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  1. Totally agree. Rebels need to understand that a wounded hero is a target and need to protect them. Wounded heroes are not to be treated as if they are now invincible for the rest of the mission Besides just the caution factor, it is more effective for the Imperial to withdraw a hero than to wound 2 (same amount of damage usually). They are costing the rebels 2 actions per round and usually can stall them out then. Now if there are already 2 wounded Rebels, I don't know if it is better to withdraw one or wound a 3rd and go for wound victory. Depends on the situation As for play experience, yes it can suck to lose your character. This is one reason I favor playing with only 2 or 3 rebels and having them control 4 heroes (3p, each person has 1 with a floater one by group. 2p, each gets 2). Also helps with organization logistics when there are less players
  2. Here is my take on why Luke works and Chewie doesn't. Luke is using an ability called HEROIC to perform an attack (that doesn't count as an action) Chewie is getting a cost modification to an existing special action, it doesn't change that fact that it is a special action. Because it is a special action still (that now doesn't cost an action to perform), it is restricted by the "can't perform the same special action twice during an activation" A way that Chewie would have been able to double slam is if his Wookiee Avenger Card gave him a new ability.. let's call it HEROIC TOSS. This ability allows you to perform a Slam and doesn't count as an action. In this situation, Chewie would be able to use HEROIC Toss and Slam because they are different abilities. Similar to how Biv in campaign can perform Close and Personal and then use Last Stand (which performs a close and personal among other things)
  3. Yes you can use end of round threat gains from events (or normal threat gain at beginning of status phase) The usefulness of the card varies depending on which heroes the Rebels have and what abilities/weapons. Just the fact that it's on the board will force the Rebels to reconsider how they position and use their abilities (otherwise you could take advantage of it). Also almost any attack ability that causes strain will make them suffer more. And if a Rebels gets a stun weapon, you can use it to stun them 2 threat is high but 1 threat would have been too cheap for the card. A riot trooper would be the best use case for 2 threat but most of the time you are just getting 4hp worth of figure that will die before it gets to go late in the campaign. Of course this can depend on the situation. Also you can always use the top part of this card to move a Rebel away or out of position
  4. No, I haven't gotten that far yet in my HotE. I was thinking more that Embrace Suffering would be the better 4xp pick. The guys at BoardWars seemed to have been gushing over this card after using it in both their campaigns and I see a lot of potential in it late game. Turning the Rebel's own T3 weapons against themselves, using their abilities and spending their strain/focus.
  5. Embrace Anger is the better 2xp card I'd say. Trade your figure damage for extra damage on the Rebels if you are trying to go for a wound Surprised at your evaluation of Power of Passion. With only unnatural abilities and starting card to give tokens, seems hard for you to get more than +1 surge out of the card a round (rebels killing the figures you put tokens on, unnatural abilities doesn't kick in for a full round)
  6. True And I hope Nal Hutta rotates out sooner than later
  7. No need, it's going to be Mos Eisley Back Alleys (Jawa Scavenger)
  8. Seems like Clipper came to the opposite conclusion https://boardgamegeek.com/article/21700358#21700358 Any updated thoughts?
  9. Actually you probably played it fine Most of the Hutt Merc class cards add symbols/dice to the attack and the companion does not directly use them. There is a distinction between a figure using a card and the Imperial Player using a card. The only thing the Junk Droid couldn't use are the surge abilities granted by Guild Hunters (because those would get added to the Junk droid's abilities, aka Junk droid using the card) One very defensive hero seems like a good plan. Also just killing IP faster since this class offers no defensive abilities. MHD is really good against it because of the off turn healing and also getting pain killers. If you can cut down the number of figures activating at any one point, all the class cards add about 4-5 damage, which is equal to 1 good rest. Just have to be careful about protecting Heroes that have activated already in a round and not push up too fast. That or just trade damage, wounded heroes only lose 1 speed/endurance for the most part. As long as you don't lose, you are fine
  10. Awesome report! Love the extra details with pictures retelling the story. One of the best reports yet
  11. Shyla's Core 9xp skills and strong starting weapon makes her Soooooooooo good. Along with her tankyness from Deadly grace, she is the best new character since the core box. I'd probably put her at #1-2, her mobility and whip allow her to dismantle most IP attempts at playing toward the objective I would take Sword Dance if I could since every Rebel team will look to outfit her with Electrostaff. Otherwise Proximity Strike and even All out attack aren't bad. Before Electrostaff, you could stick with just Balanced Hilt & Starting weapon. Or get something cheap like Gaffi Stick/Vibroknife. T2 has a lot of options now too with Poleaxe, Double Vibrosword (really strong with whip and she doesn't use much strain on other stuff) and the class Vibroaxe. Energy hilt is also good on her starting weapon or T1
  12. MM is a top 3 class deck (imo #1). I would only use it against Veteran Rebels or if they pick an OP team (Gideon, Shyla, etc). From what you've listed, I would hesitate to pick MM. HotE also has some new good troopers so those are bound to be in the campaign and allow you even more uses from your trooper attachments
  13. I've been working on adjusting certain heroes to bring them up to stuff. Also lowering the potential of some of the S-tier heroes I think everyone would agree Biv/Saska are the weakest. I also think several characters have very 1 dimensional build paths because the other abilities aren't worth it. Finally there are some S-tier heroes that are oppressive to the IP player and stand above other heroes As for your changes, any buffs to Biv/Saska are welcomed. for the other heroes, I think the Hoth ones are fine but tend to have 1 build path. Bespin ones have good options, I'm not of the opinion they need tinkering Working changes here if anyone wants to discuss futher https://boardgamegeek.com/article/25505055#25505055 I have some ideas for Agenda/IP class buffing but I think that isn't as needed since IP can choose their class after seeing rebel makeup and there are a lot of choices.
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