We Don't Need Their Scum - Unit Reactions
They have now shown (and released... I know, I'm a bit late to the party here) Boba Fett, Bossk, Dengar, and IG-88B. I will talk about how I think they'll all work both together and individually. You can still consider this article speculation since everything can be way different on paper than on the table. Eventually, I will be writing Unit Guides on most/all of the units in the game, but that will have to wait until I can get some playtime in with them.
Secondary - Boba Fett
- 4 PC - This is a good spot for him to be in. As one of the most popular SW characters of all time, he deserves to be as flexible as possible.
- 0 FP -
- 9 Stamina/ 2 Durability - This is not a bad start. Nine stamina usually feels like a ton for Secondaries, so I think he will feel pretty solid.
You're Running Out of Options - This is a great ability. Extra moves are always good, and I have a feeling that will usually be the better option, but extra attacks against Primaries are cool. This could help you get that wound on a really stubborn Primary like Hera, Luminar, etc. The theme of this ability is also very nice.
Knee Rockets - This is cool. I don't know how useful it really is for one force. It seems generally meh, but situationally very good. In the rare circumstance that this ability wounds one or two units, that one force cost is well worth it.
Whipcord Launcher - Again, this ability is neat. Is it terrific? Probably not. Will it win you a game under the right circumstances? Probably. Pins are pretty much always good, but a force for Pin and Disarm feels like a bad trade most of the time.
Dead or Alive - This is like Hunter's tracking ability, I like it. Free OOA moves are always always good. Again, the theming here is on point! It seems like Boba is going to be a pretty mobile unit.
Hired Hand - Yes! I like this a lot. I was wondering if they would give him something like this, and I am very glad that they did. Being able to synergize with both Empire and Scoundrels could be huge for his potential use cases. I am excited to see what people come up with here.
Notorious Disintegrator
This looks like a pretty killer stance. Seven attack dice at both ranges is awesome. His ranged expertise is super cool and looks pretty solid. I love seeing lots of crits, and Block->fails. His melee expertise is also good. Crits at every level are excellent, and a Jump at four or more is great. Defensively, he is not terrible, either. Four defense dice is a little on the low side, but his expertise makes up for it. Two blocks at one or two is awesome, and three at three or more is great. I feel like it's kinda rare to see a 1:1 ratio defensive chart. The combat tree is probably the weakest part of this stance, but it's still quite good. No shoves until three is a bit sad but fine. No extra moves is also a bit sad, but again, it's probably fine. He tops out at eight damage which is awesome for a secondary, especially with his abilities that could add up to two extra damage to your target. The big thing for me here is the free Active ability on four. As mentioned above, both of his actives are likely not worth the cost most of the time. If they're free though, no reason not to use them.
Overall, I think Boba is looking pretty good. I think he's a little rough around the edges but mostly solid. I am very excited to get this guy on the table in both Imperial and Scoundrel teams as soon as possible!
Secondary - Bossk
- 3 PC - This is interesting. I was hoping that they would give us two fours, one three, and one five, but I was expecting Dengar as the three. Bossk at three is cool, but I do wonder how good he will be.
- 0 FP -
- 8 Stamina/ 2 Durability - I'm actually a bit surprised they even gave him eight stamina. His first ability makes me feel like seven would've been fine, especially for a three-pointer.
Regeneration - This is insane looking. In practice, I bet it's a lot less handy than it looks on paper, but it's still good. This means basically one of two things: One, he's ignored, and nobody ever bothers to attack him unless for displacement reasons, or Two, he's a top target as soon as the game starts. Focused down until he's wounded. Time will tell.
Explosive Ordnance - This ability is great! I love bomb attacks like this. Effecting a huge area of the table can be very helpful, especially in this game. Since the game has a lot of bunching up, this will allow you to keep your opponent spread thin, and hopefully, that means you can win more objectives. The extra move is also nice.
Payday - We've seen this before, and it is good. Allowing him to fit into just about any list is nice. Lots of options, but only a few are good enough to warrant the force spent, in my opinion.
We Have a Job to Do - Great! I love a good clapback ability. This is super cool, and I think it will help Bossk find a place in most Bounty Hunter lists. This is one of the few abilities that might actually be worth using once there's a wound token on him.
Cold-Blooded Killer
This stance looks pretty amazing. Throwing seven dice at range five is huge for a three-point. Six in melee is also not bad at all. His ranged expertise looks pretty solid. It has a good mix of Crits and Strikes. Maybe I would've rather seen the second level start at two instead of three, but since he's so cheap, I can get over it. His melee expertise is nearly identical, except he also gives out strains. Defensively he is fine, they had to make him throw a low amount of dice and have a meh chart simply because of his Tactic. I think he'll still be able to hold his own though. The combat tree here is really good. He's got a shove on two, three, and five. Tops out at eight damage, which feels like a ton for his price. He also has a chance to do a pin or get a reposition. I think with that Repo on there and all of his movement abilities, he is going to be bouncing around the table like a pinball.
Overall, Bossk seems great. He is very good for a three-point unit, to the point where he was likely worthy of a four. All of his abilities seem very handy and his stance card is awesome. I cannot wait to get this scary green lizard man on the table.
Secondary - IG-88B
- 5 PC - This was expected for me, mostly because IG-11 is also a five-point unit.
- 0 FP -
- 9 Stamina/ 2 Durability - I am glad to see him at a nine. That feels like a ton for a secondary unit, and I am very happy about it.
High Priority Target - Woah! A free move and focus! This is a great way to start off. Usually, maybe except for early on turn one, there will be at least one enemy within five of dash range. I expect the free focus to happen nearly every time he activates.
Always Gets the Job Done - Yessssss. Just like Chopper, this guy is also a murder-bot. Abilities like this are some of my favorites in the game. I like to gamble with my force points. Spending one for a single disarm is not worth it, but spending one for all three of those conditions absolutely is.
Calculated Plans - This is a great ability. Reroll mechanics are very good in this game. The wording is a little funky to me, saying you can reroll fails or expertise, I wonder if you can mix and match. I feel like you can, but I'd have to seek further clarification on it.
I Engineer Success, Yet... It Eludes Me - This is similar to IG-11's ability. The difference here is that 88 gives the extra dice to him or others, while I think 11 can only add dice to his own attacks. Gambling with your momentum for three dice is scary. It's definitely not the kind of ability I would suggest using all the time, but if you're close to and really need a wound, I would use it.
Any Means Necessary
At first glance, this stance looks pretty awesome. Seven attack dice at both ranges is a good start. His ranged expertise is not bad, but it's not great either. I would've liked to see the two moved down a level, especially on a five-point unit. There's still a good amount of crits, though. His melee expertise will do the job, but it's definitely not where he wants to be. Defensively, he is a powerhouse. Five defense dice at range is awesome, and four in melee is good. His defensive expertise is incredible. Two blocks from one to three is awesome, and three at four or more is great. Add in those repositions, and he is set. Seems like with his nine stamina and killer defenses, he will be a tough nut to crack. His combat tree is also quite good. Shoves on two and three is nice. He also has a whole slew of conditions that, when paired with his active, could help you get a lot more damage. Topping out at Eight damage is cool, but with his active and expertise, he could get upwards of eleven! The reposition at the end is also cool.
Overall, Ig-88 seems like a total beast. It seems like he was worthy of the five-point slot in this box. I hope that with game time, he will prove himself to me and the wider community. I am excited by the prospect of running him in mass bounty lists and giving them all extra dice.
Secondary - Dengar
- 4 PC - This makes sense, I guess. I don't really know much about Dengar. I was expecting him to be the 3 pointer from this box simply because I didn't think Bossk was going to be.
- 0 FP -
- 9 Stamina/ 2 Durability - Nine is always a good sight when looking at a secondary.
On the Trail - We've seen this before, and it is good. Free moves are always helpful.
Payday - Again, this is a common ability. Helpful but only worth its cost on occasion.
Explosive Regards - This ability is wicked. I love it. It's basically just a limited clapback that gets around defenses. I think this ability is likely worth spending the one force it will cost the first time, but maybe not the second time. Unless you're like one to three damage away from wounding the unit that wounded him.
Being Underestimated Has its Values - This is a really neat ability. Free reserves are always awesome. Bounty teams are usually pretty force-hungry, so any way you can free up some extra is welcome.
Not Just a Pretty Face - Steadfast is always good. Immunity: Pin is probably the best immunity in the game, in my opinion. Being able to always move when you need it, whether from Abilities or Actions. I like this a lot.
Brute Force
This is an interesting stance. Five attack dice at range is fine, and eight in melee is great. I'm a little curious if there's a lore reason for him being a melee unit or if it's just a game mechanics thing. His ranged expertise is not bad for a melee unit, but it's seemingly not where he wants to be. His melee expertise is awesome. A crit and strike at each level is great. An added Pin at three or more is a great bonus, but I'd still rather see some more strikes. Defensively, he is not bad. Four dice at range and five in melee is a good start. His expertise is good. Blocks at each level are always nice, and he's got plenty of them. The combat tree is not bad. Three damage and a shove on two is a good start. Topping out at seven damage is not bad, especially when paired with his abilities. He also can do a whole slew of conditions, which I love.
Overall, Dengar seems really cool. I'd say he's a little less flashy or interesting than the others in this box, but that could just be because I don't know much about him. I think most of his abilities are pretty neat and he could probably find a good spot in a bounties team.
This box is definitely one of my most anticipated releases so far. I love the concept of the unit pack instead of a squad pack. I can already see so many other options for stuff like this. Droid unit pack with Commandos and Dekas or Imperial unit pack with Scouts, Range Troopers, etc. The possibilities are endless and I am very excited to see what this design space brings.