Stormtrooper health question

By Whisper, in Star Wars: Imperial Assault

This might sound stupid, but I was wondering do Stormtroopers have 3 health each or do they have 1 health each it doesn't specify this anywhere, I am guessing each Stormtrooper counts as having 1 health but I just want to be 100% sure.

Edited by Whisper

Each Stormtrooper has 3 Health.

"When a figure has suffered damage equal to its Health, it is defeated."

"When the last figure in a group is defeated, the corresponding Deployment card is returned to the Imperial player’s hand."

Edited by LukeZZ

Each Stormtrooper has 3 Health.

"When a figure has suffered damage equal to its Health, it is defeated."

"When the last figure in a group is defeated, the corresponding Deployment card is returned to the Imperial player’s hand."

And the info is also "hidden" in the first paragraph of

Deployment cards

All figures except heroes have corresponding Deployment cards. These cards list the figure’s name, group size, abilities, Speed, Health, Defense, and attack.

It's written so it could be difficult to read correctly, but as already mentioned the stats are for each figure on the deployment card and how many are in the group (if it's a group Deloyment Card)

So even though Stormies are dropping like flies they do have a fighting chance ;-)

Each Stormtrooper has 3 Health.

"When a figure has suffered damage equal to its Health, it is defeated."

"When the last figure in a group is defeated, the corresponding Deployment card is returned to the Imperial player’s hand."

And the info is also "hidden" in the first paragraph of

Deployment cards

All figures except heroes have corresponding Deployment cards. These cards list the figure’s name, group size, abilities, Speed, Health, Defense, and attack.

It's written so it could be difficult to read correctly, but as already mentioned the stats are for each figure on the deployment card and how many are in the group (if it's a group Deloyment Card)

So even though Stormies are dropping like flies they do have a fighting chance ;-)

Hmm then how to keep track of damage, plus I did the Tutorial and if the stormtroopers have 3 health each then they can succeed with their mission every time.

Edited by Whisper

Each Stormtrooper has 3 Health. "When a figure has suffered damage equal to its Health, it is defeated.""When the last figure in a group is defeated, the corresponding Deployment card is returned to the Imperial player’s hand."

And the info is also "hidden" in the first paragraph ofDeployment cardsAll figures except heroes have corresponding Deployment cards. These cards list the figure’s name, group size, abilities, Speed, Health, Defense, and attack.It's written so it could be difficult to read correctly, but as already mentioned the stats are for each figure on the deployment card and how many are in the group (if it's a group Deloyment Card)So even though Stormies are dropping like flies they do have a fighting chance ;-)
Hmm then how to keep track of damage, plus I did the Tutorial and if the stormtroopers have 3 health each then they can succeed with their mission every time.

You use the numbered/colored stickers on the figures and place the corresponding numbered/colored tokens on the squad Deployment card. And then place the damage suffered on the tokens.

Each Stormtrooper has 3 Health. "When a figure has suffered damage equal to its Health, it is defeated.""When the last figure in a group is defeated, the corresponding Deployment card is returned to the Imperial player’s hand."

And the info is also "hidden" in the first paragraph ofDeployment cardsAll figures except heroes have corresponding Deployment cards. These cards list the figure’s name, group size, abilities, Speed, Health, Defense, and attack.It's written so it could be difficult to read correctly, but as already mentioned the stats are for each figure on the deployment card and how many are in the group (if it's a group Deloyment Card)So even though Stormies are dropping like flies they do have a fighting chance ;-)
Hmm then how to keep track of damage, plus I did the Tutorial and if the stormtroopers have 3 health each then they can succeed with their mission every time.

And what do you mean by "and if the stormtroopers have 3 health each then they can succeed with their mission every time"? I can, from personal experience assure you that that's not the case

I'm guessing its just bad luck, but with two heroes it seems that the imperials can always reach a terminal and win.

Or I just keep forgetting Jyn's ability to interrupt when an enemy activates :)

How many troops are you "letting" the imperial side deploy when you only have 2 Heroes?

I've PMed you if you'd rather take it in Danish

There is 3 stormtroopers (1 stormtrooper deployment) and one officer as explained in the mission for playing with 2 heroes.

English, Danish its all the same to me :)

Don't despair: the tutorial is only made as an example and a way for players to quickly experience combat and simple interactions. The actual skirmish and campaign are way more balanced and fun to play

Each Stormtrooper has 3 Health. "When a figure has suffered damage equal to its Health, it is defeated.""When the last figure in a group is defeated, the corresponding Deployment card is returned to the Imperial player’s hand."

And the info is also "hidden" in the first paragraph ofDeployment cardsAll figures except heroes have corresponding Deployment cards. These cards list the figure’s name, group size, abilities, Speed, Health, Defense, and attack.It's written so it could be difficult to read correctly, but as already mentioned the stats are for each figure on the deployment card and how many are in the group (if it's a group Deloyment Card)So even though Stormies are dropping like flies they do have a fighting chance ;-)
Hmm then how to keep track of damage, plus I did the Tutorial and if the stormtroopers have 3 health each then they can succeed with their mission every time.

You use the numbered/colored stickers on the figures and place the corresponding numbered/colored tokens on the squad Deployment card. And then place the damage suffered on the tokens.

Interesting idea. I used the numbers to mark which figures are in which deployment group, not to identify each individual. If memory serves me right, the rules state that when a deployment card has multiple figures, you place damage next to the figure.

I also place damage next to the figure, but it is hard to keep track of it when the figures move. Unfortunately, I have already stuck the same stickers on StormTroopers miniatures so it is not really possible for me to use them to differentiate the individual stormtroopers.

I don't like the cluttered look of damage tokens splashed out on the board and having individual tokens/stickers works for me and most folks in our gaming group. And if you add Strains to the mix it's just horrible to think of. The only tokens I/we place near the figures are the condition tokens. Just like Crit tokens in X-Wing

Well, only heroes take strain, so that wouldn't go in the board. Likewise, E-Web Engineers, Darth Vader, Imperial Officers, Nexu, IG-88, Han Solo, and Luke Skywalker would also take damage to their cards rather than placing tokens on their figures. I still think marking individual figures is a neat idea, I just can't use those stickers since I already used them for groups and then had to take them off to paint. I wish the stickers were more easier to remove.

I was thinking of painting my stormtoopers with some shoulder markings to identify them, would look more natural then a sticker placed on the base.

Edited by Whisper

I was thinking of painting my stormtoopers with some shoulder markings to identify them, would look more natural then a sticker +placed on the base.

I put my stickers on the bottom of the bases so they aren't obtrusive, but I also am hoping to paint my mins and change shoulder colours to differentiate them.

I don't know about you guys, but my stormies rarely need to move once they start to take damage. They're usually content to disappear after a hero breathes on them.

Well I did deploy the red stormies once with +2 health upgrade..... with a pair of royal guards next to them..... now that was a wall.

I don't know about you guys, but my stormies rarely need to move once they start to take damage. They're usually content to disappear after a hero breathes on them.

Well I did deploy the red stormies once with +2 health upgrade..... with a pair of royal guards next to them..... now that was a wall.

Edited by echoMateria

I'm guessing its just bad luck, but with two heroes it seems that the imperials can always reach a terminal and win.

Not the case. It happened to us because we forgot to use strain to get movement without using a move action. After we remembered that opportunity, things have been a lot more balanced.

I don't know about you guys, but my stormies rarely need to move once they start to take damage. They're usually content to disappear after a hero breathes on them.

Well I did deploy the red stormies once with +2 health upgrade..... with a pair of royal guards next to them..... now that was a wall.

Yup, my regular storm trooper squad harldy ever survives at all. Charge! First trooper takes 3 damage and dead. Second one takes a cleave damage. Same wookie makes a new attack on the third trooper, 3 damage again and another cleave hit leaves the last one with with a single hit point. Which the smugler hits out of her turn anyway. So a whole squad destroyed only at the cost of a single heroes turn...

True, it's also a bit frustrating... In particular when you waited 3 rounds for deploying them and used 1 round to move them to the action place. But it's almost the same with other figures too. I've seen an E-web survive a bit more but not much more.

My worst was spawning a group of storm troopers to see them die to a frag grenade on the rebels first activation but in the end the imperials won that mission.

Generally the time limit does not allow the Rebels to sit and double attack all the time so unless you only ever roll 1 defense pip you should have some storm troopers live and then you can reinforce them at the end of the round.

Fellow Imp players, don't forget that you don't have to use all of your movement points at once. Nothing wrong with move 2, shoot around a corner, move 2 back. Force the Rebs to blow an action on move.

Also, the benefits to not having all stormies stick their neck outand attack often pays off in the long run. I like making my Rebs hunt 1/3 stormies while I reinforce somewhere they've left empty.

I second Powda's suggestion, Make the Rebels work to hunt your imperials down. The more actions spent not doing the mission the more likely they will fail.