Since no one mentioned it yet, make sure you're using Han's reroll ability corectly, new players often misunderstand it. Each die can only be rerolled once, so if Han has a target lock when he rolls his attack, he can either use his ability to reroll ALL the dice or spend the Lock to reroll which ever ones he wants to, but he can't do both. If he misses, but gets another seperate attack from either Gunner or Luke as crew, he can then use his ability again for that attack.
New players - No one can win with Imperials, Please help.
My advice is to use small simple squads for your first 4 or 5 games. Like 4 ties vs 2 X's at first. 100 point games with the Falcon and Slave 1 is a bit complex while you're still learning the rules.
Keeping at range 3 isn't a bad option, but if you put a Heavy Laser Cannon on the Firespray, it will be rolling a four dice attack each time it fires, and at range 3, the Rebels won't get an additional defence die for being attacked from Range 3 because it's not a primary. The Falcon is only an Agility 1 ship - maximise that weakness. My favourite is Krassis with a HLC. Can't go wrong with a one die reroll every time you shoot the HLC.firespray with cluster missile can damage Falcon really bad. Use the firespray at range 3 agaisnt falcon, using always evade token.
Good shooting!
Seconding the HLC range 3 Firespray. By the numbers, this ends bad for any falcon.
Sometimes Tie swarm players get grief for it being really powerful, but if your opponent isn't dumb enough to fly straight at you it's tricky to fly. I'd actually recommend it for getting better at maneuvering, particularly getting through asteroids. It's fun to occasionally set up a bump to get all your ships in the right position. This guy has a bunch of good maneuvering articles too, and this is just the first one I found: http://boardgamegeek.com/thread/925391/maneuvers-302-imperial-formations
Interesting. I think it's the Falcon that makes the difference here. We're pretty new (7 games so far) and the Imperials just dominate the Rebels. We don't have a Falcon though, so Y-Wings are providing the turrets.
For the next game we're actually going to run 100 points of Imperials against 125 of Rebels to see if that evens things up.
To suggest such is treason of the highest order! Terrorist Propoganda!
Firespray
Howlrunner
Academy x4
Go. To. Town. It'll help you get the hang of flying so many ties. Firespray dial is tricky bu on so worth learning to fly (hint: you should be using that rear arc 80% of the time). Do a forum search for "take me through bootcamp" for some fun exercises. Also, on the new Star Wars Mission Command page there are some worthwhile scenarios.
Happy Han Hunting academy cadet. Be sure to report back on your imperial successes. Help us combat all this rebel propaganda and share in THE GLORY OF THE EMPIRE!!!
Get on your Freyspray tactician + HLC and Falcon as nothing to do...
Since no one mentioned it yet, make sure you're using Han's reroll ability corectly, new players often misunderstand it. Each die can only be rerolled once, so if Han has a target lock when he rolls his attack, he can either use his ability to reroll ALL the dice or spend the Lock to reroll which ever ones he wants to, but he can't do both. If he misses, but gets another seperate attack from either Gunner or Luke as crew, he can then use his ability again for that attack.
Actually, Han can do both. You've just got to be careful how you do it.
Scenario: Han has a TL and a Focus and rolls {focus} {blank} {blank}, and decides to use the TL to reroll the blanks. They come up with another couple of blanks (player groans). He decides that the focus might be more useful in defence, so decides to use Han's ability to reroll. The only die available now is the {focus}, so that's the only one that can be rerolled. Which comes up with another {blank} (player groans even more loudly).
If the player had decided to use Han's ability first, then all dice would have been rerolled and the TL is not going to come into play on this attack. If there is a Gunner/Luke on the Falcon, then that would be a whole new attack and the rerolls are available again.
Actually, Han can do both. You've just got to be careful how you do it.Since no one mentioned it yet, make sure you're using Han's reroll ability corectly, new players often misunderstand it. Each die can only be rerolled once, so if Han has a target lock when he rolls his attack, he can either use his ability to reroll ALL the dice or spend the Lock to reroll which ever ones he wants to, but he can't do both. If he misses, but gets another seperate attack from either Gunner or Luke as crew, he can then use his ability again for that attack.
Scenario: Han has a TL and a Focus and rolls {focus} {blank} {blank}, and decides to use the TL to reroll the blanks. They come up with another couple of blanks (player groans). He decides that the focus might be more useful in defence, so decides to use Han's ability to reroll. The only die available now is the {focus}, so that's the only one that can be rerolled. Which comes up with another {blank} (player groans even more loudly).
If the player had decided to use Han's ability first, then all dice would have been rerolled and the TL is not going to come into play on this attack. If there is a Gunner/Luke on the Falcon, then that would be a whole new attack and the rerolls are available again.
LOL! I can imagine! When I first looked at Han, I thought his reroll was only available when you used a target lock, which seemed more of a hindrance than a help. Then someone pointed out that he didn't need a TL to make his rerolls because that was his thing! Duh! Suddenly it fell into place.
It's easy to make mistakes until someone points you in the right direction, and that's where I find the forum here really good. I've probably learned more here than by actually playing the game, which has helped my game immensely. So it's a win - win!
For NONBEGINNERS and beginners and all other lovelies, I really recommend the following format:
Create two 24 pt lists with no unique pilots. Put it together for a 48 point list.
Play one game. Then trade the lists. Play another game.
These games should be relatively fast. Maybe 30 to 45 mins!
These will focus you directly on learning to fly only. You'll have to concentrate on learning how to beat fly.
Your choices are also really fun and all balanced.
2 ties
1 saber with ptl
Vs
Rookie with hull
Blue with fcs
Vs
4 Zs
Vs
Royal guard with swarm tactics
Tie advanced with proton rockets
Vs
Doomshuttle
2 ties
Vs
Grey with ICT and R2 astromech
Hwk with ICT and moldy crow
Edited by Blail Blerg