New preview of RGC and Troopers

By Jonnyb815, in Star Wars: Imperial Assault

That elite trooper.... get into position is very nice! great command cards as well!

After IG-88, the Champion is the expansion I'm looking forward too most.

I'd be more interested in using the rebel troopers (especially alongside Fenn) if they didn't look so dorky. :P

cripple.png flurry-of-blades.png

Somehow managing to play these two cards back to back sounds just amazing.

"Nuh uh. You stay here. I've got plans for you."

I can't wait to try out Weiss with a bunch of troopers utilizing his command card as well as reinforcements.

I can't wait to try out Weiss with a bunch of troopers utilizing his command card as well as reinforcements.

It will be fun not sure how good. If Weiss had blast 2 and not blast 3 I would think Weiss is a top tier figure. Or if Blast 3 was one surge the whole two surge thing is what I dont like. Why not give him overload and blast 2.

Edited by Jonnyb815

I can't wait to try out Weiss with a bunch of troopers utilizing his command card as well as reinforcements.

It will be fun not sure how good. If Weiss had blast 2 and not blast 3 I would think Weiss is a top tier figure. Or if Blast 3 was two surges the whole two surge thing is what I dont like. Why not give him overload and blast 2.

I think what will make it good is the right combination of command cards and implementation of a solid and fitting strategy, though I don't think it will necessarily be as straight forward as something like Vader's fist. Consistently bringing units back is never a bad thing and essentially wastes enemy actions. The cool thing about blast 3 is he could potentially take out an entire group of troopers in a single shot, plus he chooses his die so its not impossible to set yourself up for success in having multiple surges. I think the most exciting thing about this wave 1 stuff is the command cards because that is what opens up so many of the interesting lists to being what could be really good.

Double surges are so random and you still have to do damage to get through to even set off the blast. If he had a third surge to pick it would be better. I guess if you dont get double surge you just take pierce.

For two points lower I would rather have the AT-ST I think even how cool picking your own dice and his move special action is.

I totally get the power a massive figure has just not sure he is better than the AT-ST.

Edited by Jonnyb815

cripple.png flurry-of-blades.png

Somehow managing to play these two cards back to back sounds just amazing.

"Nuh uh. You stay here. I've got plans for you."

I nominate we name that combo the Imperial

cripple.png flurry-of-blades.png

Somehow managing to play these two cards back to back sounds just amazing.

"Nuh uh. You stay here. I've got plans for you."

You cripple a not-yet-activated enemy on a turn when your opponent has the initiative token. Then, with the first activation in the next turn, when you have initiative, you flurry of blades.

I just rolled three test attacks with the RGC vs. Vader (so red/green/yellow vs. black/black/reroll 1). Now, I had some bad luck with the defense rolls, but it came out to 12 damage.

Also, just a regular Bass-O-Matic? Not a Super Bass-O-Matic?

Imperial Bass o Matic dear Leveton.

The Imperial Class predates the Super Class, we will have that for the sequel.

https://www.youtube.com/watch?v=LAf0QnLFS7Q '> Everything is proceeding as we have foreseen.

Edited by Imperial Advisor Arem Heshvaun

Fancy two-ended blade weapon... specializes in fighting two foes at once... are we sure it's not Maul under that mask? :P

Fancy two-ended blade weapon... specializes in fighting two foes at once... are we sure it's not Maul under that mask? :P

Wha?!?!? Someone from the PREQUEL trilogy in a FFG game? What have you been drinking? :lol:

Fancy two-ended blade weapon... specializes in fighting two foes at once... are we sure it's not Maul under that mask? :P

Wha?!?!? Someone from the PREQUEL trilogy in a FFG game? What have you been drinking? :lol:

Darth Vader, Emperor, Yoda, ObiWan all say hi. :D

I just rolled three test attacks with the RGC vs. Vader (so red/green/yellow vs. black/black/reroll 1). Now, I had some bad luck with the defense rolls, but it came out to 12 damage.

I did a bit of math for this.

RGC attacks

Average damage: 12.99

Average surges: 4,5 (1,5 per attack)

Vader defense

Average blocks: 9 (3 per defense)

Average cancels: 1,02

This comes out as 13-9 + 3,5*2 = 11 damage. Note that this doesn't figure in wasted blocks, which aren't that unlikely. 12 damage with this combo seems to be what you can expect.

All this for the cost of 3 actions and 2 (arguably expensive) command cards. I haven't played skirmish yet, but an RGC costs only 3 less than Vader, making the full combo 1 point more expensive than Vader itself ... seems expensive. I can't see it outright countering Vader, but maybe I miss something here.

I just rolled three test attacks with the RGC vs. Vader (so red/green/yellow vs. black/black/reroll 1). Now, I had some bad luck with the defense rolls, but it came out to 12 damage.

I did a bit of math for this.

RGC attacks

Average damage: 12.99

Average surges: 4,5 (1,5 per attack)

Vader defense

Average blocks: 9 (3 per defense)

Average cancels: 1,02

This comes out as 13-9 + 3,5*2 = 11 damage. Note that this doesn't figure in wasted blocks, which aren't that unlikely. 12 damage with this combo seems to be what you can expect.

All this for the cost of 3 actions and 2 (arguably expensive) command cards. I haven't played skirmish yet, but an RGC costs only 3 less than Vader, making the full combo 1 point more expensive than Vader itself ... seems expensive. I can't see it outright countering Vader, but maybe I miss something here.

I would rather use range and fight vader like with the AT-ST or Probe/Elite Officers if placed right. Stick him with a Royal Guard and Cripple then hit him hard with Probes or a AT-ST.

With Rebels use Diala so you can setup a Son of skywalker attack on Vader or a Gideon/Han Attack or Chewie.

Well, I don't think you field RGC to specifically counter Vader. What RGC is best at is quickly clearing out cheapies. Move 6(!), his attack pool, and brutality make him great at clearing swarms. But when you're facing Vader, if you have flurry in your hand, he can make it a LOT easier to defeat Vader. That 12 damage in my earlier test leaves him one good attack away from defeat. Of course, after doing that, the RGC is very open to retaliation from Vader and his subordinates, but if he can survive a round (and with 13 health and black/white for defense, he has a pretty good shot), he might be able to finish the job.

I haven't played skirmish yet, but an RGC costs only 3 less than Vader, making the full combo 1 point more expensive than Vader itself ... seems expensive. I can't see it outright countering Vader, but maybe I miss something here.

Deployment card costs and command card costs are separate (40 of the first, 15 of the second) so adding the command cards only limits what other command cards you can take without reducing the quantity or quality of models you can bring. All the named characters have their own dedicated command card that is relatively expensive and some are really frigging powerful , to the point that they have to be considered part of why you take the character, and how you play against them.

While Flurry of Blades requires both actions to use, the Champion is crazy fast by himself, and has a built in movement ability that triggers on a friendly's death. Basically he's now the ultimate counter-charge unit, in addition to all his other uses.

-Enemy kills one of your models

-Champion repositions and attacks

-Champion activates next and uses flurry

That's a total of 4 three dice attacks, after a small move, in the space of one activation with no outside buffs or other command cards.

Would you charge units into close range of that?