Gimmick list: Maximum activations

By Leveton, in Imperial Assault Skirmish

I was brainstorming some skirmish ideas on my way to the grocery store the other day, and I had a realization. You can build an Imperial squad with as many as 12 activations. It takes two core sets worth of Imperial Officers and Probe Droids, but you can do it.

  • 4 x Imperial Officer, 8 points
  • 4 x Probe Droid, 12 points
  • 2 x Imperial Officer (elite), 10 points
  • 2 x Probe Droid (elite), 10 points

40 points, 12 activations. It probably isn't a great squad, but I'm surprised by how what I figured would be glaring weaknesses aren't so bad. Six of the figures (all of the Probe Droids) roll three dice for attacks, and two of those (the elites) get a free reroll. And all it takes is a roll with a spare surge and all of the Imperial Officers can become focused, giving them three-dice attack (and being focused makes it easier for them to stay focused). The elite officers can stun enemies and give the Probe Droids more attacks. And the regular officers can help get the relatively slow regular Probe Droids into place. It may still have trouble against biggies like Vader, RGC, and Chewbacca, but there is also the chance of overwhelming them with sheer numbers of blue and yellow dice rolling at them.

I think the real weakness of the list right now is a poor selection of command cards. I think I counted 18 or so (including multiples of ones you can run multiples of) cards that you could even activate with the figures in this list. There aren't many command cards yet for Droids or Leaders, and they don't have any melee attacks. What I ended up settling on was (all singles unless otherwise noted): Celebration, Deadeye, Element of Surprise, Expose Weakness, Fleet Footed, Hunter Protocol, Planning, Rally, Recovery, Regroup (x2), Take Cover, Take Initiative, To the Limit, and Urgency.

I haven't played with this yet, but I think I'll have to at some point. It's too crazy not to try.

I was brainstorming some skirmish ideas on my way to the grocery store the other day, and I had a realization. You can build an Imperial squad with as many as 12 activations. It takes two core sets worth of Imperial Officers and Probe Droids, but you can do it.

  • 4 x Imperial Officer, 8 points
  • 4 x Probe Droid, 12 points
  • 2 x Imperial Officer (elite), 10 points
  • 2 x Probe Droid (elite), 10 points

40 points, 12 activations. It probably isn't a great squad, but I'm surprised by how what I figured would be glaring weaknesses aren't so bad. Six of the figures (all of the Probe Droids) roll three dice for attacks, and two of those (the elites) get a free reroll. And all it takes is a roll with a spare surge and all of the Imperial Officers can become focused, giving them three-dice attack (and being focused makes it easier for them to stay focused). The elite officers can stun enemies and give the Probe Droids more attacks. And the regular officers can help get the relatively slow regular Probe Droids into place. It may still have trouble against biggies like Vader, RGC, and Chewbacca, but there is also the chance of overwhelming them with sheer numbers of blue and yellow dice rolling at them.

I think the real weakness of the list right now is a poor selection of command cards. I think I counted 18 or so (including multiples of ones you can run multiples of) cards that you could even activate with the figures in this list. There aren't many command cards yet for Droids or Leaders, and they don't have any melee attacks. What I ended up settling on was (all singles unless otherwise noted): Celebration, Deadeye, Element of Surprise, Expose Weakness, Fleet Footed, Hunter Protocol, Planning, Rally, Recovery, Regroup (x2), Take Cover, Take Initiative, To the Limit, and Urgency.

I haven't played with this yet, but I think I'll have to at some point. It's too crazy not to try.

With the new Command cards out I would go with a 9-10 act build with Royal Guards vs the build above. I think high act squads can work just dont think think this one is that great.

I agree. I don't think this is actually a great competitive build. It's just a gimmick to possibly try out sometime. What do you think you would pull for Royal Guards? You could drop all of the regular Probe Droids to get an elite group, or two Probe Droids and an officer for a regular group (or three Probe Droids for a regular group and one free point for an initiative bid).