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Everything posted by thanebot

  1. Wording on the card should be Drokkatta can use Demolish "once per your activation". Otherwise, it is stupid powerful.
  2. Jarrod with a kitted out JAX and Polearm is pretty beastly. Drokkatta and Ko-Tun are great as well. I'm finding that mix to be particularly troublesome (although we played Drokkatta wrong for the first half of the campaign). So far, we're 3 to 1 in the Rebels favor... I'm playing Reactive defenses and they have Vinto to round out their 4th.
  3. We played it at threat level 3 but I can definitely see where you'd feel that way. You know, a better strategy might have been (for both of us) to save up threat from the original deployment and drop it all on them when they open the door. At threat level 2, if they popped the door in the second round, that would have been 8 threat and maybe enough to put something on the board they can't ignore. At threat level 3, that would have been enough to drop an elite stormtrooper group plus a probe or eJawa...
  4. We played it with broken Drokkatta but we all agreed that if Drokkatta couldn't double blast and clear out the droids, it would have been almost impossible to win. The difficulty is the distance that the Rebels have to travel on top of being swarmed by bots. While the bots themselves don't do much damage, the +1 dmg for each adjacent Droid that isn't attacking can compound really quickly. I suggest focusing down any AOE characters first and not trying to hide the droids until they get deep inside the factory. Force the Rebs to get adjacent to the droids to progress. It'll be a lot closer that it seems on paper.
  5. I think that's not a bad strategy. I'm considering buffing 88-Z into a mobile distraction unit. With Infrared Scanners, Mechanical Protocol, and Overclock, I think I can make 88 enough of a nuisance that the Rebels will have to waste resources to try to remove him. Plus, the bottom part of Infrared Scanners is really good.
  6. Does this mean that FFG has confirmed this is supposed to be "once during your activation" or that they are in queue to answer what the true intent was supposed to be?
  7. So, we played Test of Metal, Jarrod's side mission the other evening. **SPOILERS AHEAD** (sorry, I don't know how to format the spoilers box) In the mission, there are no reserved or initial deployment troops, only Imperial Mission Tokens that act as VERY weak robots. We're talking Threat Level health, 1 blue die attack (+1 damage), and 1 block on defense. Their saving grace is that any attack against an Rebel gets +1 damage for each adjacent token that isn't the attacker. This gives it that "swarm" kind of feel. The Rebels had Jarrod (of course), Drokkatta, Ko-Tun, and Vinto. It wasn't even close. Drokkatta just got Thermal Charges and didn't attack the whole mission. He was able to pull off 16 unblockable damage the first round across 4 figures without rolling a single flippin' die, effectively preventing me from activating two entire sets of droids. Then he camped the production point for the droids, activating first, resting, blowing them up with Demolish, then doing that again at the beginning of the next activation. I got maybe three activations across 5 rounds out of the droids in total. I couldn't control positioning as he murdered things that were deployed adjacent to each other per the mission rules. For all future missions, if there are ANY adjacent figures with 4 or less health each deployed within 4 spaces of Drokkatta, they will die before getting a chance to activate. And, the egregious thing is, ALL WITHOUT A DIE ROLL. No chance of getting lucky or mitigating dice. They are just dead. Maybe it was just that mission (since everything was super low in health) but it feels broken and just not fun at all to play against. The Rebels felt so bad about how crazy Drokkatta is, they started offering to set up some house rules to limit how often he can use Demolish. I hesitate to do that but ****, it's tempting to make it "Once per Rebel activation" or "At the end of an activation". Has anyone else had a similar issue? Am I crazy or is Drokkatta just that broken?
  8. I have a group of friends that love the campaign but it can be difficult to settle on a night for everyone to play. Luckily, I usually have friends that are willing to sub in but that creates some issues with playing someone else's character. So, I came up with some ground rules to run a rotating hero campaign. I think it could be expanded to include 8 or more rotating players throughout a single campaign. I would love feedback on the rules and whether there will be any complications I'm not thinking of. Rotating Hero Campaign Rules Each player picks a single hero to play throughout the campaign. All heroes gain the same XP although the credit rewards are based on the number of heroes that fight in that mission. Participants a limited to 4 per mission and are chosen based on first come, first serve basis, with priority given to those that didn't play in the previous mission. Any non-players are welcome to observe the mission in progress but cannot contribute to the strategy of the players. During campaign setup, character side missions for all chosen heroes are put in a pool and four are randomly selected to be put in the side mission deck. If the Rebels choose to play a personal side mission, then the player playing that's character's side mission is given top priority to participate. If that player cannot attend, the the heroes will bring that player's character's in as an Ally for that mission using the skirmish version of that character. The Imperial will gain threat per usual for bringing in that Ally. If the players win a personal side mission, they earn that character as an Ally for future missions (assuming that the character is NOT part of starting party) using the skirmish version of that character and subject to all Ally rules. No purchased XP cards OR reward cards will be available for that Ally. All players get a chance to weigh in and vote on final purchases. Items can, per usual, be redistributed before each mission. Items can now be sold for their full value. Additionally, any item sold can be rebought for their full value at any time between missions. This will allow more flexibility in the items available in each mission. That's about all I have. Thoughts and feedback?
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