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For Twin Shadows I am going wirh Saska, Fenn and Gideon. Not a great mix, but I will make do, win or lose...
Hunted Down felt like a decently balanced mission made harder due to optional deployments by Imperial Commander 2 app and my choice of heroes! Boba Fett was amazingly thematic, Han Solo was defeated and everything came down to Gideon making it to the console with the lockdown codes - it really got messy at the end (see picture: D)
Short and sweet, I never played any of the scenarios from this expansion before so it was all new!
In a previous post I mentioned that I had to play at least one character from the expansion so I chose Saska, and then went with Fenn and Gideon. I had see a lot of hate towards Saska online but let me tell you, she was able to make quick work of terminals and doors with her re-rolls as well as of foes with a disruptor pistol (spread barrel) she two-shot Bobba in the last mission! but Fenn was the real MVP with Blast 2 Havoc Shot as well as Under barrel HH4... he would often clear a whole group with two attacks! Playing Gideon took a bit to get used to but having Fenn be able to get 6 shots in a round sometimes was silly fun!
Thematically this campaing was much better than the core campaing I would give the core campaing a 8/10 but this one gets 9/10 in terms of theme - Canyon run was thrilling, climbing up while getting pelted by Tuscan raiders? Come on! Amazing!
Next Return To Hoth!
Thought yall might enjoy this. I rarely always agree with Shelfside's gaming preferences but this was a decent dive.
question: we are playing with the legends app. when we get rewards at the end, are they ‘group’ rewards that can go between heroes or do we need to “assign” them to one. like the new guns or the Combat visor or Survival gear?
Happy Star Wars Day! I did this one a while ago, but here is Darth Vader!
Perilous hunt! I don't paint minis too often, but I got the urge to have mama Rancor show up looking terrifying!
Dear community,
I'm looking to get into the game with my son and ordered the reprinted core set for his birthday.
I also plan to add one extension hero for the empire and one for the rebels. Now I tried reading up on the rules and a bit about the first campaign (I'll play the imperial side) and I also found an incomplete list of the core set content.
It lists heroes such as Luke, Vader, Han Solo etc. I understand that those are some sort of companions(?) that are mostly cardboard. We have no issue to proxy them with Legion or something. But do they come with all hero specific equipment cards, potential command cards etc.?
My plan would be to try and get two extensions that are not already (partially) included in the core set.
The most available extensions in my region are Stormtroopers, Greedo, Maul, Blaise, Han, Luke, Chewie and grand inquisitor.
Would you recommend this approach, or simply play the game first and then maybe try and get my hands on another campaign set?
Also do you guys have any recommendations regarding dice? They seem impossible to find over here.
Thank you.
Used Tactical Movement to move into position then declared an attack on the Elite Royal Guard closest to Fenn, used a device token and a surge power token that he still had from his supply pack because I wanted to be sure to be able to at least get the Blast 1 from Unde-Barrel.
Attack
- 5 damage on dice + 2 from Trench Fighter
- 1 surge on dice + 2 surges from Power Token and Device Token
Defence
- 1 block on dice
- 1 block from adjacent Royal Guard
- 1 innate evade
Resolving surges
- 1 surge for +2 damage from E-110
- 1 surge for Blast 1 from Under-Barrel
Total 9 damage, Blast 2 and Blast 1
Final total dmg = 7dmg to Royal guard and 3 dmg to all adjacent
Both Jet Troppers dead!
I do love combos like this!
Snagged a sealed base game for 20.00 and interested in trying to get a few more things but no idea what's the best way to go about it.
Likely solo player or maybe one vs one. I understand things are split between big boxes and blisters but looks like basically Heart of the Empire and Tyrants of Lorthal are all that's available these days.
If I'm mostly interested in campaign scenarios are those boxes about all there is at this point?
Thanks in advance for any information you can provide!
Hi all,
I'm preparing to run the Lothal mini campaign for the first time and skimming the rule book. It looks like the Revels get 300 credits per hero after each mission (which makes sense, given the truncated nature of the campaign) but the Imperial player only gets one influence. That seems stingy - usually Rebels get 100 credits per Hero, and Imps get 1 Influence, so shouldn't the Imps get 3 influence if the Rebels get 300 credits?
Have any of you run the mini campaign? How did you get on with credit-rich Rebels and limited Influence?
My group is playing through Jabba's Realm right now, and one of my rebels commented off that it would be crazy if they came up against rebel deployment cards while "working for" Jabba.
Has anyone had experience switching out imperials with rebels? Like Stormtroopers > Rebel Troopers, Imperial Officer > Alliance smuggler etc? maybe hero skrimish cards? And adjusting the text to fit?
Our next mission is Overcharged. >!Change the text so they don't find out the depot is a resistance depot until they get there. I was thinking could swap troopers for rebel troopers or wing guards, Officer for smuggler, pull in hired guns for jets troopers, Rebel Saboteurs seems an appropriate swap for Pirates, alliance rangers for elite stormies. And maybe Gideon or Saska (neither is being played as a hero) Skirmish cards for the Probe droid in the depot? Thoughts?!<
Provocative title maybe? Idk, I think people who praise this card look at it abstractly, whereas it looks less impressive in real game situations.
Point Blank Shot: when attacking adjacent figure with pistol, get +1 pierce and replace a die with a red die. Pierce is like +0.83 dmg vs black die, unless you're also getting pierce from elsewhere. Replacing the die is like getting another 3/6 to 5/6 attack symbols on the result. So it's like +1.33 to +1.67 attack symbols.
Not great value if you're doing 1 attack per round. Are you doing several? Sometimes, but you need to get adjacent and you need to rest off strain from Close Quarters. You only use Combat Momentum after you start killing adjacent things, but maybe previous use of it got you enough movement to make do without a move action now. K'Tara can help you move, but it's 2xp and only 1 of that "move 2" actually helps you get adjacent. It's also not very compatible with Combat Mastery.
So with that we can at best consider the movement problem solved. You're gonna need a lot of support to also pull off not resting, unless you're failing to get any Close Quarters off. One way to get multiple attacks off per round is to rest+attack, then get adjacent to exhausted enemies (or readied enemies Imp won't prefer to activate next), then get told to attack by Gideon, Murne, CT or Leia. But... does PBS make you good enough to prefer giving these extra attacks to you instead of anyone else? Depends on what you're carrying. If we find that PBS combos best with tier 1 pistols, then probably not. So let's take a look...
Disruptor Pistol + Tactical Display is the best-value tier 3 ranged weapon. If you keep the green die, you can fairly reliably get the +3 dmg off on two attacks per round. With two red, you're gonna need support for extra surges if you're doing multiple attacks. And replacing a green with a red isn't that impressive. I guess it's good enough with 2+ attacks per round if you didn't need that support surge for something else.
Sporting Blaster? With Spread Barrel and 1 attack per round, it's almost as good as Disruptor, but more expensive. With Disruption Cell and 2 attacks per round, it's almost as good as Disruptor but way more expensive. You do get to use PBS on a blue or yellow die... but you're also making it much rarer to get to use Pierce 2 for 2 dmg.
Deathhammer? Idk how you can look at this combo and not be pissed off that it doesn't work because you lack range. POINT BLANK Shot is obviously not supposed to be hindered by a lack of range. Devs forgot to give the card +1 acc. Disruptor is still a better and better-value weapon, but this is tier 2 so it's pretty good if you wanna house rule it...
DL-44 maybe. Replacing the blue die, it's only 1/6 that you get 0 acc without 2 surge. The best multi-attack attachments (Plasma, Disruption) are not great here. I guess pick 2 out of Tactical, Spread Barrel, Charged Ammo Pack.
DH-17 maybe, although the surge is devalued by already having Pierce 1. If you need cheap, this might be better value than DL-44.
TL;DR of the above: you can make PBS good in certain situations, but you're gonna have to work for it and it's not clear that you should try.
What about DDC Defender? It's the weakest one per individual attack, so someone else should ideally be getting any extra attacks from "command abilities" at least in tier 3. But if you have the support to both move you around and make you recover, getting that triple attack off somewhat consistently is gonna make PBS really pay off. Plasma Cell vs black die is like +0.5 dmg, so a bit better than the exhausts. So this fully kicks in in tier 2, with the main part of it after just 3-4 xp. It might not be better than something like Disruptor+Tactical+Gaffi+HIG with Combat Mastery, but other heroes can provide the late game scaling while you carry the group until then.
To the other options I say: eh. Consider it among your lower-priority options late in the campaign if you end up with a pistol. DDC is the one you might consider making a build around, and even building a team around.
What should the team be? Movement help can come from Fenn, Drokkatta, Ko-Tun, Diala, Tress, but you don't need anything else if you have CT. He can move you next to something and then kill it to trigger Close Quarters, or just move you to set you up for your next activation. With Plastoid in tier 3, he gets really efficient move actions. With Strafing Run, he gets a bunch of extra movement points to deal out. He can make do without Wild Fire until tier 3 because that's when his extra attacks really take off. (Oh, and I assume you're not playing with un-nerfed Pin Them Down; otherwise you might wanna prioritize that.)
The recovery part is trickier, especially with you flying all over the place with Combat Momentum. Absolutely prioritize the side quest if you draw it. Gideon shouldn't get his recovery card until 10xp, although you can play him less OP by nerfing/removing/ignoring Masterstroke. Murne can get her recovery card at 7xp and can help you recover when she's attacked, but both those require you to be within 3 spaces. MHD-19 needs you to be within 2 spaces for Bacta Radiator, or adjacent to give you med cards. There's Bacta Pump, maybe Cybernetic Arm and Enviro to make your rests count... other than that, I guess use surges? For that, there's help from Gideon, Murne (3 spaces), MHD-19 (2 spaces), Ko-Tun (initial loadout, then 2 spaces), tier 3 Power Charger and Supply Pack... and Tactical Display while letting CT have Plasma Cell?
using LoA app, it says to ‘order’ another unit with a cost of X or less. on the deployment card it’s says the unit needs to be within 2 spaces, is that proximity clause still included when playing with LoA app, or anyone anywhere on the board can be ordered?
side question, is there any resource with common rules questions/clarifications I can look this up?
I’m back, thanks for the info about the imperial officer. With the e-web, the deployment card has says for ‘assault’ where it can attack twice. However, in the LoA app, it doesn’t say anywhere that the e-web can attack twice. Since the responses from the officer said ignore the card, follow how ‘order‘ is in the app, is that the same logic for the e web that it would only attack once? does the tripod info apply as well? or really do I ignore everything on the deployment cards except the bottom row of the health, dice, etc