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Pollux85

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  1. Pollux85

    The Anti-Hero Guide

    Agreed. I've always tried to base what I write off the "biggest baddest" version of that hero. FSS seemed more situational, and thus less useful and less common to be chosen by the Rebels. With Opportunist, it is entirely possible for Ko-Tun to never actually perform a move. She can just use her abilities and strain to get where she needs to go. This leaves her with more actions to attack with, and was why I went with that in my build. With FFS, Ko-Tun herself and you are much more vulnerable, while her allies obviously have a real boost. FSS still depends on her being close to them though, so you'll need to bring units that can effectively counter both her, and those in her orbit. If those other Rebels lack Cleave, Blast, or other "splash damage" abilities, you might also try having 88-Z put up energy shields and having units shoot her from behind those. I'd also keep an eye out for opportunities to ambush her and have a Nexu or Royal Guard deploy as she passes an activation point.
  2. Pollux85

    The Anti-Hero Guide

    These last three are based only on my analysis of the heroes, and not on actual play with them. Still, I hope they are helpful. Onward with Ko-Tun: Let's assume an 11XP build with Inch by Inch, Auxiliary Training, Dig In, Opportunist, Squad Cohesion, and Alliance Efficiency. The very nature of Ko-Tun's power tokens means she starts strong. A +1 damage token weighs much more on the first mission than it does in the finale. By the end of the campaign, her abilities will have the Rebels screaming out of the gate, stocked full of a range of tokens that will make them all hit hard and take less damage at the top of the mission. For this reason, I'd actually recommend not going after Ko-Tun right away. Pick off one of the other heroes first to make a crack in their collective armor and for her to exhaust her usefulness. You'll need some cannon fodder to absorb the power token attacks (regular stormies or Hired Guns are a fine enough choice, and guaranteed to at least harm someone), or you can rush Embrace Suffering from the Power of the Dark Side deck and use her tokens yourself. Once you've used up some of her tokens and are ready to attack in earnest, send in Riot Troopers or Jet Troopers followed by Nexu, Trandoshans, or Royal Guards. Riot Troopers with Manifest Aggression will be more likely to get off enough damage to survive an extra round (especially in the early campaign) and take up actions that the Rebels could spend dealing with the objective. Then your heavy hitters will inflict strain or inflict a damaging status. With no way to clear conditions other than taking an action, Ko-Tun will eventually fall to these kinds of attacks. If you can sneak a Probe Droid in to Auto-Destruct, this can also be an excellent way to get around defensive power tokens.
  3. Pollux85

    Hypothetical IA 2nd edition

    I wouldn't say a 2nd edition is necessary any more than another expansion is necessary. At least not for a campaign exclusive player like me. But I would say I laid out my reasoning for things that could stand to be improved. The agenda set system is repetitive and doesn't feel very effective. I'd also say the same can for most villains and allies. Earning them is such a matter of chance that it has never really seemed worth it for me. Addressing those two things right there would have such a fundamental change to the game that I think that would warrant calling it a 2nd edition.
  4. Pollux85

    Hypothetical IA 2nd edition

    No I get that. I just feel like at this point people are calling the same thing different names. This whole last page has been difficult to follow. People have ideas and I'm just not getting it. Oh well.
  5. I'm trying to make a variant of the app that includes an Imperial Player, but I wasn't sure how down into the nitty-gritty of balance the app got. I've got a few questions about threat level and deployment groups 1. Has anyone noticed if the number of open or reserved groups changes based on how well the Rebels do? I've done speed runs through the first two missions about a dozen times each on Medium, but it doesn't seem to make much difference. For instance, in the first mission, the amount of reinforcements the app brings in doesn't seem to change much whether I bring down those first 3 probe droids in one round or in six. I'm wondering if this is true for all missions. 2. Similarly, does the total threat cost of the units deployed seem to change much (like more than + or - the threat level), based on anything the Rebels do? 3. Approximately how much is the difference in threat cost the app throws at you between Medium and Hard? Or is the difficulty difference all based on special events and more powerful special abilities?
  6. Pollux85

    Imperial Player App Variant

    Would love to hear more about this. I'm trying to do a version of the app missions that includes class and agenda cards, but I'm not sure how crazy the app gets with certain things. Have you noticed if the app ever changes the number of open groups for each mission?
  7. Pollux85

    Hypothetical IA 2nd edition

    So you want a 2nd Core box with new tiles, figures, deployment cards, heroes, Imp decks, agenda sets, has updated rules, and makes the old Core a Closed System, but is backwards compatible with the existing expansions? I guess I just don't see the difference between what you are describing and a 2nd edition of the game that comes with a conversion kit.
  8. Pollux85

    The Anti-Hero Guide

    Questions about Ko-Tun - 1. If a Rebel playing Ko-Tun has both Self-Sufficiency and a weapon with a power charger, would the power tokens offer +3 damage? Pretty sure the answer is no. 2. If Ko-Tun has Squad Cohesion, does Ko-Tun herself count as a friendly figure? What I'm really asking is if Ko-Tun is able to use a power token as an power token, or is it just the rest of the heroes that get this boost?
  9. Or the amazing detaining power of customs.
  10. Pollux85

    The Anti-Hero Guide

    Tried searching and can't find this info anywhere. Anyone know what's the maximum XP that the Rebels can earn in HotE? I thought it was 10, but can't find anywhere to confirm.
  11. Kind of. I guess. Way to not crap the bed, FFG.
  12. Pollux85

    Hypothetical IA 2nd edition

    Or maybe make one of the die a D8?
  13. It is 2:16 EST. FFG, you have 3 hours and 44 minutes to not totally **** this up. Godspeed.
  14. Pollux85

    The Anti-Hero Guide

    Shyla, the Melee focused Light Tank - The Build: Responsiveness, Full Sweep, Deadly Grace, Mandalorian Heritage, and either Proximity Strike, Remote Detonator or Swords Dance. The final one depends on how good of a melee weapon Shyla gets, (a great weapon will mean Swords Dance is more likely), while a less risk averse opponent will pick Proximity Strike or Remote Detonator. Shyla's biggest asset is her absolutely terrifying speed. If she's paired with Gideon, she could move 15 spaces and still have an action left over to attack or open a door. She can Cleave a minimum of 3 damage from her melee weapon with this build, and perhaps as much as 5. Thanks to Mandalorian Heritage she'll also have reach. This combination of speed and reach with melee means that you'll want to deployment grounds of just one unit, maybe two if you know she'll have her hands full and you'll have time to spread out, but regardless of that you should spread them out ASAP. Hutt Mercenaries is a solid choice for going after her. If Shyla is going to get up in your face, you might as well have good melee units to hit back at her with. Gamorreans can be okay in the early game when Shyla has fewer defenses, but there are better uses of your threat out there, and by late game they just aren't worth it. A better buy would be Royal Guards, Nexu, Elite Clawdite Streetrats, Jet Troopers, and Trandoshans can all work well. Honestly the biggest problem with Shyla is that she's probably the most well balanced hero since Verena. She doesn't really have any obvious weaknesses that make her easier to kill outside of very specific situations. She doesn't do much for other party members, she has poor attribute tests, and she has little strain recovery, but her attack and defense abilities are solid, and her XP skills are great for throwing the IP off balance and having even the most carefully laid plans for positioning go up in smoke. I feel like this guide is somewhat lacking and would welcome input from others on how to defeat her.
  15. Pollux85

    Hypothetical IA 2nd edition

    Agreed. If calling it a 2nd Edition is a problem, FFG can call it something else. Between the IA app and the X-Wing 2.0 app, it's clear FFG has the tech to give the player tools to customize their play options. But as it stands right now, they haven't. What I really want is something that gives the more interactive and narrative play experience of the app, but that keeps the Imperial player as the one making those choices instead of the app's AI. Of course we can do all this on our own, just as we can make up our own maps and deployment cards and don't need to buy new expansions to come up with new units. But I'd totally pay to have FFG quality materials that did it for me. Or an official document that I knew had been play tested and spelled everything out.
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