Who is planning on playing the skirmish part of the game?

By Jonnyb815, in Star Wars: Imperial Assault

It was the Skirmish play that made be pre-order the game. Any play in Campaign mode is a bonus for me. Already working on building a meta, local store ordering two kits for spring events.

It was the Skirmish play that made be pre-order the game. Any play in Campaign mode is a bonus for me. Already working on building a meta, local store ordering two kits for spring events.

This is my thought as well.

I think that Luke's "Inspiring" special ability will be really powerful. Diala might be a good choice too, since she already gets to reroll her Defense die, and Luke would allow her to do it again...that's 3 chances to completely Dodge an attack. Plus she has Recover 2 for a surge ability, so I think she could be difficult to take down.

Luke lets a nearby ally reroll an attack die, not a defense die. It's still a great ability, but it's not a defense ability.

I think that Luke's "Inspiring" special ability will be really powerful. Diala might be a good choice too, since she already gets to reroll her Defense die, and Luke would allow her to do it again...that's 3 chances to completely Dodge an attack. Plus she has Recover 2 for a surge ability, so I think she could be difficult to take down.

Luke lets a nearby ally reroll an attack die, not a defense die. It's still a great ability, but it's not a defense ability.

Okay, thanks for clarifying that. It's yet another reason why I need the cards in hand to really get busy with squad construction.

My first squad will likely be something like this:

12 Han

10 Luke

9 Fenn (or 8 for Gaarkan)

5 Jyn

3 Gideon

That's 39pts (38 w Gaarkhan over Fenn)

I think that Luke's "Inspiring" special ability will be really powerful. Diala might be a good choice too, since she already gets to reroll her Defense die, and Luke would allow her to do it again...that's 3 chances to completely Dodge an attack. Plus she has Recover 2 for a surge ability, so I think she could be difficult to take down.

Anyway, those are my thoughts without actually having the game in hand. It's due to arrive on Saturday (possibly Friday), so I'll be able to really dig into it then.

Something I might think about as well is that you currently have 5 models on the table. I'm not saying that's a deal breaker, but I've been looking to be in the 7+ range myself since having chuds to capture the terminals/objectives seems like it will be very valuable. While this usually means at least 1 squad of troopers, I think having the extra bodies will be very significant, at least early on in the game.

Also, I feel like Gideon Argus is pretty much an auto-include for me. 1 more point than the Imperial Officer for much more utility.

My way too early, barely played list so far is:

Luke Skywalker 10
Rebel Troopers 6
Rebel Sabotuers 5
Gideon Argus 3
Fenn Signis 9
Jyn Odan 5
Rebel Command 2
I went heavy Ranged, which remains to be seen if its a good idea or not. I like the synergy in the list and multiple moves/attacks possible on a few models, but we'll see how it goes. I included Jyn Odan since I think her out of activation attack could be redonculous, and shes more tanky than most white-dice models. I think I could swap around some stuff for Diala (I would likely drop Fenn for her + Something) since having 2xForce Users and a Brawler in the list seems like a good idea for the command cards I am currently thinking of playing..Ill find out how good this is soon enough!

I think that Luke's "Inspiring" special ability will be really powerful. Diala might be a good choice too, since she already gets to reroll her Defense die, and Luke would allow her to do it again...that's 3 chances to completely Dodge an attack. Plus she has Recover 2 for a surge ability, so I think she could be difficult to take down.

Luke lets a nearby ally reroll an attack die, not a defense die. It's still a great ability, but it's not a defense ability.

Okay, thanks for clarifying that. It's yet another reason why I need the cards in hand to really get busy with squad construction.

My first squad will likely be something like this:

12 Han

10 Luke

9 Fenn (or 8 for Gaarkan)

5 Jyn

3 Gideon

That's 39pts (38 w Gaarkhan over Fenn)

I think that Luke's "Inspiring" special ability will be really powerful. Diala might be a good choice too, since she already gets to reroll her Defense die, and Luke would allow her to do it again...that's 3 chances to completely Dodge an attack. Plus she has Recover 2 for a surge ability, so I think she could be difficult to take down.

Anyway, those are my thoughts without actually having the game in hand. It's due to arrive on Saturday (possibly Friday), so I'll be able to really dig into it then.

Something I might think about as well is that you currently have 5 models on the table. I'm not saying that's a deal breaker, but I've been looking to be in the 7+ range myself since having chuds to capture the terminals/objectives seems like it will be very valuable. While this usually means at least 1 squad of troopers, I think having the extra bodies will be very significant, at least early on in the game.

Also, I feel like Gideon Argus is pretty much an auto-include for me. 1 more point than the Imperial Officer for much more utility.

My way too early, barely played list so far is:

Luke Skywalker 10
Rebel Troopers 6
Rebel Sabotuers 5
Gideon Argus 3
Fenn Signis 9
Jyn Odan 5
Rebel Command 2
I went heavy Ranged, which remains to be seen if its a good idea or not. I like the synergy in the list and multiple moves/attacks possible on a few models, but we'll see how it goes. I included Jyn Odan since I think her out of activation attack could be redonculous, and shes more tanky than most white-dice models. I think I could swap around some stuff for Diala (I would likely drop Fenn for her + Something) since having 2xForce Users and a Brawler in the list seems like a good idea for the command cards I am currently thinking of playing..Ill find out how good this is soon enough!

Yeah, I hear what you're saying. I think there's definitely good reason to include a bunch of troopers...if nothing else, that's a lot more health for your opponent to chew through. And yes, I do think that Jyn and Argus will be in most of my Rebel squads...they're so cheap and so full of tactical options. By contrast, I look at Chewie and I'm not really sure he's worth the 15pts. Again, that'll have to be something that I really start looking into once I have the cards in hand.

Don't forget that command cards and their synergy will have a big affect on skirmish as well.

I really like the Gideon ability+Jyn Combo with her command card (One in a million).

Rebel lists are a bit more limited right now since they don't have the cheap troop options that the Empire does.

Rebels are limited? Scum has only one build possible unless you're mixing Rebels in.

EDIT: I suppose you can build more if you combine figures and cards from multiple core sets as well.

Edited by Budgernaut

Early merc squads will definitely run the most out-of-faction figures on average, for sure. And with mercs right now, all you can really do is try to build efficiently. They don't have the options to build a lot of synergy, other than running a bunch of Relentless stuff to strip command cards from your opponent's hand.

Early merc squads will definitely run the most out-of-faction figures on average, for sure. And with mercs right now, all you can really do is try to build efficiently. They don't have the options to build a lot of synergy, other than running a bunch of Relentless stuff to strip command cards from your opponent's hand.

Rebels are limited? Scum has only one build possible unless you're mixing Rebels in.

EDIT: I suppose you can build more if you combine figures and cards from multiple core sets as well.

Sure, but I don't consider them a faction yet;)

Rebels are limited? Scum has only one build possible unless you're mixing Rebels in.

EDIT: I suppose you can build more if you combine figures and cards from multiple core sets as well.

I am not sure you are right on this one. I am not revealing the squad idea but think it could do ok because of the surprise factor.

@Alex not sure I agree. I do believe there is a squad out there that can be Merc with out splashing them in the Imp. yes it does involve splashing rebels.

Edited by Jonnyb815

Rebels are limited? Scum has only one build possible unless you're mixing Rebels in.

EDIT: I suppose you can build more if you combine figures and cards from multiple core sets as well.

I am not sure you are right on this one. I am not revealing the squad idea but think it could do ok because of the surprise factor.

I'm not saying this defensively. I'm honestly wondering which part you think I'm not right on. To be honest, I was only thinking about units, not other deployment cards, so I guess I was wrong, but still, there aren't a lot of options for Scum & Villainy.

You've got the following unit cards for Scum:

Generic Nexu (4)

Elite Nexu (6)

Generic Trandoshan Hunter (7)

Elite Trandoshan Hunter (10)

IG-88 (12)

TOTAL: 39

Sure, you could drop the generic Nexu for Devious scheme (1) and First Strike (2) and sit at 38 points, but it's really not all that different.

The only thing that I see to differentiate your squad from here is using Temporary Alliance, which adds Rebel deployment cards (which I mentioned).

Sure, but I don't consider them a faction yet;)

I'll grant you that. Honestly, I didn't realize until recently that you actually could field 40 points of Scum and Villainy, so as much as it sounds like I'm upset about the options. I am actually quite pleased that I can play mono S&V straight out of the box.

Yeah, that IG-88 looks like a total monster! I'd like to see him with a couple of Rebel guys (such as Gideon to put him into position for Assault) and some other Mercs to fill things out. But I do think that the Mercs will need some more help before they can really rock the house.

Well, if I do make it to store championships, I promise to run Scum & Villainy Mercenaries. Don't know if I'll use the Rebel cross-overs or not, though.

Well, if I do make it to store championships, I promise to run Scum & Villainy Mercenaries. Don't know if I'll use the Rebel cross-overs or not, though.

Rebels are limited? Scum has only one build possible unless you're mixing Rebels in.

EDIT: I suppose you can build more if you combine figures and cards from multiple core sets as well.

I am not sure you are right on this one. I am not revealing the squad idea but think it could do ok because of the surprise factor.

I'm not saying this defensively. I'm honestly wondering which part you think I'm not right on. To be honest, I was only thinking about units, not other deployment cards, so I guess I was wrong, but still, there aren't a lot of options for Scum & Villainy.

You've got the following unit cards for Scum:

Generic Nexu (4)

Elite Nexu (6)

Generic Trandoshan Hunter (7)

Elite Trandoshan Hunter (10)

IG-88 (12)

TOTAL: 39

Sure, you could drop the generic Nexu for Devious scheme (1) and First Strike (2) and sit at 38 points, but it's really not all that different.

The only thing that I see to differentiate your squad from here is using Temporary Alliance, which adds Rebel deployment cards (which I mentioned).

Sure, but I don't consider them a faction yet;)

I'll grant you that. Honestly, I didn't realize until recently that you actually could field 40 points of Scum and Villainy, so as much as it sounds like I'm upset about the options. I am actually quite pleased that I can play mono S&V straight out of the box.

Throwing out every Merc card doesn't really help lol.

Edited by Jonnyb815

Well, if I do make it to store championships, I promise to run Scum & Villainy Mercenaries. Don't know if I'll use the Rebel cross-overs or not, though.

Imperial Assault doesn't have any store champs in 2015.

I plan on bringing IA to TempleCon if anyone would like some Skirmish games or just Games in General

Well, if I do make it to store championships, I promise to run Scum & Villainy Mercenaries. Don't know if I'll use the Rebel cross-overs or not, though.

Imperial Assault doesn't have any store champs in 2015.

Yea, although I wouldn't be surprised if they have Regionals. I think the time frame for the release made them push both IA and Armada out of Store Champs.

Yea, although I wouldn't be surprised if they have Regionals. I think the time frame for the release made them push both IA and Armada out of Store Champs.

Yeah that is what I was figuring on as well. Hopefully get one close by if they do.

Well, if I do make it to store championships, I promise to run Scum & Villainy Mercenaries. Don't know if I'll use the Rebel cross-overs or not, though.

Rebels are limited? Scum has only one build possible unless you're mixing Rebels in.

EDIT: I suppose you can build more if you combine figures and cards from multiple core sets as well.

I am not sure you are right on this one. I am not revealing the squad idea but think it could do ok because of the surprise factor.

I'm not saying this defensively. I'm honestly wondering which part you think I'm not right on. To be honest, I was only thinking about units, not other deployment cards, so I guess I was wrong, but still, there aren't a lot of options for Scum & Villainy.

You've got the following unit cards for Scum:

Generic Nexu (4)

Elite Nexu (6)

Generic Trandoshan Hunter (7)

Elite Trandoshan Hunter (10)

IG-88 (12)

TOTAL: 39

Sure, you could drop the generic Nexu for Devious scheme (1) and First Strike (2) and sit at 38 points, but it's really not all that different.

The only thing that I see to differentiate your squad from here is using Temporary Alliance, which adds Rebel deployment cards (which I mentioned).

Sure, but I don't consider them a faction yet;)

I'll grant you that. Honestly, I didn't realize until recently that you actually could field 40 points of Scum and Villainy, so as much as it sounds like I'm upset about the options. I am actually quite pleased that I can play mono S&V straight out of the box.

Throwing out every Merc card doesn't really help lol.

Doesn't help what? What are you talking about? Doesn't help me win? I think you and I are talking about completely different things. It feels like you're trying to design the most competitive Mercenary squad. Fine. That sounds like a great conversation to have. However, that's not what I'm talking about. My whole point is that Mercenaries have fewer options that Rebels -- Period. You can buy multiple core sets or you can mix in the other affiliation, but that only increases Rebel options as well.

Of course, I can't be sure whether we're talking about different things or not unless you get a little more specific than "doesn't really help."

Well, if I do make it to store championships, I promise to run Scum & Villainy Mercenaries. Don't know if I'll use the Rebel cross-overs or not, though.

Imperial Assault doesn't have any store champs in 2015.

Woops. I stand corrected. I guess I got it mixed up with the game night kit.

I plan on bringing IA to TempleCon if anyone would like some Skirmish games or just Games in Gene

@BergerFett- how close to Fall River are you? I'm trying to get Table Top Games interested in playing IA. I should be up there the weekend after Christmas trying out the game.

I plan on bringing IA to TempleCon if anyone would like some Skirmish games or just Games in Gene

@BergerFett- how close to Fall River are you? I'm trying to get Table Top Games interested in playing IA. I should be up there the weekend after Christmas trying out the game.

I am out of New Haven CT so 2 hours roughly.

I plan on bringing IA to TempleCon if anyone would like some Skirmish games or just Games in Gene

@BergerFett- how close to Fall River are you? I'm trying to get Table Top Games interested in playing IA. I should be up there the weekend after Christmas trying out the game.

I am out of New Haven CT so 2 hours roughly.

Ouch! Well if your interested I'll send you a private message when I know a bit more about the time and day that I'll be going up to play it. Or I might just make a new thread.....