Mating Season 1: Imperial Command
Hunting a Mate Book 2. Protecting a Mate Book 3. Buying a Mate Book 4.
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Volume 1 Book 5. The Wolf, the Curse and the Party Book 2. Seduced by Santa Book 3. Her Wolf to Command Book 4. Dragon's Honor Book 5. Dragon's Chase Book 6. Santa's Naughty List Book 7. Bad Santa Book 9. Project Rebellion Perfect Mate Book 1. Blood Mate Book 2. Sara Not Dead Enough Book 1. Shadow Cities Master of Wolves Book 1. Her Cursed Wolves Book 2. Her Wolf Billionaire Book 3. His Lion Queen Book 4. Mistress of Wolves Book 5. Vampire's Kiss Book 6.
Stratton Wolves Mated by Midsummer Book 1. Wolf's Claim Book 2. Enforcer's Heart Book 3. Murder, Death and Frozen Peas Book 2. Confetti, Garters and the Demon Bridezilla Book 3. Claiming Her Alien Warrior Book 2. Pregnant by the Alien Healer Book 3. Alien Warriors of the Lathar — Volume 1 Book 4a.
The pressure is on for were-panthers to find their bond mates or risk going it alone without the future of heirs. In Danika you feel her instinctive desire to control the decision of who her bond mate will be and in a sense trying to control the direction of her life. In a world where females can either become the prey or the predator, I found Danika to be an Alpha female in her own right. Anne Kane has many published works definitely worth checking into and this is only book one in the Mating Season series.
The detailing is very realistic. Recommended reading for sci-fi lovers looking for an excellent novella on two stubborn were-panther bond mates. Review also posted Happily Ever After Reviews: Sep 26, LynnMarie rated it liked it. Aug 12, Sandra rated it liked it Shelves: The Imperial Werepanters are back. Gregory is living out in the Jungle when a Flitter crashes not far from his lair. What he finds is Danika, who is in heat and gorgeous. She's fleeing an unwanted marriage to a human who doesn't take no for an answer. Enjoyable fluff once agin by Anne Kane.
Aug 20, Marsha rated it really liked it Shelves: Imperial Command by Anne Kane is just plain fun. This novella moves quickly and packs a sweet little punch. I am happy to read more in this series. Marie rated it liked it Dec 10, Josette rated it it was amazing Jan 21, Missy Martine rated it really liked it Jun 16, AuthorIsland rated it it was amazing Jan 25, Marianthi rated it liked it Nov 18, Rosebud rated it it was amazing Jun 10, Elizabeth rated it it was ok Nov 14, Nancy rated it liked it Sep 14, Ali Maggs rated it liked it Aug 11, Josie Klares rated it really liked it Jan 28, This is stupidly broken against decks such as Technological Superiority that relies on attachments.
Seeing as Technological Superiority is arguably the best Imperial Class Deck in the game, this is a very strong ability to have. Her Figurehead ability is also very good and synergises well with her medium ranged abilities. Her statline is ok and her starting weapon is surprisingly useful for a primarily support focused hero. A card which was probably meant to see people fielding Han Solo and Chewbacca without feeling like they had taken a bolter shot to the gut.
Instead, it is probably going to be used for bringing Lando in for 2 threat. A very solid card if you have the right ally. This synergises well with Figurehead, both giving Murne more health and additional options for recovering strain on her allies. A good card, but not a must-have. A surge on an attribute test or an attack that you can tap while attacking or testing.
With this skill and the correct positioning you may not need to ever take a movement action again. This also helps Murne immensely if she gets wounded as she only has a movement of 3 and movement actions will often be a waste of time. Another very solid skill that helps Murne wreck Havoc on her enemies. Stunning someone and moving them two spaces can very well mean they will be useless on their next turn. You will want a ranged hero and a ranged ally to benefit from this, but it basically gives Murne up to three attacks for the cost of one action and 3 strain.
You should get this, trust me! Lead from the Front: I would opt out of this. Murne is a very good support hero that brings something new to the game, mainly people attacking their own team. Murne also has ample access to stun, while being a condition that mainly hampers heroes can also be useful when fighting Imperial, especially combined with placement effects.
Gideon is the original support hero from the Core Box. He also has the best character skill in the game, Command. Command is ok when starting out as it allows you to be more flexible with your hero activations as Gideon can give away one of his actions to another hero by spending 2 strain. Gideon has an ok starting weapon, but he will probably not fire it very often and will often carry it to the end of the game.
The biggest problem with Gideon is that he might be a bit boring to play as he is an all-out support hero who will seldom be the one actually rolling the dice and taking down the big bad Imperials. This is often the extra surge that helps defeat an enemy, it could even be the recovered strain that lets another hero pull off another one of his skills. A much needed health boost as well as making Command much easier to use.
This one is a no-brainer later in the game as Gideon can stand further back and not be so exposed to enemy fire. With Masterstroke it becomes insane, letting you get 4 movement points every turn for free. Focused shots are good. Still, you will probably skip this one as there are some even juicier options in this deck. Two free strain recovery every turn for another hero in LoS with no restrictions of either start or end of activation.
Loku should learn from this. This makes Gideon a must when playing against Subversive Tactics. You should get this as soon as possible. Each time Gideon uses Command, he gets another one for free. I talked about how certain heroes break missions and this is how Gideon does it. The first time we played Fly Solo we got Han out by moving him around with Masterstroke Command, Tactical Movement and Force Throw for an additional 13 spaces in a single turn. Masterstroke and Mobile Tactician essentially gives Gideon three actions for the price of one; a movement action for himself and two actions of your choice to your allies.
All this for the same strain cost as placing a recon token on an enemy. Not bad for a Move3 hero. Due to the extreme action economy granted by Command, Gideon is still the go-to support choice in Imperial Assault. All his abilities help his allies immensely and he continues to be useful after he is wounded.
The fact that he can also move around allies and most mission specific characters makes him an incredibly versatile hero that should be considered in every party. Keep in mind that Command not only gives extra attacks, it gives extra attacks to the heroes of your choice, which means that the guys with the biggest weapons, usually Mak or Fenn, are the ones gaining bonus attacks. Diala has a lightsaber on her artwork and it is therefore quite easy to picture her as a typical melee hero. There are a lot of things that will go wrong if you play Diala as primarily a melee DPS hero and she will be nowhere near the potential she has if she is played as a semi-support hero.
She has a good statline with and her Foresight with a white defence die makes her surprisingly resilient. This is especially good with heroes such as Verena who wants to be up close or simply wanting to be adjacent to someone when they die. It can be used on allies to speed them up, it can be used to block LoS for Imperial models and lots of other things.
This should be picked up quickly. The extra blue die on tests is icing on the cake. The hardest thing about this card is whether or not to pick it up before Force Throw. Battle Meditation gives her the chance to hand out focus every time she does so. A good skill that will make Diala a little more survivable.
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A very useful skill, although it is debatable whether or not you want to pick it up. If you want to get in close and personal for Sarlacc, the extra movement and ignoring difficult terrain is tremendous help. I do however think that this is a subpar build for Diala and that you should focus on her other capabilities. Again, a solid skill that will help you finish off enemies with low health in melee. Way of the Sarlacc: If this connects with three or more enemies it is really good. Again, it depends on how you build Diala, but I honestly think this one is a trap.
If you have several enemies clumped together, there are other heroes, such as Verena, Garkhaan or Fenn, who can also clear clusters really well. This is actually a very interesting pickup. With a weapon with proper cleave, this is a solid pickup, especially combined with force throw. Diala is a fun hero, seeing as she has so many options with her builds. Due to this, Diala is one of the more flexible heroes who usually has the right tool for the situation and makes the party work together just a little bit better.
Last, but not least, my favourite hero of the bunch. Fenn is your classic DPS character with a twist, he also has one of the best support abilities in the game.
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Fenn has two very good abilities in Havoc Shot and Lone Wolf, letting him blast enemies and recover strain easily. His starting weapon is ok, as is his statline.
The best 1xp skill in the game. This lets Fenn focus on other stuff than doing move actions, as the two movement points and two strain will let him move 4 in any given turn, while his Lone Wolf will help him regain one strain, for a total of one strain used. It can also be used on allies to move them away from blasts, moving them through a door, moving the close combat heroes closer to the enemy or mission specific characters closer to their goal.
For heroes Like Verena, Tactical Movement is a godsend as it helps her do her job much more effectively. This card should always be picked up after the first mission is completed. A very strong skill card that should be a consideration late game if you have enough XP. He usually wants to stay quite close because he wants to pick up. In some circumstances this can be equally as good as an extra attack. Compare this to other damage buffs, such as Recon Tokens and see how much easier this is to apply and how this often has a greater effect.
This is also a very strong skill that should be considered. Fenn can do a lot of blast damage and the IP will often have to choose Stun to not have all his models die. You could probably make him into a tank with this one and Take Cover, but why would you do that You should rush this skill after Tactical Movement. This gives a lot of stat buffs to an already very strong hero, making him , which is very good.
It also gives Fenn blast2 on all his Havoc Shots. If Fenn has the Under-Barrel, a Pulse Cannon as well as Trench Fighter and Suppressive Fire he does so much damage that he will more often than not take out every single figure in a deployment group. I have no idea why they decided to give arguably the strongest damage dealer in the game one of the best movement skills as well, or why they decided to introduce the Under-Barrel into the game when Fenn could already blast as much as he could.
Anyway, Fenn is my top one hero pick in the game. It is close though, and Gideon with Mak or Fenn is in many ways equally stupid. Anyway, as many probably can agree on, Fenn is usually the star of the show in any given campaign. So, this was a long one. I hope you will read this to the end.
Feel free to disagree and please tell me why I am wrong! As for the more controversial heroes, Davith has been really great for me so far but I do agree that he is crippled by being wounded. I think he is somewhere between A and B. Loku is really good in the early stages of the campaign but he gets outpaced by Mak in the late stages. He should only be 1 stage removed from Mak, not 2.
I agree with your Saska placement, if you play her as a hybrid she can do work but wont really exceed B tier. I am planning on tweaking his 4 xp skills to bring him to par. Thanks for the reply. Opening up a hornets' nest is fine by me, I want to have a discussion, and I think that is primarily achieved by trying to argue one's view. Davith is good, as long as he isn't wounded.
I disagree on Loku vs Mak. I'll come back to why when I explain my thoughts on Mak. I hope there will be a good discussion on the topic. If someone manages to change my view I consider that a win. Biv's Final Stand is one of the better 4 XP cards in the game. Used early it can firmly put the Rebels ahead, used late it can wreck a boss. He's strain heavy, much like Gaarkhan, but works well with proper support, unlike Loku who can never work well.
Saska's unstable device is one of her better cards, at least for 1 point, but it's something that requires synergy. If you have a BD-1 and are cleaving for 2 or Fenn doing 2x blast 1 and leaving a lot of things at 1 health, this will often finish them for instance. Saska's support is very weak, so she really needs to leverage her extra mod slot for good damage, but since her extra action is the Unstable Device which doesn't synergize with her mod slot, on her own she's pretty weak. She synergizies with Gideon or Murn who can give her the extra attacks to really take advantage of that mod slot properly.
Without them she's definitely on the weak end. I am awaiting the rest, but i think Verena is too low in your tier list. But let's see your reasoning first. My main problem by reading your post is that i got the Descent feeling when you judged the heroes. That they should absolutely destroy the Imperial troops in the first or second hero activation and cruising to victory. I played a mission on Wednesday and Saskas energy shield skill helped to prevent some serious conditions by blocking the damage or the surge. Your description of that skill sounded like it should make the hero invulnerable for that attack to be considered as buy worthy.
I think one of the main issues in your analysis and how most people analyze the heroes is that you over-value basic action economy. Sure, getting multiple actions for the cost of one is great, and it's great when you can get it. But you can get "action economy" of a sort just by making your single action more effective. It's the difference between making two average attacks or one very powerful attack.
Both can mean defeating a figure or two for the cost of one action, but which one is better depends on the situation and your overall strategy. Loku's and Saksa's tokens can keep you from having to use your "free" action to take a second attack at a figure who didn't quite die, for example. Consider Biv and Gaarkhan - all other differences aside, if you compare Charge and Close and Personal, Charge seems a lot better. But they both take 1 action and 2 strain.
Imperial Command (Mating Season, #1) by Anne Kane
If Biv uses a move to get to his target, and then uses Close and Personal to defeat his target, that's essentially the same as Gaarkhan using Charge and another attack to defeat the same enemy. There are differences of course, and I'm not arguing that Biv is as good as Gaarkhan - just that I don't think he's as bad as you think. Loku's recon tokens are amazing when used correctly. Verena using them to her advantage all the time in our games, also Saska's gadgets, to just help defeat those figures to chain up her special ability.
My only issue with these kinds of lists is that each hero is considered separate, but you never play a campaign with just one hero and preferably not with just 2 either.
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All of the synergy considerations are either ignored or mentioned in passing, but they are what are very important in the campaign. If a hero can spend an action which saves the rebels two actions in the future, it's a big gain for the team, although when the hero is considered alone that hero would be a bitsize for a squad of Stormtroopers, or maybe more fittingly for the Nexu. So, I'm still waiting for someone to write about how each hero can make the other heroes better in what they do.