Showing posts with label SkirmishUpgrades. Show all posts
Showing posts with label SkirmishUpgrades. Show all posts

Thursday, May 16, 2024

Skirmish Upgrades: Extra Armor

Good morning gamers,

Last time, we talked about the Spectre Cell skirmish upgrade, and today, we're turning to one of my favorite upgrades (and one that was released with the Zeb and Sabine pack): Extra Armor. There's nothing fancy about this upgrade, but if it's added to the right team, it can be a GAME CHANGER. Let's see what it does and what kinds of models we want to use it with.

Extra Armor

For 1 point, you can distribute 4 Block Power Tokens (BPTs) at the start of the game. That's it. Yep, a start-of-game, one-time dump of defensive buffs. This may not seem like much, but there are a lot of ways that it can be helpful - the first of which is that it can make fragile-but-powerful units (glass cannons, as it were) just a bit more resilient. I talked about how BPTs are good on Ezra and Sabine last time (two characters who take most of the damage they receive, unless they can get a dodge on their white defense die), but any white die character who has a good combat profile is a good candidate. Even single black die models that have limited health and good combat stats can benefit from this.

Second, units that aren't able to generate power tokens love this upgrade. Since you can only have two power tokens at a time, models that generate their own power tokens aren't going to benefit from this upgrade as much, but any models that were released before Heart of the Empire are certainly good candidates (and even some who came afterwards benefit). The least useful units to benefit from this are certainly Riot Troopers, since they generate a BPT at the end of their turn if they don't have one already . . . and if they start with them, they're skipping out on a free BPT.

Third, units that have absolutely no defense dice LOVE having something they can throw in their defense. There aren't many units with no defense dice, but they do exist and they can even be pricey. Most of them also have good damage, so they're more of a glass cannon anyway than your usual glass cannon models.

This is simple enough, right? Okay, let's look at my top picks for this upgrade . . .

Thursday, May 2, 2024

Skirmish Upgrades: Spectre Cell

Good morning gamers,

Today we're going to talk about a very niche skirmish upgrade: Spectre Cell. This upgrade was one of the driving reasons for me to get the Tyrants of Lothal expansion and the primary driver for getting Chopper and Hera. It heavily restricts the units you can run, but boy is it powerful (even after its errata). Let's see what it does!

Spectre Cell: Running the Star Wars Rebels Team

When my son and I first opened the Tyrants of Lothal box last year (we didn't get our hands on it fast enough when it came out), we looked at the Spectre Cell upgrade and said, "Well, that looks busted." The skirmish upgrade is simple: to use it, the only characters you can run are the six members of Phoenix squadron (Hera, Chopper, Kanan, Ezra, Zeb, and Sabine), all friendly figures get +1 damage and +1 block, and you can exhaust the upgrade during a friendly figure's activation to either perform an attack or give two movement points to another friendly figure. Easy right?

Yes, very easy - and FAR too powerful. A free damage with everyone and a free block with everyone was oppressive, especially in two-player games. We basically said, "Yeah, you can't use this card outside of a four-player team game." Then I looked up the erratas for Imperial Assault and found that they too thought that it was busted - at least the free damage/block part. Instead of getting a free damage/block, at the start of the round, you get to hand out 1 damage power token (DPT) and 1 block power token (BPT). That's . . . far more reasonable.

Monday, April 16, 2018

Skirmish Upgrades: Heroic Effort

Good morning gamers,

In the past few Rebel posts, we’ve focused on attachment Rebel skirmish upgrades (namely, On A Diplomatic Mission and Smuggler’sRun), but today’s post will be a little different (and more in line with our Black Market, Under Duress, and Zillo Technique posts): we’ll be looking at the Heroic Effort skirmish upgrade and one of the possible lists you can run with it.

Heroic Effort: Getting More Use Out Of Your Characters
Heroic Effort is simple: you must run deployment cards that are unique (all of them) and whenever someone dies, you can draw a Command card and place a Command card beneath your Command deck. This is a great way to get rid of a unique Command card (temporarily) that you can’t use anymore (because the guy who it belongs to has been defeated) OR a great way to get a better card now and delay use of a different card until later. Since this upgrade is only triggered when figures are killed, you’ll be better served by having a large team versus a small team. To maximize the utilities of this card, I propose the following list:

Heroic Effort: Sample List
Command Cards:
There are three basic parts to this list:

  • Card management characters,
  • Augmenting characters, and 
  • Offensive characters

On the card management side, we have the incredible team of Leia Organa and R2-D2. We’ve talked about Leia and R2-D2 in a previous post – R2 is a self-healer who lets you draw an extra Command card each turn (and turns into mega-Command-card-drawing-mode since we included Terminal Network). Leia lets you take Command cards from your discard pile and put them back in your deck, expanding the life of your Command deck dramatically. Taken with Heroic Effort, it allows you to find these cards faster (since you're placing a card you don't want from your hand at the bottom of your Command deck and picking a replacement card). I will admit I was tempted to drop Verena TalosMak Eshkarey, and the On a Diplomatic Mission upgrade to include Saska Teft and Jabba the Hutt (see our post on the Black Market upgrade for more info on the power of drawing cards with Jabba AND R2 AND Leia). Thematically, I’ve left him out to focus on the Rebel commander feel (though I love Jabba), but note that you could push the card-drawing envelope more by including him. You also get good card drawing from Planning - best used with one of the many leaders in the list (Gideon, Jarrod, or Leia).

On the augment side, you’ve got the powerful trio of Gideon Argus, MHD-19, and Jax – the companion droid of Jarrod Kelvin. We’ve talked about Gideon a lot in the On A Diplomatic Mission post in this series and gave some other ideas in our Strength inNumbers post. Gideon’s greatest contribution to this team is that he can Focus your figures, but don’t underestimate the power of giving 2 movement points to some of your figures. MHD-19 is a team healer who can self-heal and Focus himself when he attacks. While MHD is best employed running behind your power hitters, don’t underestimate his ability to deal damage to his foes (either with his gun or by performing an Improper Procedure). As we mentioned with Jabba in the To The Limit post, both MHD-19 and Gideon Argus can benefit phenomenally from the To The Limit Command card, as they can both enter "trance mode" and still use their special abilities to assist their team. MHD's ability to do this is much more limited (as Improper Procedure requires adjacent foes), but it's still there (and would allow you to heal yourself, perform an Improper Procedure, and then attack (hopefully while Focused?) before becoming Stunned.
Jax has problems killing figures due to a single Blue die (though the automatic Pierce 1 helps), so if he’s going to shoot at people, you want him to target White die figures (where he’s not that likely to mess up). The primary benefit he brings your team is an automatic Pierce 1 to one attack results against hostile figures adjacent to Jax each activation. This can turn a mediocre attack (even from figures like MHD or Gideon) into a decent attack OR turn a good attack (like Verena’s Close Quarters attack or the Fighting Knife special ability). You also get great augments from some of your command cards: healing cards like Recovery, Heart of Freedom, and Miracle Worker are fantastic, as well as movement cards (Fleet Footed and Heart of Freedom) and defense cards (Take Cover).

Then we have our damage team: Jarrod, Loku, Mak, and Verena. Jarrod and Verena are up-close-and-personal killers, while Loku and Mak provide fire from further away. Jarrod Kelvin’s Yellow-Yellow attack pool triggers some amazing surge abilities (Damage 2 and Pierce 2 is awesome), supported by a static Damage 1. Jarrod on defense is also great: a black die with an automatic Evade result – great at stopping most regular deployment cards from doing any damage at all! Verena Talos has a decent attack pool with decent surge abilities (she basically has a better version of the E-11 from campaign mode), but she really shines from borrowing other people’s weapons and using them against her foes (my favorites are Probe Droids and Elite Clawdite Shapeshifters). Loku Kanoloa has the Set Your Sights special ability that gives him bonus accuracy, ignoring figures in the way (so protect him!), and the ability to become Focused after he defeats a figure. Loku can’t perform any other actions when he uses this ability, so consider pushing him with Gideon to get the movement you need OR using Fleet Footed if you need just a little nudge in the right direction. Mak Eshkarey on the other hand can also ignore figures, but can move and shoot in a turn (and can clean out your opponent’s Command deck if he kills someone). Mak is probably the least reliable for damage out of the group, but if he can get a surge result, he's pretty good. Between these four guys, you can put a lot of fire on the board.

Supplementing the raw offense of these characters are some excellent Command cards: cards like Coordinated Attack and Take It Down increase the damage output of your turn. Master Operative relies on Verena's innate killing ability, but the addition of the Focus die as well as the free surge (guaranteeing the free Fighting Knife attack unless your opponent gets an Evade) makes her particularly deadly. While not as grand as the previous Command cards, Deadeye is very useful for characters like Verena (in case your Close Quarters attack doesn't get the range you wanted) or Loku (who gets only one Blue die to determine his range). 

This post closes out (at least for now) our series on skirmish upgrades. With this series ending, we’re going to turn our attention to the Campaign game and review Imperial Class Decks and different things you can do with them (and favored Imperial/Mercenary deployment cards to go along with them). Until then, happy gaming!

Monday, April 9, 2018

Skirmish Upgrades: Zillo Technique


Good morning gamers,

To date, we’ve looked at two Imperial skirmish upgrades: Advanced Com Systems and Vader’s Finest. Both of these cards are Attachments – you pick one person to use them and that’s all they benefit. Today’s post is different: we’ll be looking at a team-beneficial upgrade:
Zillo Technique. While the Empire has several units that are hard to crack, no army is more resilient than those with Zillo Technique. J

Requirements for Finalists:
While we’re not going to pick three finalists like we normally do, there are certain requirements for units that will benefit from this the most:
  • The ability to draw Command cards (so you can discard them for additional Block);
  • Favor double-Black-dice defense pools (basically resilient to all damage if they can ignore most/all of the attacker’s Pierce value); and
  • Units with static defense results (since a little extra defense allows you to save the extra Block provided by Zillo Technique less often).
Obviously not all of the figures we’re going to include will rate on all three of these areas, but we’re looking for these kinds of elements to be visible in the army. Without further ado, let’s look at what we have to work with today:

Deployment Cards:
Command Cards:
This list fields 8 figures (kinda small), but they’re very hard to kill: your defense begins with two squads of regular Riot Troopers. With a free Block token, these Riot Troopers are pretty hard to hurt with two-dice attack pools (and even certain three-dice attack pools). They can be escorted by the Elite Gamorrean Guards - these guys not only have an impressive amount of health, but also have a free Block against blaster attacks (which makes them more resilient than Heavy Stormtroopers). Both the Gamorreans and the Riot Troopers are painful in melee - you want to close quickly and batter down your opponents quickly.

Leading the charge, of course, is Darth Vader – he’s nasty and tough as nails with his Double-Black-dice defense pool (and one of those is rerollable) – makes it pretty hard to break through him. While you can use Zillo Technique to protect him, he shouldn’t need it. With Force Choke (which he can activate during his activation or at the end of the round thanks to Driven By Hatred), Vader has some “range damage” capability to provide cover for your squad. Generally speaking, your opponent will probably not stay to fight Vader and his goons if they’re advancing quickly.

Presiding over your army (for that’s all he can do) is Jabba the Hutt. While Agent Blaise would save us 1 point and give us some ability to draw cards, Jabba does this more reliably. As we’ve discussed in several posts already (To The Limit, Best Ally/Villain packs, On A Diplomatic Mission, Black Market, Smuggler’s Run, Under Duress - I like Jabba, what can I say?), you can draw cards AND do Strain damage against nearby opponents if you want (or Focus your Gamorreans). Jabba can be left behind (guarding a Terminal perhaps?), providing benefits to your team without being present. With cards like Blood Feud and Price On Their Heads (to say nothing of Planning), you can make life easier for your team and smash through your opponent’s figures quickly.

Finally, the team is supplemented by Zillo Technique and Unshakable: Unshakable only applies to Vader (you could substitute this out for Motivation on Jabba the Hutt OR upgrade one of your Riot Trooper squads to a Heavy Stormtrooper squad), but ensures that any harmful conditions don’t slow him down from slashing through people. With a free reroll on offense (and a free attack at the end of the round), you want to be able to rush into your foes quickly (and 1 Strain is not that big a deal…most of the time…see our Under Duress post for the exception to the rule).

For Command cards, we’ve chosen a few Force User cards, but most are melee-character-oriented (or tactically beneficial). Vader alone benefits from Lord of the Sith, Force Rush, and Deadly Precision – see our post on Force User Command cards for more info on these. Jabba is required to play Blood Feud and Price On Their Heads – both of which you can chuck with Zillo Technique if you happen to lose Jabba before you get to play them (you can do the same with the Force User cards if you lose Vader…not very likely to happen, but just in case). Since both of these figures have special actions on their cards, you can use To The Limit with either of them to get more out of them – Unshakable will clear this on their next turn.

All of your figures (sans Jabba) benefit from Close the Gap (nice little movement pip to get them in position), and since all your figures are melee, they all benefit from Pummel and Deathblow too. Since we’re running a low figure count list, taking two copies of Reinforcements will keep our Troopers on the map (though watch out for people spreading their damage against you – retreat to keep one of the figures in each group alive if you need to). Finally, all of your figures benefit from Fleet Footed, Urgency, and Recovery – use these as you need to (and view our post on the nuances between the Fleet Footed and Urgency).

In our next post, we'll be wrapping up our series on skirmish upgrades look at the Rebel upgrade Heroic Effort. If you like running heroes and get frustrated when you can't use their command cards, this card is for you. Should be fun - until then, happy gaming!

Monday, April 2, 2018

Skirmish Upgrades: Prey On The Weak

Good morning gamers,

Today we dig into one of the most straight-forward skirmish upgrades available to date:
Prey On The Weak. When it comes to the skirmish upgrades we’ve viewed so far, there are two basic kinds of upgrades:
So far, the only Mercenary skirmish upgrades we’ve looked at fall in the second category, so it’s about time we look at an attachment skirmish card for a change. J

Requirements for Finalists:
This skirmish upgrade is pretty straight forward: increase the Pierce and Accuracy of your attacks. The nuance comes with guessing how high the figure costs of your opponent are going to be (players who run Trooper swarms are likely going to have most of their army composed of deployment costs with figure costs of 2-4 points, while Jedi/unique-character teams will have figure costs well at or above 6). Given this guesswork, here are the assumptions we’re making about finalists today:
  • The figure must be a Hunter (as that’s a requirement for the upgrade);
  • Figures should have a deployment cost above 4 (sorry, Greedo) and no more than 10 (sorry, Boba Fett and IG-88); and
  • While Accuracy isn’t required, figures who benefit from both the Pierce bonus and the Accuracy bonus will receive a higher preference.

I know what you’re thinking: why did you choose the range that you did? Here’s what my rationale is: there are many, MANY players who believe that Trooper deployment cards are the most competitive deployment cards in the game right now. And they would probably be right. Rebel or Imperial (or Mercenary hybrids), Troopers do reliable damage against the majority of units and reliably get Accuracy (and you tend to get a lot of them). You can also regrow them, heal them, and boost their damage. What’s not to like? Most Trooper choices, though, have a figure cost of 2-4 points. As such, if you’re facing an army of Elite Troopers, you want to cost at least 5 points (hence my floor value).

On the other extreme, the most expensive Hunter figure to-date costs 13 points (all hail Boba Fett), but there are very few figures that have a figure cost above 10 (many vehicles and a lot of the named characters from the Core Set and Twin Shadows – hence my ceiling). As such, figures who cost a bit less than 10 points will free up more space for you to flesh out the rest of your army while still getting the bonuses provided by Prey On The Weak. Does this make Boba Fett or IG-88 a bad host for this upgrade? No - though I think you want Focused On The Kill for IG-88 more than Prey On The Weak. As with many of my reviews, this is one man’s opinion – feel free to disagree if you want (but read the article first – I want the views). J

Honorable Mention: Elite Clawdite Shapeshifter (Senator/Streetrat Form)
I don’t usually do “honorable mentions,” but (SPOILER ALERT) seeing as how we don’t have very many Mercenary cards in this post, I figured I needed to give them a bit of an edge in the final tally.
J The more I look at these guys, the more I’m impressed with them: at 6 points a model, they’re kind of expensive, but with a Red-Yellow-Green attack pool (my personal favorite in the game) and the ability to become long-range killers, up-close killers, or self-healing token-distributors, they’re fantastically flexible. I’ve not included the Scout form because I don’t think it needs the Accuracy buff (though the automatic Pierce 1 certainly makes up for swapping the Red die for a Blue die), so we’ll just be looking at the Senator and Streetrat forms today.

Both of these forms have great surge abilities (which of course only trigger if you get enough damage to breach the target’s defenses). With a figure cost of 6, pretty much any unnamed character is a fair target and you’ll be getting at least 1 Accuracy from Prey On The Weak and at least 1 Accuracy from the Green die. For a Streetrat, this means you will definitely hit someone adjacent to you (though minimum range is technically 2 spaces away) with a maximum range of 6 (which is kind of hard to hit seeing as how you can’t surge for Accuracy). The Senator also can’t surge for Accuracy, but does get a static +1 Accuracy, changing the range to Min 3/Max 7 (bonkers).

For both of these characters, you should be able to break through the toughest Black die (thanks to the free Pierce 1 and the Green die), drilling into the target with the full weight of the Red and Yellow – both forms can surge for Damage 1, so most of your surge is going to be dedicated to other endeavors (like sneaking out your knife or Recovering health). Whichever form you’re using, Prey On The Weak opens up your options and gives you the boost you need to be great - all for a single deployment point.


Bronze Medal: Biv Bodhrick (with Temporary Alliance skirmish upgrade)
I’ll admit, Biv is one of my favorite characters (we’ll write up the post on him when we talk about tanks): Biv in the skirmish game has a decent amount of health and the ability to perform more than one attack in a given turn (although both must be directed against the same person). Biv is great for tearing down heavy units and with his high figure cost (a whopping 9 – just made it under our limit), he can use his brutal attacks against basically any unnamed character and many named characters (which you won’t see from anyone else in this post). Since you purchased the Temporary Alliance upgrade to bring Biv in, you might consider also bringing another Rebel character to supplement Biv (and the rest of the army) –
Gideon Argus or C-3PO come to mind, though if you want Hunter/Brawler synergies, Jarrod Kelvin is a good choice too.

Silver Medal:
BT-1
Ah yes, we view yet another non-Mercenary figure. Unlike Biv, you can’t ally in Imperial figures into a Mercenary force UNLESS they’re Droids and you have an
Elite Jawa Scavenger. This increases the overall army cost from 6 points to 9 points (which is slightly lower than Biv), but you get a lot out of this guy. First off, BT-1 always becomes Focused right before attacking (ouch). While he can shoot with his traditional arsenal (Red-Yellow-Green-Blue including the Focus die), you can alternatively fire three times with a single Red, Yellow, and Blue die (each of those getting the benefit of the Green as well). Like we said with Biv’s Close and Personal attacks, each of these attacks would benefit from Prey On The Weak, giving each not only a free Focus, but also a free Accuracy 1 + Pierce 1 (more ouch). You’re not going to find any other figure (besides Boba Fett in the turn that he gets to use Mandalorian Tactics) who can push out 3 attacks in a given round to benefit from this card (and most Hunters are hard-pressed to get 2 attacks out). As such, I feel that BT-1 must be granted some measure of respect for the sheer volume of attacks he can deliver with the card and so he claims second place today.

Gold Medal:
Onar Koma
Onar has shown up before on our blog in our discussion of best figure to use To The Limit and in that post, I gave him the silver medal but admitted he could have won the gold. Today, Onar finally gets the coveted gold for several reasons. First and foremost, he’s cheaper than most of your other Hunter options. “Cheap” here is a relative term – costing too little (4 or 5 points) makes you more expensive than most units, but certain elite units (and most named figures) will be more expensive than you or at the same cost, which means you don’t get a bonus against them. Very few elite units cost 6 points or more, so you’ll be able to use Onar to focus on the chaff of the army (leaving his compadres to take care of the more elite and heavy models).

Even if you ignore the cost advantage of using Onar, there is another boon to putting this upgrade on Onar: there is a non-zero probability that you will get both the “Accuracy 1 + Surge 1” face on your Green attack die and the “Accuracy 2 + Surge 1” on the Blue attack die. When this happens (assuming your opponent gets no Evade results), you can’t use both of your surges for damage because you have to sacrifice all the Accuracy you gained (and range attacks without any Accuracy miss). With Prey On The Weak, Onar automatically gets +1 Accuracy, guaranteeing maximum damage from his surge results against the person he shoved with Rush. While the other characters get great bonuses from Prey On The Weak, it is most beneficial to Onar because it guarantees he does stuff.

In our next post, we'll be switching gears to non-attachment skirmish upgrades and viewing the Imperial ugprade
Zillo Technique. I consider this to be the most powerful Imperial skirmish upgrades (and quite probably the most powerful of all skirmish upgrades) available to date. Until then, happy gaming!

Monday, March 26, 2018

Skirmish upgrades: using Smuggler's Run


Good morning gamers,

We’ve already examined the
On a Diplomatic Mission skirmish upgrade which can give Rebel skirmish lists an extra VP each round if the leader that bears the skirmish card doesn’t attack. Today, we’re going to look at my second favorite Rebel skirmish card: Smuggler’s Run. This upgrade must be attached to a Trooper and provides special actions for that Trooper squad. 

Requirements for Finalists:
This skirmish upgrade obviously requires that the person attached to it must be a smuggler, but there are other synergies that separate a few characters from the rest of the rabble-rousing smuggler pack:

  • Since you need to get to your opponent’s deployment zone, how fast are you (and can you get extra movement in a pinch)?
  • Because you’ll be running (in one way or another) towards an opposing character’s deployment zone, how survivable are you?
  • Are there better skirmish attachments for the character that might preclude attaching this one?
These kinds of questions as a group will necessarily eliminate certain characters from consideration – Han Solo, for example, is average speed and very survivable but might be better served with the Rogue Smuggler attachment instead of Smuggler’s Run (so as much as I love him, he won’t be a contender). Jabbathe Hutt (allied in with Saska Teft) is pretty survivable but isn’t fast (and probably better served with On a Diplomatic Mission – see our previous post). Greedo and the Hired Guns (either can be allied in with Saska Teft) are fast and don’t have better skirmish attachments available but aren’t that survivable. All this to say, if you don’t see your favorite character here, it’s not because they’re not good or you couldn’t make it work – it’s that others are better choices overall.

Bronze Medal: Vinto Hreeda
Leading us off today is Vinto Hreeda – available to Rebel lists via Saska Teft. Vinto is gifted with a carte blanche right to attack twice for a single action (with his usual boltslinger rule from the campaign game). For more info on Vinto, read our post on him. Vinto ranks third on the list because for 5 points, he’s got 8 health (albeit defended with a  White die), can gain Hide (making it harder to hit him), and he’s Speed 5 and incentivized to move for at least one of them (because he has nothing else to do). Vinto’s speed allows him to quickly race across the board (shooting low-health figures as he runs), clearing out a path to the enemy zone quickly.
While Vinto is great at what he does, he isn’t very survivable – 8 health + White die + Hide only last for so long, so be sure to back him (and it’s best if he comes sailing in after other figures have already done some damage so he can polish people off with Boltslinger). While Vinto himself doesn’t cost very much, you do need to include Saska as well, increasing the total cost of this pairing to 13 points – one third of your army is wrapped up in getting you 5 VPs. It’s probably still worth it, but the expense does work against Vinto here.

Silver Medal:
Elite Alliance Smuggler
Smuggler’s Run comes in the Alliance Smuggler Ally Pack, so I felt I needed to give proper appreciation for what you can do with the Alliance Smuggler. Let’s get one thing ironed out at the get-go: Alliance Smugglers (both Regular and Elite) are a great way to increase both the body count and the Deployment card count of any Rebel army. At 2-4 points per figure, you can get a whopping 6 figures (maximum 4 Regular + 2 Elite) for only 16 points, leaving you plenty of space to purchase whatever else you want. All Alliance Smugglers benefit from a static -2 Accuracy penalty to attacks made against them and get some free Movement points afterwards (making it very, VERY hard to hit them).
Don’t forget to include Camouflage to get the most out of him – begin your run once you have this card in hand so you can make yourself Hidden when attacked and make it all but impossible to hit you (that’s defense you can’t buy)! Ideally you also want to include On the Lam – which is great for making sure you get away from melee figures who won’t be affected by your accuracy penalties. All told, for 5 points, you can get an Elite Alliance Smuggler with Smuggler’s Run and score 5 VPs – not bad. But while the Alliance Smuggler is quite powerful, there is one Smuggler who takes the gold from him today…

Gold Medal:
Jyn Odan
Jyn Odan is one of the original six playable characters in Imperial Assault and as such, she is awesome. J Jyn costs 5 points to use in the skirmish game (so a tad higher than the Alliance Smuggler) but is also a little healthier and has Cunning. With a White die having a 50% chance of getting an Evade, this means that half the time she defends herself, she’ll get 1-2 Block and 1 Evade – which is usually enough to make sure she doesn’t take very much damage. In addition to the free Block, Jyn can gain 2 movement points for each Evade she gets – which means you can get the 2 movement points the Alliance Smuggler gets half the time too.

What sets Jyn above the Alliance Smuggler is the sheer amount of movement you can get out of Jyn if you want it. Consider the following Smuggler team:
  •          Jyn Odan with Smuggler’s Run
  •         Han Solo
  •         C-3PO
  •         Saska Teft
  •         Jabba the Hutt with On a Diplomatic Mission
  •      Elite Alliance Smuggler x2

If Jyn stands adjacent to both C-3PO and Han Solo (note that Han doesn’t have the Rogue Smuggler skirmish upgrade), Jyn benefits from not one but TWO FREE EVADES each time she defends. This means that even if she gets the blank face on the White die, she’ll get 2 Block + 2 Evade + 4 movement points. The rest of the time she’ll either add 1 Block, 1 Block + 1 Evade, 2 Block + 1 Evade, or 1 Dodge to the defense results – any of which will clobber pretty much any 2 die combo you face. At the end of the attack, you’re looking at 4-6 movement points, which is basically a free move! If you go next, you can spend your first action moving and your next action scoring the 5 VPs. Of course, after she leaves her defense buffs in the dust, you run the risk of losing her, but at that point she’s already paid for herself…

In our next post, we'll be returning to the Mercenary skirmish upgrades and be looking at Prey On The Weak - a simple skirmish upgrade that can turn any Bounty Hunter into a powerful piece on the board. Until then, happy gaming!

Monday, March 19, 2018

Skirmish upgrades: Vader's Finest

Good morning gamers,

Last time we looked at Imperial skirmish upgrades, we examined Advanced Com Systems. Today, looking at one of the Empire's first skirmish upgrades: Vader's Finest. This upgrade must be attached to a Trooper and provides special actions for that Trooper squad. To determine our finalists today, we will be asking the following questions:
  1. How much does the model benefit from being Focused?
  2. How does gaining movement points after attacking synergize with the existing abilities on the deployment card?
I'll mention this about Vader's Finest before we begin: no matter who you attach this upgrade to, you want to bring To The Limit in your Command deck. We've discussed the card at length in a past post, here's what you can do:
-Spend two actions becoming Focused and removing a harmful condition;
-Play To The Limit to gain an additional action;
-Spend one action to perform an attack and gain two movement points;
-Become Stunned;
-Next turn; spend two actions becoming Focused and removing the Stun.
You could also choose to remove the Stun normally, which would allow you to attack with your normal attack pool and gain two movement points. Either way, you don't suffer for using To The Limit. Without further ado, let's get into it:

Bronze Medal: Stormtrooper
This card comes in the Stormtrooper Villain pack, so there might be a little obligation on my part to include it. On a purely merit-based level, Stormtroopers have a distinct advantage over other Imperial Troopers: they come in sets of three.

While numbers aren't everything, it often means the difference between keeping the card alive and losing a whole deployment card before it can activate. Stormtroopers can also force damage-heavy units (Jedi Luke, Maul, Vader) to waste damage that would have killed a more expensive Trooper - this makes little difference in the long run, but feels good for you (especially if you have the Reinforcements Command card.

The reason these guys get third prize today is because there are already ways for the Elite version to become Focused and there aren't any other synergies being utilized. It's nice to be able to become Focused without having a squad mate die, but that's all they have going for them.

Silver Medal: Heavy Stormtrooper
I'll come out and say this up front: for the longest time, Heavy Stormtroopers were my favorite Imperial Trooper choice (and I still favor them when choosing open groups). Heavy Stormtroopers have a good health-to-cost ratio, a red-blue attack pool with two static accuracy, and the ability to Surge for Blast. Let's just say that they're awesome.

They're also slow. With only 3 Speed, they have problems keeping up with your other figures, but this is easily compensated but the free movement points provided by Vader's Finest. In addition, the Focus adds damage to the Heavy Stormtroopers' already impressive attack pool AND makes them more likely to get Surge results (Blast is nice when you actually get it). While it seems like the Heavy Stormtroopers might have this one in the bag, they fall today to my favorite Imperial Trooper...

Gold Medal: Elite Jet Trooper
Jet Troopers are basically the same cost as your standard vanilla Stormtrooper EXCEPT that they come in squads of two instead of squads of three (which makes the deployment cards a tad cheaper). Jet Troopers aren't as obviously lethal as Heavy Stormtroopers, but the elite version is probably the highest damage-for-cost unit available to the Empire (and certainly amongst its Trooper choices). With a green-blue-blue and the ability to surge for Damage 2 (recall what we said last week in our post on Gaarkhan about the difference in damage between dice when you can surge for Damage 2) these guys are where it's at if you ask me.

With their Fly-By rule, the Elite Jet Troopers not only get a free blue attack die, but they also get two free movement points (giving you four total with Vader's Finest). Since these guys are mobile, you get a free move out of the deal, allowing you to move, attack, and move again.

It's important to note that this free-move benefit applies to regular Jet Troopers too - while their damage output isn't as high as their elite brothers' output, it's still a decent amount of damage and you can start any skirmish mission becoming Focused to help boost your Damage even higher.

In our next post, we'll be returning to Rebel lists as we examine the Smuggler's Run upgrade. Until next time, happy gaming!

Monday, March 12, 2018

Skirmish upgrades: Under Duress

Good morning gamers,
You find us on this marvelous Monday addressing Skirmish Upgrades again and today we have a marvelous card courtesy of the Bespin Gambit expansion: Under Duress. While most Mercenary figures are all about that offense, ‘bout that offense (no defense), the Bespin Gambit expansion introduced the Wing Guard, who are predominantly focused on protecting nearby figures – and one of the ways they do this is the threat of dealing a Strain to the attacker if you shoot someone adjacent to them. While they are limited to only one retaliatory shot against the attacker (even if there are more than one adjacent to the target), it’s still enough to make any low-health figure wonder if it’s worth it. With the release of Under Duress (which was clearly designed for these units to use), let’s begin our post today by looking at the power of the “Strain Game.”

Under Duress: The Power of the Strain Game
Strain in the Campaign mode and the Skirmish mode are two very different beasts. Heroes take strain up on themselves to perform special abilities, though some Imperial/Mercenary Deployment cards – or Imperial Class deck cards – might have ways of inflicting Strain. Once you’re maxed out on Strain, heroes can’t voluntarily Strain themselves (though Imperial applications of Strain get converted to damage – ouch). Strain is therefore the first damage to be healed in the Campaign mode when resting, so every few turns you tend to find yourself resting just to be able to do special things (or you need to attack a lot if you use your surge results to recover a Strain).
In the Skirmish mode, however, Strain works differently: Strain automatically becomes damage to the target UNLESS he discards a Command card from the top of his Command deck. With only 15 cards in a Command deck (and a starting hand of 3 cards), there aren’t that many Command cards to discard. Still, if you only need to discard 1 card each time you suffer a Strain, you could conceivably block 2-3 Strain from becoming damage without losing too much from your beloved Command deck. But this begs the question…what happens if you build a deck that focuses heavily on doing Strain?
The short answer is: your opponent will be taking a lot of damage. Even if your opponent blocks every Strain that comes at his figures with a Command card, eventually you’ll run out of Command cards. Since the first turn is usually spent maneuvering, someone who is playing against an army that focuses on Straining their opponents probably has ~10 Command cards in his deck. If you have to suffer multiple Strain results each round, you’re looking at running out of your Command card deck in 2-4 turns…that’s about half-way through most Skirmish games. While your Command deck isn’t necessary for victory, you will lose the element of surprise that Command cards provide (not to mention cool things you can do to get more out of your figures).
This is what we mean in this post by the “Strain Game:” Strain can ultimately be thought of as damage, but it has a tactical element as well: in most cases, your opponent won’t be served by choosing to discard an unknown card to block a single point of damage from being scored (unless it means the life or death of an important piece). However, by using cards like Under Duress, you can effectively force your opponent to take the Strain as damage because he will run out of his Command deck much, MUCH faster if he doesn’t take it as damage. This makes it not only more likely that you defeat figures faster, but also makes your units that have only marginal offensive capability more potent (which has psychological advantages if not actual ones).
With that, as we did with the Black Market skirmish upgrade, let’s look at a sample list for getting the most out of this card…

Under Duress: Sample List
·         Jabba the Hutt
·         Wing Guard x2
·         Trandoshan Hunter
·         Elite Trandoshan Hunter
·         Jawa Scavenger
·         Under Duress
·         Black Market
Command Cards:
·         Assassinate
·         Blood Feud
·         Dirty Trick
·         Guardian Stance
·         Merciless x2
·         Of No Importance
·         Pickpocket
·         Planning
·         Price on their Heads
·         Shoot The Messenger
·         Strength In Numbers
·         To The Limit
·         Tools for the Job
·         Toxic Dart

Let’s start with a quick overview of the Command cards: many of the cards focus on providing Strain (Toxic Dart, Dirty Trick) or making/allowing your opponent to discard Command Cards (Merciless, Shoot the Messenger) or you drawing Command cards faster (Planning). Other cards play to the VP-generating part of this list (Merciless, Of No Importance, Pickpocket, Price on their Heads). Still others are more fun and give you better offensive power (Assassinate, Blood Feud, Tools for the Job).
I’ve also included two of my favorite Command cards that just feel good in any list to help you get more out of your characters: To The Limit and Strength In Numbers – since many of your models have options (either on their Deployment cards or via Command cards) to perform special actions, To The Limit can allow you to move, shoot, and gain VPs with Trandos or allow you to draw a Command card and activate a friendly figure with Jabba the Hutt. You can also run any number of combinations with Strength in Numbers since most of your Deployment cards cost 6, so you can sneak an activation in if you’re very careful.
I will say the following though: while all of the Command cards have their use to this list and provide benefits to the team as a whole, there is another use for these cards: many of them are expensive (2-3 points) and can be turned into quick cash if you need them to via Black Market. I’ve already talked about some of these cards in the Black Market post I put up last month, so read there for more info, but as a commander, you’ll want to identify if it’s worth you giving up the ability to deal 3 Strain with Dirty Trick to gain 2 VPs (which will pay for Order Hit) OR if it’s worth getting 3 Damage added to an attack in order to gain 3 VPs. Some of these choices are hard, but one of the greater benefits of Black Market is that you can “buy” 0-cost Command cards for free, effectively drawing a Command card at the cost of 1 Strain.

Ok, character evaluation time. You might have noticed something about this team…

All the characters in this list use Strain as a tool for dealing additional damage.

It’s important to note that we might do better to take two squads of regular Trandoshans and a pair of regular and elite Wing Guard (vs. two squads of regular Wing Guard and the regular/elite pairing of Trandoshans). The more defensive-oriented players will see the advantage to having healthier units who can Recover regardless of whether they do damage to their targets, vs. the marginally better damage output of the Elite Trandos. Either way, you’ll see the benefits of keeping your figures alive and running your opponent scared.
The heart of this list is actually the Wing Guard: these troopers – similar to Stormtroopers in many respects – provide you with the ability to suffer Strain (which you can take as damage – you can Recover it, after all) to deal Strain to an enemy figure who is attacking a non-Guardian figure adjacent to you. As we have taken six Wing Guard figures, it seemed like a good idea to me to also bring along six non-Wing Guard figures for them to escort.
Marching off in pairs can be difficult to do, since you activate one deployment card at a time, but your goal is simple: make sure the Wing Guard are around whenever someone attacks your figures. If your opponent targets the non-Wing Guard, you can deal damage to him before the attack begins (which is really hard to recover in the skirmish game). Once the attack is underway, you can use the Guardian Stance Command card to reroll offensive/defensive die, making it less likely that you’ll take quite the punishment your opponent intends. If your foe wearies of the Wing Guard and targets them instead, your more important units (Trandos are painful and Jabba and the Jawa are annoying as anything you’ll find) effectively gain additional health because their armed escort is being attacked instead.
Unlike the Wing Guard, the Trandoshan Hunters and the Jawa Scavenger are more straight-forward in their use of Strain: attack people who are near you. Trandos have been go-to Mercenary units since the Core game was released and are undoubtedly some of the strongest offensive units you can acquire – 2-3 free damage each time they attack so long as they’re in your face is basically like getting a free Red die added to their attack profile. With the Assassinate and Tools for the Job cards, you can add additional damage to these guys, but if you don’t feel like moving (aka, you started adjacent or very near to your target), you can get additional mileage out of these guys thanks to Merciless and Toxic Dart Merciless allows you to drain your opponent’s deck faster OR give you VPs (but requires you to be adjacent and spend an action), while Toxic Dart allows you to Strain and Weaken a target figure within 3 spaces of you without spending an action. These little bonuses can add up in the end game – don’t underestimate them.
The Jawa is different: he’s the only Smuggler who’s likely to be adjacent to anyone (Jabba is the only other Smuggler), so Pickpocket is all his. This is a great way to gain a little extra cash (at the expense of your opponent) and it complements cards like Merciless and Price On Their Heads quite well. If your opponent singles out the Jawa as the weak link in the army (he is), you can laugh very, VERY hard if you can play Of No Importance when he’s defeated – no VPs for you for killing this guy! Hahahahahahahaha!!!!!!
Yeah, on a less sinister note, the Jawa is cheap and efficient – allowing you to Strain your opponent even if you don’t do damage. Like the Trandoshans, this is an “automatic” thing that your opponent can’t deal with very well. Should he choose to discard 2 cards instead of taking this damage, he’ll quickly run out of cards in his deck, leaving you to only have to worry about what’s on the board. For 2 points, that’s a pretty good model.
Finally, we have Jabba the Hutt – I’m not going to write too much here on him mostly because he’s been covered so much already on this blog. We’ve included To The Limit for him – because he’s awesome at it. We’ve also included Planning because why not draw more Command cards…it doesn’t hurt, right? Blood Feud is on the more expensive side for unique cards but is well-worth it – and most handy when trying to take out a two-dice defense pool figure (like Darth Vader or an AT-ST). As both a Hunter and a Smuggler, Jabba can use almost all of the Command Cards and can Bully anyone who rushes towards him – don’t underestimate the power of dealing 3 Strain when it runs the risk of discarding half of a Command card deck! If you’re concerned about taking damage from Black Market (and yes, you want to take it on Jabba because your only other option is the Jawa…), you might consider dropping Guardian Stance and picking up Smuggled Supplies – it’s a bit of a niche Command card since you only have 2 Smugglers, but given how quickly you’ll be drawing cards, you’ll probably get it in time to use it. While it can be used to heal Jabba (or the Jawa), it can also give the Jawa an automatic Surge result (which might be overkill given the double-yellow, but you never know).
One caution about using this list: it will make some players very, VERY angry. Don’t take this the wrong way – it’s not cheating. This list (like some others I will post in the future) allows you to focus on one element of the game – the Strain game – and maximize its benefits. Many players will take Strain as damage anyway, but when you’re dealing Strain left and right and you’ve effectively neutralized one option of dealing with it, it can make an opponent mad. I don’t say this to dissuade anyone from running this list or to make them change the way they play – I say all this to drive home something much bigger:

Be nice about it.

While I don’t think this can be said enough to gamers, smack-talk with this list is a really, REALLY bad idea. Anytime you run a list that’s going to take away an escape option for your opponent, don’t talk up your army. It’s just not cool. Instead, be matter-of-fact about it (though don’t rub it in). Apologizing for how much this is going to hurt – but not that you’re doing it, of course -  can help too.

In our next post, we’ll be looking at the Vader’s Finest skirmish upgrade and the applications it has for Troopers in an Imperial list. Until then, happy gaming!