Little do they know that their heroic actions will eventually lead them back to the very place from which they fled: Hoth! Unless you've already rolled really well, you'll get at least 1 or 2 damage from it. Not to mention taking away valuable side missions for rewards (assuming the campaign structure is the same) Sounds like it could be a tough go for the Rebels based on what we know so far. Standing exactly 3 spaces diagonal to it isn't going to always be possible. I despise spending influence just to use a card I already spent influence on, especially when I lose that card also so I highly doubt I'd ever take Counter-Strike except to spend excess influence on the finale. Efficient Travel seems pointless to me since the imperial is usually already in the Rebel players way, but the 6 health and focus+weaken surge is very tempting. Droids and Mercs and even give us our first 'sniper' unit. A new full-length campaign allows the Rebel heroes to take up a new story in the aftermath of the Battle of Hoth, while new rules for four-player skirmish games invite you to play a massive, multi-fronted battle. I guestimated at around .5 as well. Reactive Armor and Automated repairs on the HKs could be pretty good to make up their defense deficiency. They didn't do that for Twin Shadows until the weeks leading right up to release. A new full-length campaign allows the Rebel heroes to take up a new story in the aftermath of the Battle of Hoth, while new rules for four-player skirmish games invite you to play a massive, multi-fronted battle. Not quite as survivable as the elite E-Web (no Recover), but heavy damage output paired with mobility and flexible defense. HKs are vulnerable defensively but are unmatched on the damage to cost ratio.   You cannot paste images directly. The wampa can't quite reach with the 3 mp, and hunger doesn't trigger. As for Armored Onslaught, you are right. The snowtroopers, seem amazing, lots of health, healing ability, and focus weaken is a great surge. Obviously mission design will play a role, and who knows, maybe new mechanics will be added to the campaign to change things, or a new campaign structure (not the classic, side mission, story, side, etc). They add healing for Class decks that don't normally have it, and the elite's ability to self-focus could be strong when paired with Technological Superiority. Two announcements back to back? The tank is like a large e-web that doesn't suck. You'll also be able to hinder them by sending one sacrificial lamb brave hero into range 3, which will cut their speed in half. A new full-length campaign allows the Rebel heroes to take up a new story in the aftermath of the Battle of Hoth, while new rules for four-player skirmish games invite you to play a massive, multi-fronted battle. Between all that, and now the new Threat side missions that automatically start the Heroes out weaker!?? Use Experimental Weapons to surge, take the damage, heal it, repeat. It is an interesting choice. Sign in to follow this . Imagine, a list with those Elites equip with Explosive armaments, behind a wall of elite Wookiee and Gideon handing them a focus and 2 movement points to retreat to a safe distance afterwards? In fact, due to being a large figure, hunger really won't make them much more of a threat in most situations, just hallways. Focussing on one or two big units and spending all your threat on those. I really like the precision training deck and being able to manipulate dice. Its more like just an elite elite e-web than an alternative to the AT-ST though. It can attack twice and is guaranteed a block or anti-surge. Base avg damage is 2.86 (or 62% for 3, 31% for 4, 9% for 5). That's going to be huge, especially when targeting anything with a white die. Despite them hyping it as a vehicle deck, they have made it to work without them. Don't care much for the Wampas. A new full-length campaign allows the Rebel heroes to take up a new story in the aftermath of the Battle of Hoth, while new rules for four-player skirmish games invite you to play a massive, multi-fronted battle. The Rebels’ base on Hoth has been discovered by the Empire! More . Doing the avg damage math, rerolling a black die results in an increase of around .5 damage ( a bit more really, as I was generous and rated the surge cancel as if it was 1 block), which is respectable, tho not "huge". I could see that being a very useful starting class card. The double condition single surge abilities seem OP for campaign, and the damage output on these will be much higher than base units IMO. Clear editor. While there will still be less figures than the base game, it will still have more content than Twin Suns. Very True! Followers 0. In the middle is the with +1 damage from surges is the worst case with 5/6, 1/6, 0.5 and 0.5.   Your link has been automatically embedded. I have to reserve judgement on the Armored Onslaught deck. Slugrage, November 2, 2015 in Star Wars: Imperial Assault, https://www.fantasyflightgames.com/en/news/2015/11/2/the-killing-cold/, Awwww yeah. But, at first glance, seems like the Rebels will have a tough go at it. The tank is pretty cool, I'd say its perhaps even better than the AT-ST considering its cheaper. If you can keep them 3 diagonal squares away from a figure, they won't be able to reach you during their activation and you can pelt them at will. I doubt he even looked at your link to see this is new info.   Pasted as rich text. Meanwhile pierce 1 (presuming no other pierce effects) is worth 5/6 damage against a black die and 2/3 against a white. But I think the deck does function best with the massive vehicles. Reactive Armor becomes extremely good if you are rolling 2 black dice, the vehicles all tend to have red dice, and you are going to get much more value from Readying an AT-ST over a Heavy Trooper. They give the Imperial player two more much needed options. Base avg damage is 2.86 (or 62% for 3, 31% for 4, 9% for 5). Display as a link instead, × Regardless choosing is no better than pierce 1 in a very large proportion of cases (and worse in some) and doesn't get anywhere close to 1 or 2 damage. Return to Hoth is a new expansion for Imperial Assault, offering plenty of new content for the campaign and skirmish games. I feel similar, I am wondering how the Rebels are going to "change" or get better to make up for what appears to be a lot more powerful units. More. Team Board Game - Singapore's Best Online Board Game Store, Marvel Spider-Man and Venom Absolute Carnage, Star Wars: Imperial Assault – Twin Shadows, Star Wars: Imperial Assault – The Bespin Gambit, Star Wars: Imperial Assault – IG-88 Villain Pack, Star Wars: Imperial Assault – Bossk Villain Pack, Rulebook, 1 double sided Skirmish map, sticker sheet with 24 ID stickers, 3 hero cards; Loku Kanoloa, Deadly Marksman; MHD-19, Loyal Medic; and Verena Talos, Cunning Operative, 6 agenda cards, 3 for ‘Defensive Tactics’ and 3 for ‘Natural Warfare’, 3 side mission cards (3 red, 0 gray, 0 green), 28 hero class cards (9 for Loku, 9 for MHD-19, 10 for Verena), 18 Imperial class cards, 9 for ‘Armored Onslaught’ and 9 for ‘Precision Training’. Choosing a die of your choice is better than pierce 1. Every other space remains within reach. All Activity; Home ; Miniatures ; Star Wars: Imperial Assault ; Return to Hoth! I'm betting smuggler, bantha, RTH, and RTH expansions all come on the same boat. Find the Weakness is the more versatile choice and works great with trusted favorites like Royal Guards. Star Wars: Imperial Assault is a strategy board game of tactical combat and missions for two to five players, offering two distinct games of battle and adventure in the Star Wars universe!. So it definitely competes. That vehicle class is looking cool! The only time I'd take elites over regulars is in missions with a number of hallways.   Your previous content has been restored. ... Star Wars: Imperial Assault ; Imperial Assault: Return to Hoth © 2018 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc. All rights reserved. With thirty-seven double-sided terrain tiles depicting the icy wastes of Hoth, sixteen sculpted plastic figures to swell your forces, and a host of cards for both campaigns and skirmishes, Return to Hoth changes your games of Imperial Assaultforever! With thirty-seven double-sided terrain tiles depicting the icy wastes of Hoth, sixteen sculpted plastic figures to swell your forces, and a host of cards for both campaigns and skirmishes, Return to Hoth changes your games of Imperial Assault forever! Add a Cloaking Device to the squad to keep them alive forever. Snow troopers are underwhelming. In general I think it, along with Natural Warfare, are meant to give people better alternatives to Royal Guards. I feel like this expansion escalates somewhat from the core. My other reservation is that vehicles and heavy weapons are somewhat limited (both in options and the fact that massive vehicles can't be used indoors). Being able to force an opponent to reroll their dodge result is going to be pretty good. But Find the Weakness is automatically added to every attack you make, the same can't be said for Single-minded. Content titles only; Browse Forums Staff Online Users More . This really gives me some hope for a Christmas release! I forgot about the cards revealed in the first previewed. The tank is a stud. Upload or insert images from URL. Also, think it will make for some interesting decisions with how many of them require threat. I don't think I'd ever take Exacting Strike as it costs 3 exp and 2 threat just to use, especially when Pierce isn't a rare thing which the card would completely undermine (even Versatile Attack which is in the same class!).

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