Skirmish Lists - Brainstorming

By Hida77, in Star Wars: Imperial Assault

So I've got around 15 games under my belt thus far against a few different opponents and have played several lists/all the missions. So far here is what I have had success with:

Rebel:

Luke Skywalker 10

Fenn Signis 9

Jyn Odan 5

Gideon Argus 3

Rebel Troopers 6

Rebel Saboteurs 5

I wont go into the command decks aside from the cards that cost points...

Covering Fire 3

2xMarksman 1 (2)

Son of Skywalker 3

Deflection 1

One in a Million 2

Take it Down 3

<0 Costers>

This has been my most successful Rebel list. Basically, you are all ranged (aside from Luke's awesome Saber Strike) and have a lot of mobility/tricks. It takes a good bit of getting used to the troopers and maximizing their trait without getting them killed all over the place, but both the troopers and Saboteurs are really good. Argus mostly just focuses someone and moves, but periodically the move comes in handy, especially with the troopers/Fenn. I really like Fenn, his surge abilities kinda stink and hes kinda pricey, but he does great damage and can pretty regularly get 2x Attacks. It's great when you setup a trooper to get 2x attacks from his ability too, although it is difficult to use that sometimes. I struggle with Jyn. Turn 1 matters a lot for her, you have to be really careful to not get her killed. Shes actually really best holding off bigger single model units (excepting Vader) with her Hair Trigger ability for the stun. I honestly love the Saboteurs, they can do so much. Speed 5 is so good and is fun to float them in to do serious damage/stun stuff. I like to split them up so you have some CC in 2 places when you need it.

Aight now for Imps:

Royal Guard Champion 15

Royal Guards (G) 8

Stormtroopers ® 9

Stormtroopers (G) 6

Imperial Officer (G) 2

2xPummel 1 (2)

Covering Fire 3

Close the Gap 2

<0 Costers>

Yep, only 7 points spent on Cards. Truth is, if you don't play Vader, its really hard to spend even half of your 15. The big deal in this list is the RGC, he is a monster (imo better than Vader). 6 Speed is just beyond silly and makes it very likely to get turn 1 kills. He is also unbelievably good at hunting or capping even the more annoying objectives. The rest of the list does a lot of work as well. The elite stormies/normal Royal Guards can pressure solo heroes and weaker hero groups and massacre most basic troops if they don't stay away and the basic stormies and officer giver either group some nice support. This list is very forgiving in my experience. Obviously the worst thing you can face are lists that can consistently land stuns on the RGC, although I like packing a couple of cards to get you out of that in the command deck so sometimes it doesn't matter.

So far the standout things for me have been:

  • Luke is pretty much auto-include imo. He does so much so well and really only dies if you hang him out there. When you focus him he is a monster. Not a better value at 10pts for Rebels imo.
  • Vader is very good but also very easy to ignore. I played a list with Vader where I murdered 40-50% of the opposing list in the first 3 turns with Vader alone and still lost on the mission, since my paper thin remaining guys couldn't handle the rest of the Rebel list. If you are facing Vader, my best advice is to kill off all of his support (preferably from Range) and just kite him/do the mission. You will lose guys to him, but likely not the mission.
  • The RGC is very hard to deal with. Hes so fast and very flexible. He can handle Heroes, groups of troopers, easily complete missions, etc. IMO he better than Vader. I can't wait until the pack comes out and we get the model and some named RGCs.
  • Nexu are silly good, and largely being overlooked. They are really fast and can be really irritating to take down, especially if your opponent follows in with Royal Guards/Ghaarkan.
  • Rebels have to play tempo. They really want to get setup in a powerful position and whittle down the opposing list until it can't fight back. Your guys will die, just try not to make it too easy and ensure your counter is solid. Get used to using Rebel Troopers, they can be very good if setup to maximize Aim.
  • Recover X is a trap. In all my games playing Luke and trying out Diala/Iggy, I have never triggered it. Most of the time when your opponent attack guys that have it they make sure to focus them enough where it doesn't matter/ can't come into play. You simply never have time/surges for it in my experience thus far.

So what is everyone else playing? What are you having success/trouble with? Other thoughts?

I agree with pretty much everything you have said. The game is multiply layered so a piece like vader will have a counter because of the missions, Maps, Command cards that doesn't even factor in the characters and what they do. There really doesn't need to be true hard counters since Battles or Missions pretty much will cover that. Last FFG has said they come out with a answer to everything they come out with. Overall I think the game is really balanced just takes time to understand its not a kill them all game there is more to it than just that.

I really do think every piece other than Chewie(think Command cards and other stuff coming out will be the answer for him) is play able. It just seems FFG has made it a point they want everything to be playable

As far as the meta goes and building I think that needs to wait till League play and wave 1 comes out to really get true answers. Also from what I have heard they play tested Wave 1 and the starter together just like they do with all of their force packs for the LCG so its hard to get a good read on the meta for LCGs until all the cards have been released which I think is the same thing we have here with Wave 1 and the starter.

I do like Fenn and some troopers as a base for the rebels. Also think Weiss with his Command thing and blast is something to look at, Ig88+Droids in Imps looks like something to look at. I do think Chewie Han Rebel Sabx2 Gideon will be ok even though 27 points in two figures is a lot.

I agree about the nexus and think the mercs have a good base with IG88 and them for the future.

Edited by Jonnyb815

Talking skirmish builds Maybe chewie isn't as bad as I thought.......What do you think

That Slam with Blast guys could be pretty sweet combo. He isn't bad at protecting guys, Has good damage and defense. Gideon and command cards can help with movement. I have a feeling command cards will help chewie out a lot.

Does the that wookiee +5 health command card only last for the round or for the rest of the skirmish?

Yeah his cost is really high but I think we aren't seeing the whole picture.

What do you think of this as a base

Chewie

Elite Saboteur x2

Gideon

Gaarkhan

Might add a few of the upgrade cards if that wookiee health is for the rest of the skirmish and not round.

That by itself is a lot of hit points to cover the chokes.

Its not out yet but what about droids with Overdrive letting them move faster with Recover? Or using recover to protect yourself from missions? I think there will be ways to use recover just not in the normal way.

Also what about Recover with Protect and some one with block this should be able to cover vs Swarms since you are blocking 3-4 damage a turn and can cover Choke damage because of recover.

I am really starting to come around to Chewie

Edited by Jonnyb815