I played a tournament this past weekend. Arc troopers are crazy now. I think they carried more weight than anakin did. Arcs with commanders, recon intel and targeting scopes. They just go anywhere they want basically. And my opponents could t really deal with all the squads. They can love tap anything and do very well. Super good. I love the new arc troopers
So far, I've been pretty happy with the changes. I played my first two games as Empire. The LAAT with baron Rudor hot-dropping a unit of Death Troopers onto an objective is absolutely brutal. I'm going to be going back to playing more GAR, and I'm curious as to what, if any upgrades to put on ARCs aside from the commander? Other than that, Fives in an upsized unit with a shotgun seems to go through enemy units like a lawnmower. It's hard to tell if he, or Anakin, is more destructive.
@@tannerharris7790 Yup. Most games have an objective within the LAAT's speed-2 move, and so far I've found the Death Troopers are the best choice to transport. You can plant them in place and lock off one of the objectives, while Baron Rudor does his fire support thing. High-Velocity shells shred rebels.
@@iqpok I don't own any royal guards yet, but I could definitely see that! It was only my first time playing Empire, and my first ever 1K game. My group mostly plays skirmish and team games. The full game is a LOT, and I had everything that I owned on the table.
Not sure if you’ve thought of this yet but a cheap upgrade to slap on ARCs would be into the fray. It’s cheap, and they love surges and are going to be close range no matter what so range 1 or melee if they get to try a front there survivability and potential damage increases
From a fun perspective I’ve enjoyed new rules. I just play casually with one friend but we play rules as if it were a tournament. We only have one game in of republic vs cis but it was fun and close
I’d like to see the transition from blind decks to original being able to see what’s next. That would be an easy fix that would give players a chance to feel more “in control” that way you. The one primary would definitely help out the table builders a lot for tournament settings that way your terrain felt like they made since
Ordinance and Strafing Run seem huge, IMO. Being able to prevent units from scoring for a round is great. It's dice, sure, but if you can put down the last amount of suppression needed onto a group of units at the beginning of the end phase and knock them off scoring, it can be a nice swing.
I think turn zero would improve with both more missions, but also a larger deck. If your deck needed to be 5 deep, it would be harder to flip a mission that favored you heavily over every random opponent. But you can't really do that when only 6 missions total exist. I think Mike's take on secondaries would be interesting, again, need a deeper pool than 6, but have two that cannot be the same active, and cap the game at 15 points sounds interesting. Come up with a few more like the base one, that ads 2-6 POI's to the field, like to see some like Shatterpoint or the old cart/hostage missions where the POI changes or moves during the game would spice things up a bit. Again need 12-15 to choose from, min 5 in your deck.
I just wish they could get the game to a state where one faction wasn't so clearly superior. It rotates from faction to faction, but they can't seem to get everyone in sort of the same power level. Right now it is the Clones turn, but I really would love more parity between factions generally.
I have enjoyed the game so far. I definitely feel the skill expression is lower. I am a bit disappointed that the majority of the Shadow collective cards won't be updated until next summer. Regardless ill still play I just may not travel much for tournaments
I've played 3 games and I'm really trying to get my Mercenaries to work. I'm running 4 sniper pykes, 4 mandos with shields, Maul darksaber, Gar sniper and flamer, and one pyke capo for courage bubble. What are your guys' take on the list??? What would make it work?
I think swoops are still grata the new cover rules makes ther heavy blasters hit harder and the mobility could be nice for certain objectives. With Mail Mandos and swoops you prob have the fastest army in the game lol I’d lean into that with a few pykes to hold it down
I wonder: bringing back bids to dictate blue/red at the start, enable blue to swap to red, allow players to see and select their mission/secondary cards. Get rid of advantages.
Tbf, the new cover rules only feel bad because you're holding onto an expectation of a guarantee. Just gotta let that go, friend.
The riot marksman will work great as a DLT in a stormtrooper squad
I played a tournament this past weekend. Arc troopers are crazy now. I think they carried more weight than anakin did. Arcs with commanders, recon intel and targeting scopes. They just go anywhere they want basically. And my opponents could t really deal with all the squads. They can love tap anything and do very well. Super good. I love the new arc troopers
So far, I've been pretty happy with the changes. I played my first two games as Empire. The LAAT with baron Rudor hot-dropping a unit of Death Troopers onto an objective is absolutely brutal. I'm going to be going back to playing more GAR, and I'm curious as to what, if any upgrades to put on ARCs aside from the commander? Other than that, Fives in an upsized unit with a shotgun seems to go through enemy units like a lawnmower. It's hard to tell if he, or Anakin, is more destructive.
Are you using the new transport rules?
@@tannerharris7790 Yup. Most games have an objective within the LAAT's speed-2 move, and so far I've found the Death Troopers are the best choice to transport. You can plant them in place and lock off one of the objectives, while Baron Rudor does his fire support thing. High-Velocity shells shred rebels.
a LAAT with melee focused Royal guards works also. Can get into melee by round 2! First time I think an offensive Royal guard build is viable
@@iqpok I don't own any royal guards yet, but I could definitely see that! It was only my first time playing Empire, and my first ever 1K game. My group mostly plays skirmish and team games. The full game is a LOT, and I had everything that I owned on the table.
Not sure if you’ve thought of this yet but a cheap upgrade to slap on ARCs would be into the fray. It’s cheap, and they love surges and are going to be close range no matter what so range 1 or melee if they get to try a front there survivability and potential damage increases
Where is the cis brakedown
From a fun perspective I’ve enjoyed new rules. I just play casually with one friend but we play rules as if it were a tournament. We only have one game in of republic vs cis but it was fun and close
I’d like to see the transition from blind decks to original being able to see what’s next. That would be an easy fix that would give players a chance to feel more “in control” that way you. The one primary would definitely help out the table builders a lot for tournament settings that way your terrain felt like they made since
I am 100% converting one of the riot control troopers to Rick the Door Technician!
Ordinance and Strafing Run seem huge, IMO. Being able to prevent units from scoring for a round is great. It's dice, sure, but if you can put down the last amount of suppression needed onto a group of units at the beginning of the end phase and knock them off scoring, it can be a nice swing.
one turn zero update i’d like is if you flip a primary or secondary that is the same as the one out, you get to flip again.
I think turn zero would improve with both more missions, but also a larger deck. If your deck needed to be 5 deep, it would be harder to flip a mission that favored you heavily over every random opponent. But you can't really do that when only 6 missions total exist. I think Mike's take on secondaries would be interesting, again, need a deeper pool than 6, but have two that cannot be the same active, and cap the game at 15 points sounds interesting. Come up with a few more like the base one, that ads 2-6 POI's to the field, like to see some like Shatterpoint or the old cart/hostage missions where the POI changes or moves during the game would spice things up a bit. Again need 12-15 to choose from, min 5 in your deck.
What else did the Han Sabine list take?
I just wish they could get the game to a state where one faction wasn't so clearly superior. It rotates from faction to faction, but they can't seem to get everyone in sort of the same power level. Right now it is the Clones turn, but I really would love more parity between factions generally.
The Riot Control Squad gains surge to block in melee. Maybe that will make them quite durable in-fighters.
if they even make it to melee.
I have enjoyed the game so far. I definitely feel the skill expression is lower. I am a bit disappointed that the majority of the Shadow collective cards won't be updated until next summer. Regardless ill still play I just may not travel much for tournaments
I've played 3 games and I'm really trying to get my Mercenaries to work. I'm running 4 sniper pykes, 4 mandos with shields, Maul darksaber, Gar sniper and flamer, and one pyke capo for courage bubble. What are your guys' take on the list??? What would make it work?
I think swoops are still grata the new cover rules makes ther heavy blasters hit harder and the mobility could be nice for certain objectives. With Mail Mandos and swoops you prob have the fastest army in the game lol I’d lean into that with a few pykes to hold it down
Anakin and Arcs for the win 🏆
I wonder: bringing back bids to dictate blue/red at the start, enable blue to swap to red, allow players to see and select their mission/secondary cards. Get rid of advantages.
Nah
Whyyyyyy does empire new release suckkkkkk. 😢 nerf storms, they shoulda been buffed for 2.0.
If either of you read the comments and want to try a far better game. Please give Infinity a try.