Hobbit hero who already has some adventuring experience under his belt.
  4. The second character from the left looks like Beravor, a female Dunedain ranger from the LotR:LCG Core Set. Character on the right looks more like Eowyn at first glance to me, but that might be an elf ear poking out -- which would make more sense for Arwen (and next to Legolas, the other elf). In that case, Aragorn is likely the guy on the far left -- either him or Halbarad (who is dual wielding in his LotR:LCG art). Chances are this game is dove-tailing with the digital version of the card game, so I'd expect to see a lot of overlap between those two releases (Aragorn, Gimli, Bilbo, Arwen, Eowyn, and Legolas all make sense from that perspective). Bilbo makes sense as they're likely aiming to explore events that occur between the Hobbit and the Lord of the Rings. While the timeline will never match-up exactly, it creates opportunities to include a lot of named characters from both the Hobbit and the Lord of the Rings trilogy without wading into recreating the events of the main stories. I hope to see Gandalf included at some point, but he might be a little too "powerful" to make sense as a player character. He might also be the way to tempt players into purchasing inevitable expansions...
  5. I'd definitely be interested in seeing that comparison picture, when/if you get around to posting it! I'm curious how Legion Boba looks next to other Imperial Assault figures... whether his extended pose makes him tower over the other human-sized figures, or if it makes him suitably imposing.
  6. Another aspect of what makes Drokkatta strong is how flexible she can be with distributing damage. Her rubble token is a way to get the one damage you need to finish off a wounded figure without wasting an activation. The flexibility of her attacks (focusing/expanding blast damage, generating more surges) often allows her to do exactly what is necessary to finish off wounded figures, which works well with her class’s broad focus on splash damage that often leaves wounded figures. Additionally, I think she’s incredibly self-sufficient. Her upgrades mean that she isn’t relying on purchasing optimal weapons from the item pool, or that she depends on good support to help her manage strain/unlock the most of her abilities.
  7. I’ve really liked Debris Gambit. It’s so cheap and easy to trigger that white Evade, so inevitably it winds up pulling some weight over the course of a few games. Boba can generate enough mods on his own right now that he is one of the few pilots who has the freedom to Evade as his regular action.
  8. I've been wondering this about the new Legion Boba Fett model. The IA version is a little on the scrawny side, and if the Legion model doesn't look that outlandish I'd be tempted to use him instead. Anyone have a picture of the Legion Boba next to some IA figures (heroes, storm troopers, old Boba, etc.)?
  9. That is a top tip — thanks! Appreciate the feedback on the Scout sniper — just an idea I've kicked around, nothing too serious yet. The main idea I had was a figure who needed some time to set up, but could generate a powerful attack for a reasonably low cost. I originally gave them the tripod rule with a native 3-dice attack (a la the E-Web), but recently switched to Take Aim. I'll likely keep tinkering with it, but don't want to derail this thread here. Just wanted to show my idea for how the tokens could appear on other figures!
  10. These are the rough draft of the terrain rules I've been working on. You could certainly add more layers to make them a little more interesting, but (especially for fan content!) I wanted to keep things simple. I think these broad rules are enough to capture the benefits/dangers of different types of terrain, though I do like the way @subtrendy2 builds skill checks into the terrain types. I would suggest that the bleeding condition is the perfect stand in for a burning effect! Anyways... _____________ Hazardous Terrain: Hazardous terrain is represented by a solid orange line surrounding a space on the map. Line of sight can be traced through hazardous terrain. When a figure enters a hazardous terrain space, roll one yellow die. That figure suffers damage equal to the number of damage symbols showing. Once per activation. Mobile figures ignore hazardous terrain during their activation. Fortified Terrain: Fortified terrain is represented by a solid purple line surrounding a space on the map. Line of sight can be traced through fortified terrain. When a ranged attack is declared against a small figure on a fortified terrain space, the defender may add one block to the defense results. Once per activation. Trap Token: A space containing a trap is considered to be hazardous terrain, in addition to its other terrain types. After a figure enters a space containing a trap, discard the trap token. Fortification Token: A space containing a fortification is considered to be fortified terrain, in addition to its other terrain types. After an attack is resolved in which the defender added one block to the defense results, discard the fortification token. *Addendum to Massive Figures: Massive figures ignore the effects of hazardous terrain. _____________ Hazardous terrain can represent lava, a chemical spill, hostile flora, etc. Certain figures and abilities can place trap tokens onto the map, simulating the effect of hazardous terrain. I didn't want it to be too punishing, in a way where it could distort missions or skirmish maps, so the damage received is pretty mild. In terms of trap tokens, it takes a concerted effort to fully block a section of the map... but they can also be placed in strategic areas (desirable firing points, for instance). I wanted to limit the roll to once per activation, to prevent abuse but still allow opponents to push/pull each other into hazardous terrain to deal damage. Fortified terrain can represent hastily constructed foxholes, entrenched bunkers, energy shields, or camouflaged cover. The bonus here feels a little stronger, but again the once per turn limit (hopefully) prevents it from distorting game balance. These are a little easier to take advantage of, but as the conflict moves the other side may be able to take advantage of the fortifications you were hunkered in earlier! One of the heroes I'm kicking around is a Sullustan engineer, and his big shtick is battlefield manipulation (placing lots of trap and fortification tokens). My thought is that his upgrades will further buff these tokens... for instance, he can suffer a strain to prevent a fortification token from being discarded, or force enemies to roll a red dice when entering a space with a trap token. I tried to build these abilities into the allies and enemies, as well (see the mock up card for the Scout Sniper... though I have no idea if he's balanced overall!).
  11. I'm also a fan of new terrain types (the two I have in mind are "hazardous", which can cause damage, and "fortified", which grants a very slight defensive bonus to figures standing on that space), and more abilities to interact with terrain in general. I also like the idea of more deployable companions, similar to the Ugnaught junk droid (though preferably, not broken). If I worked at FFG, I'd include these concepts in a new campaign box that focused on volcanic environments (Sullust, Mustafar, post-DS-Jedha, Shu-Torun, etc.). Include a Sullustan engineer hero, whose big shtick is fortifying spaces and can place a stationary blaster turret that has a similar overwatch/quick draw function as Jyn.
  12. I think Boba is strong, but I’m not sure he is so powerful as to be distorting the game balance. I think some folks are particularly bothered by Boba because of the way his passive ability combines with his ability to generate a big token stack (1.0 PTSD); but I haven’t found that it makes him duly unkillable or incredibly dangerous. I’m happy Boba is strong right now, and I think any changes should be slight and focus primarily on addressing the extra tokens he generates through Han Gunner. It seems FFG is committed to adjusting points and slots as its primary means of balancing. So, ignoring possible FAQ’s or card text changes, what could make a real difference? Boba could lose access to the Title, but that would prevent him from taking his own ship’s Title, so that seems unlikely. Points could go up, but this is a tricky issue... this combination is dependent on a Title, a Gunner, a Crew, and a pilot. Where do you increase the points? Adjusting the upgrade cards impacts their ability to function for other ships/builds. Adjusting Boba makes him weaker with alternative builds, harming his overall viability. It seems the most restrained way to address this would be a small, incremental point increase on the different components of the build to make the overall combination more expensive. Marauder goes up by 2, Han goes up by 4-6, Boba goes up by 2-4, and you’ve added 10 points to Boba’s base cost. I’m still a little skeptical about this — it doesn’t impact Boba/Guri, besides diminishing the bid. But it does limit Boba’s partners in a 3+ ship build, and the Firespray simply isn’t durable enough to justify such a large investment. But anything more drastic risks hurting Boba’s overall viability, or breaking parts of the combination that would impact other lists. Targeting Marauder or Han Gunner with an even bigger points jump might further encourage folks to explore alternative builds for Boba.
  13. I lean towards 4-LOM for a bunch of reasons. Old Teroch's shtick overlaps with Palob's, which can lean to diminishing returns. Teroch also needs to expose himself to enemy fire to trigger his ability, while his chassis leaves him better suited for arc dodging. And, to arc dodge well, you need to get competitive with your initiative bid. If you run 4-LOM, I don't think you worry about a bid much at all -- Boba doesn't hate being the first player, as it means he gets to trigger Han before I5 opponents shoot. 4-LOM's stress provides another type of control which supplements Palob's token removal. I also think you create more flexibility in playing with upgrades (or building in a bit of a margin if elements of the list eventually go up in cost). I'm not convinced Advanced Sensors/Title is essential... you could drop them to make points for Elusiveness on 4-LOM, or give Boba more upgrades (an EPT like Debris Gambit, a Seismic Charge for some more swarm control, etc.).
  14. The lists that I've been the most interested in involve some combination of Old Teroch, Palob, and 4-LOM as squad mates. Lots of disruption and token control, to better enable Boba to do his thing. You don't have much space for upgrades, so have to be pretty picky... Marauder/Han on Boba is certain, Moldy Crow for Palob is key, and 0-0-0 probably wants to hitch a ride somewhere. Guri is another popular partner, but she winds up being so costly that you're relegated to a 2-ship build which isn't my cup of tea.
  15. I've been eagerly keeping up with the different threads about Vader, especially regarding which upgrades and Force powers to take. But one thing I haven't seen discussed much is how to fill out the rest of the list! What other ships are giving you the most success in a list paired up with the dark lord?
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