I'm a big fan of the FoFo Enemies so far (and really the FoFo mechanics in general). The Clan Ninja particularly (and associated Kosugi Ninja Master) have so many different options for how they behave depending on which Clan/Elites - sometimes they're pure melee, somethings they're melee/ranged, sometimes they have unique defensive capabilities ("you may only assign 2 Hits per Turn to a Ninja Model"), sometimes they can melee you from 3 spaces away and get extra damage based on how far away their are, etc. FFP has experimented a lot with making the same Enemies behave differently and while they always succeed thematically, many of the earlier instances had differences that were simply beefier stats. There are many exceptions of course (Scafford), but starting at around the Blasted Wastes"era" I really felt that situation flip-flop: mundane state increases became the exception and true variation became the rule.
Combine that with the more complex Hero class mechanics, and FoFo gives the players a lot of interesting choices on a moment-by-moment basis to maximize effectiveness and/or minimize getting face-rolled by monsters. I wouldn't necessarily recommend the FoFo Core Set for brand-spanking-new SOBS players (due to the increased complexity) but it's a slam dunk for us veterans. To put it like Commissioner Gordon: FoFo isn't the Core Set players "need", but it's the one we deserve.
- Jee
Combine that with the more complex Hero class mechanics, and FoFo gives the players a lot of interesting choices on a moment-by-moment basis to maximize effectiveness and/or minimize getting face-rolled by monsters. I wouldn't necessarily recommend the FoFo Core Set for brand-spanking-new SOBS players (due to the increased complexity) but it's a slam dunk for us veterans. To put it like Commissioner Gordon: FoFo isn't the Core Set players "need", but it's the one we deserve.
- Jee