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List of Revealed Tyrants of Lothal Components

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Do we have any indication whether the 4 Death Troopers will all be available for campaign play (i.e. will this be the first time we see 4+ Deployment Cards of the same unit in play?), or will this be another infamous spare (read: useless) bonus miniature? :)

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Just now, angelman2 said:

Do we have any indication whether the 4 Death Troopers will all be available for campaign play (i.e. will this be the first time we see 4+ Deployment Cards of the same unit in play?), or will this be another infamous spare (read: useless) bonus miniature? :)

There are 4 figures and (at least) 4 deployment cards for campaign, and the announcement didn't promise any specific number of figures, so I'm sure there isn't any reason to include bonus figures and all 4 are usable in the campaign. (I'm not sure if deploying more than 2 or maybe 3 is sensible, but you always include all deployment cards if you take one regular to your open groups.)

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well, if I get the right amount of trooper cards for skirmish but not for the Lothcats, I'm still in the hunt for a second set for extra command cards and lothcats (if they're worth it)  It might save me a purchase I guess.  Sometimes the better command cards are in the expansion packs anyway.

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Posted (edited)

See,the way i read it for skirmish, would be essentially a free squad swarm for the second activating group

Edited by buckero0

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Posted (edited)
On 4/14/2018 at 2:56 PM, aermet69 said:

Looking at Extra Armor:

It's an elite upgrade. Could be unique or not. It's not an attachment though. So not for a single squad. The text is a sinlge line:

... 4 [Blocks] ....g

(Funnily the group picture for Sabine lists her evasiveness as 4 squares (which is also mentioned in the article). Looking at that 4, I'm fairly certain Extra Armor is something with 4 [Blocks].

My guess is: after deployment, distruibute 4 blocks tokens among yuor figures.

Edited by lorunks

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On 5/1/2018 at 4:13 PM, a1bert said:

There are 4 figures and (at least) 4 deployment cards for campaign, and the announcement didn't promise any specific number of figures, so I'm sure there isn't any reason to include bonus figures and all 4 are usable in the campaign. (I'm not sure if deploying more than 2 or maybe 3 is sensible, but you always include all deployment cards if you take one regular to your open groups.)

Right, I love that you can include all deployments as a single open group.  

 

With their low cost, this will help the Empire really take advantage of deployments, I think.  Especially considering that they're relatively hardy and heavy hitting (at least for their cost), they'll be an excellent way to press activation advantage.

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Regular Death Trooper vs Elite Stormtrooper

Both cost 3 points each, have speed 4, health 5, black defense.

Stormtroopers do a little more average damage, when the target has no defense die (Onar, Element of Surprise). Death Troopers do SLIGHTLY more damage against white or black defense. But this is without calculating the reroll of the Stormtroopers and without the Stormtroopers' occasional "my homie died"-focus. And this ignores, that the red die can be so swingy.

AND the Stormtroopers have a lot more range.

A true power of the Stormtroopers is their three-figure-activation. They are able to have a real impact, when a full group shoots three times. This can be a game changer.

So the regular Death Troopers are worse than (or best case equal to) elite Stormtroopers in almost every aspect AND no one plays elite Stormtroopers anymore.

So if the Skirmish version doesn't have any real surprises (Professional, Tactical Comms loses "once per round", ...) I don't think they will be played a lot.

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On 5/4/2018 at 5:51 PM, DerBaer said:

Regular Death Trooper vs Elite Stormtrooper

Both cost 3 points each, have speed 4, health 5, black defense.

Stormtroopers do a little more average damage, when the target has no defense die (Onar, Element of Surprise). Death Troopers do SLIGHTLY more damage against white or black defense. But this is without calculating the reroll of the Stormtroopers and without the Stormtroopers' occasional "my homie died"-focus. And this ignores, that the red die can be so swingy.

AND the Stormtroopers have a lot more range.

A true power of the Stormtroopers is their three-figure-activation. They are able to have a real impact, when a full group shoots three times. This can be a game changer.

So the regular Death Troopers are worse than (or best case equal to) elite Stormtroopers in almost every aspect AND no one plays elite Stormtroopers anymore.

So if the Skirmish version doesn't have any real surprises (Professional, Tactical Comms loses "once per round", ...) I don't think they will be played a lot.

A great analysis on the DT Vs Estormie. I feel obliged to mention that the key difference is that DT are single figure 3cost deployment Vs the 9 cost Estormies. DT gives the imperials meaningful cheap activation padding with an efficient unit, which they are sorely lacking, which can help them win the Last activation race they auto lose right now. Yes, DT are not going to be as damage efficient as Storms, but that's not why you field DTs. You field them for the flexibility of a cheap costing figure that can terminal grab/objective grab/tactical Comms shenanigans. These guys are the alliance smugglers of the Imperial s. 

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Posted (edited)

Officers are better for the "last activation race", just because they are cheaper. And they can give each other +2 movement, something smugglers only gain on interacts. I think officers are the alliance smugglers of the Imperials, just better ...

Edited by DerBaer

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11 hours ago, LordDraigo1 said:

Regular Death Trooper vs Elite Stormtrooper

Both cost 3 points each, have speed 4, health 5, black defense.

Stormtroopers do a little more average damage, when the target has no defense die (Onar, Element of Surprise). Death Troopers do SLIGHTLY more damage against white or black defense. But this is without calculating the reroll of the Stormtroopers and without the Stormtroopers' occasional "my homie died"-focus. And this ignores, that the red die can be so swingy.

AND the Stormtroopers have a lot more range.

A true power of the Stormtroopers is their three-figure-activation. They are able to have a real impact, when a full group shoots three times. This can be a game changer.

So the regular Death Troopers are worse than (or best case equal to) elite Stormtroopers in almost every aspect AND no one plays elite Stormtroopers anymore.

So if the Skirmish version doesn't have any real surprises (Professional, Tactical Comms loses "once per round", ...) I don't think they will be played a lot.

I think I have to disagree with this, great analysis, but I don't think it quite fits the bill

Red is the least swingy die, average damage is 2.2 (yellow is the most swingy)

Average Range is >1 difference between eStorm and rDT actually the rDT has more consistant accuracy

Surges are the key here, eStorm can get +3 acc and +2 damage.  rDT gets +1 damage (worse, i agree) +2acc +1 Pierce

but usually the Elite has better surges, they are meant to and usually the elite is ALWAYS played more than the regular (look at weequay, Jets, riots, etc.)

The flexibility in cost, activations, and the mixture of Free Squad Swarm or Strength in Numbers is where they shine.  The fact that I can activate 3 different figures with strength in Numbers before you get to play your next figure is going to screw with your plans, big time = for example rDT - eDT -Jet Troopers Strength in Numbers or 3 DTroopers with squad swarm. You could actually chain if you grab those 2 cards in a pull and do 4 activations including 2 eJet troopers with 2 elite death troopers in a row or an elite officer to get the same shot off multiple times.

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I'd also like to add that while officers are a fantastic support unit for the empire, 3 health and a white dice do not make them very resilient. While no body is going to spend activations like Han or eQuays to kill officers, figures like Gideon or Hera won't have trouble killing officers. 

This makes officers a worse objective holder/terminal controller than DTs since DTs will need a bit more than a Gideon chip shot or a Hera shot to be removed. Not to mention, you can do antics like TacComms to activate officers after the DTs. 

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7 hours ago, buckero0 said:

 

 

The flexibility in cost, activations, and the mixture of Free Squad Swarm or Strength in Numbers is where they shine.  The fact that I can activate 3 different figures with strength in Numbers before you get to play your next figure is going to screw with your plans, big time = for example rDT - eDT -Jet Troopers Strength in Numbers or 3 DTroopers with squad swarm. You could actually chain if you grab those 2 cards in a pull and do 4 activations including 2 eJet troopers with 2 elite death troopers in a row or an elite officer to get the same shot off multiple times.

Actually, I don't get your point. With Strength in Numbers AND Squad Swarm you can actually activate a lot more figures, if you don't use Death Troopers.

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Posted (edited)
7 hours ago, LordDraigo1 said:

I'd also like to add that while officers are a fantastic support unit for the empire, 3 health and a white dice do not make them very resilient.

 

But this is exactly what the Smuggler has. Plus the Officers get to reroll the white die...

And if you want a more expensive, more resilient figure, then you're better suited with Riots or jets.

Edited by DerBaer

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3 hours ago, DerBaer said:

But this is exactly what the Smuggler has. Plus the Officers get to reroll the white die...

And if you want a more expensive, more resilient figure, then you're better suited with Riots or jets.

Officers and smugglers play 2 different roles though, due to the difference in the factions. 

Rebels are a ranged DPS faction currently, with a glutton of cheap support figures and a high damage core. This is why attacking smugglers is often a mistake early to mid game, you should be prioritizing the damage parts of the rebels list, since the rangers and Han hit super hard. Smugglers survivability is due to the threat concentration of the rebels damage dealers. 

Empire are different, and mostly lack ranged pressure. Officers are key players in the ability to get the empires damage dealers into range as quickly as possible. Kill the officer, slow the empires movement and possibly reduce damage/map control. This is why officers are a target. The re roll is nice but often it's dodge or dead officer. 

Id also like to add that I feel the smuggler can contribute more in the late game with objective grabbing then the officer can. The smuggler can keep mobile while fulfilling objectives, whereas the empires figures are likely far away from a Terminal sitting officer to be ordered. Officers make weak objective contesters since they are super fragile. Often when I build empire lists I try to squeeze in a reg riots as forward objective contesters, for 2 points a model they have fantastic survivability. 

This is why I think DTs are better then you give them credit for. They are a hybrid between a riot troopers resilience and the activation count of officers. And have additional tricks 

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Posted (edited)
On 5/1/2018 at 9:33 AM, buckero0 said:

24 deployment cards (campaign and skirmish)

4 Kanan Ezra

3 Sabine Zeb (Zeb has same card for both)

2 Hero (tress and soldier)

2 Thrawn 

2 Hondo

3 Lothcat (2 regular, 1 elite)

6 Death trooper (2 regular 1 elite)

2 extras (so a Boba fix is likely, I don't see them giving us 2 regular and 2 elite Death Troopers but not Lothcats especially since we know there are 4 of each there. If Lothcats are totally awesome, then you'd still have to buy 2 sets just to fill out your elites with them.  I think Boba fix is likely just to sell the pack, you want to play the galaxy's most mobile bounty hunter, buy Tyrants of Lothal!

The Hero/Villain packs come with a skirmish upgrade (Doubt, Lie in Ambush, Heavy Armor, etc)

only 5 command cards - I'm guessing a Trooper and Brawler card, in addition to the Heroes command card and Pack Alpha.

 

I'd like to point out that Tress has the skirmish symbol, therefore might have 2 cards.

Edited by bnye88
Clarification

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6 hours ago, bnye88 said:

I'd like to point out that Tress has the skirmish symbol, therefore might have 2 cards.

Tress is a hero. Her campaign card would be her character sheet.

It's interesting in that you are correct in that her hero skirmish card does have the skirmish symbol on it.

swi54_card_tress-hacnua.png

 

That's uncommon.  As far as I know, not even the last wave had that listed.  So either this is a new way of organizing the cards (since technically, this can only be used in Skirmish anyway), it's a misprint, or Tress might have some sort of NPC/ally/villain role in the campaign that would require an additional campaign card other than her hero sheet (not unlike the two allies in the Labyrinth of Ruin Descent campaign).

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5 hours ago, subtrendy2 said:

Tress is a hero. Her campaign card would be her character sheet.

It's interesting in that you are correct in that her hero skirmish card does have the skirmish symbol on it.

swi54_card_tress-hacnua.png

 

That's uncommon.  As far as I know, not even the last wave had that listed.  So either this is a new way of organizing the cards (since technically, this can only be used in Skirmish anyway), it's a misprint, or Tress might have some sort of NPC/ally/villain role in the campaign that would require an additional campaign card other than her hero sheet (not unlike the two allies in the Labyrinth of Ruin Descent campaign).

The heroes in Jabba's Realm had that, but that was because they were Scum, to prevent the Imperial Player from earning them with Nemeses.  It is interesting that these ones are Rebels and marked like that. Maybe they do have additional roles in the campaign...

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