Vader, RGC, 3x Imperial Officers - Opinions?

By macmastermind, in Imperial Assault Skirmish

I'm 3-0 on 2 different scenarios with this. The officers give the hulks free moves so they can be in place ready to swing while scoring a couple objectives, then they just kill everything...

Obviously vulnerability = squishy officers, but there are 3 of them. And they really only need to be around as long as they are around. A few free moves and then these guys can just do their thing to win...

Interesting. I like it. The style seems similar to the 2x ATST and 2x Officer build that someone else shared a while ago. I'm definitely going to give this one a try. Thanks for sharing!

You need 2 core sets to do this list though... Just thought I'd mention it.

You could do something similar with one core by taking a elite Royal Guard instead of the RGC, that gives you points to take an elite Officer, for 39 points total.

Forgot to mention that. I've combined my two sets, so I forget what came in a single set these days...

My command deck is chock full of leader cards that do things like ready another card, draw command cards, etc. Nice to have that 3rd officer as a free leader action for stuff like that. The planning is sometimes a pain though...

You need 2 core sets to do this list though... Just thought I'd mention it.

You could do something similar with one core by taking a elite Royal Guard instead of the RGC, that gives you points to take an elite Officer, for 39 points total.

EDIT: nvm. I forgot that the core only comes with 2 regular officer cards. I, too, have bought 2 core sets and so I am not feeling the pinch when it comes to deployment cards.

Edited by thereisnotry

Forgot to mention that.

I liked the list and set it up in the IA Command app, and it wouldn't work, because I only have 1 core set. :)

Funny thing is I could of sworn I saw something about you can't use more cards than what come in a core set, but I can't actually find that now. Maybe that was for the campaign.

Forgot to mention that.

I liked the list and set it up in the IA Command app, and it wouldn't work, because I only have 1 core set. :)

Funny thing is I could of sworn I saw something about you can't use more cards than what come in a core set, but I can't actually find that now. Maybe that was for the campaign.

That was for the campaign. In Skirmish, you can use up to 4 of the same gray card and up to 2 of the same red card (i.e., up to two Core Sets' worth)

Forgot to mention that.

I liked the list and set it up in the IA Command app, and it wouldn't work, because I only have 1 core set. :)

Funny thing is I could of sworn I saw something about you can't use more cards than what come in a core set, but I can't actually find that now. Maybe that was for the campaign.

App?

Why not just go with a probe droid if you dont have a officer?

With the new missions I could see this as a good build because most of the new missions arent as high scoring than the ones we have in the core. Meaning they might need to kill both of them.

App?

Maybe not IA Commands? But it's the SW Imperial Assault Skirmish Army Builder.

Why not just go with a probe droid if you dont have a officer?

Could do that too. Wanted to keep the same general theme, of 3 officers giving heavy hitting melee types free moves.

I like it. RGC and one officer can work together on objectives while 2 officers and Vader wreck the enemy. How would it hold up against Vader's Fist and 3x Royal Guard/RGC?

You can drop Vader as long as you decide to focus fire him to the exclusion of all else at the start of the skirmish with everything you have.

Anything less than that is wasted die rolls.

The real vulnerability you are going to have is against high model count, high activation list. List that can swarm objectives and score those points early in the game. People tend to think that troopers are worthless against Vader and other high defense targets because of the low damage output, but you keep making someone roll dice, and eventually they are gonna get some crap rolls.

but you keep making someone roll dice, and eventually they are gonna get some crap rolls.

That's the rule of X-Wing... Sooner or later those green (defense) dice will screw you. I like to couple it with the "It's not like I'm going to run out of ammo" rule.

Edited by VanorDM

"They told me they fixed this thing! It's not my fault!"

Wait I thought a Vader + RGC combo is illegal? It states in the rule book you can only have 1 unique card (card with dot) 2 reds and 4 grays, doesn't it?

No, you can only have one COPY of a unique (ie: You cannot field two Vaders).

Look at the rebel side of things, lots of dots there.

Edited by Fizz

Forgot to mention that.

I liked the list and set it up in the IA Command app, and it wouldn't work, because I only have 1 core set. :)

Funny thing is I could of sworn I saw something about you can't use more cards than what come in a core set, but I can't actually find that now. Maybe that was for the campaign.

The rule is that you can't have more than 4 regular and 2 elite of each deployment card in your squad. And of course only 1 of each unique (regardless of regular/elite status). It doesn't have anything to do with the boxes right now.

People make too big a deal of Vader IMO. In the last skirmish we played, Diala held him at bay all by herself (with only the help of a single focus from Gideon one time). She burned through several command cards both from the deck and from her hand to do it but by the time Vader killed her she had put 14 damage on him and he was killed by he next rebel attack (Fenn). Vader doesn't use white dice an if you can only let him roll a single black, you can put serious hurt on him....

You don't have to commit your whole force to killing him, that's just wrong.... Luke's pierce 3 puts pain on him too especially when focussed.

I am not sure I like the build not because its not strong but there are command cards and Special actions that take away dice and a lot of figures with pierce. If you put Vader in a bad position and let your opp get in attacks he will drop same with RGC. I get point of playing two tanks and in some missions you will have to take out both guys if you protect your officers. Again on most of the missions you just need to kill one of the tanks and the officers and do ok in the mission to win.

Maybe I am wrong but cause I really want to like a build like this.

You don't have to commit your whole force to killing him, that's just wrong.... Luke's pierce 3 puts pain on him too especially when focussed.

No, you don't *HAVE* to, but it is a wise decision to do so. Eliminating Vader quickly and early scores you 18 VP's and is a big offensive piece you no longer have to worry about. You have to note here that by saying "commit your whole force" I am not saying "ignore the objectives and targets of opportunity and rush Vader with everything you have no matter where he is on the map", that would be stupid. What I am saying is that when Vader does become a valid target, you either bring your full force to bear against him until he is dead, or you ignore him completely in favor of hostiles you can eliminate. I guess another way to say that would be, "don't just take random potshots at Vader in hopes a damage or two will go though unless you can really commit to dropping him".

5-0 record now. Looking forward to our store tourney this weekend. Report to follow. ;)

nm, ignore post, miscounted.

Edited by droz69

I would love to face off against this list with just about any of mine in a tournament. 5 activations, and you are telegraphing where you move so early in every round it's easy to just scoop the mission out from underneath your or isolate and murder one of your heroes. No protectors means you are relying strictly on dice, so lock on and element of surprise + lane blocking and weight of fire will just destroy you. Secondly, outside of your 3 officers, you have nothing to trigger RGC's out of activation move+attack so you are paying for something that will likely never happen.

That being said, this list is arguably very annoying for standard Vader + RG + Stormies + 4 Officers, just because the RGC is so fast and will decimate small models. Even then, vader list will likely get first strike on you just by virtue of abusing 4 imp officers and then either stormies or RG and get to free attack with Vader and the other unit.

I'm glad you are 5-0 but you are doing yourself a disservice if you think this list is competitive for tournaments as it stands.

I don't know if this isn't competitive with how the game is right now. The game is so new people aren't really using high acts. It will come down to match ups in a tournament. I will say the squad is 2-2 just because of the power and the game being so new. If you get the right match ups and 3-1. I could even seeing it going 4-0 if you roll well and get sight tight a lot.

I think it can do fine vs the high act builds if we get the new missions that force attacking and well vs the low act builds. With the missions we have now I think with the non-speed missions it can do well. Its the three speed missions I would be worried about.

The deck is crying for Provoke and Sit Tight. Yes Provoke will be harder to play but can be great if played right. I wouldn't split my forces and since the squad is 39 vs 40 point build let them setup first.

This will also help vs 6/7 act builds and going for missions. Vs low act builds which are showing up with new players can get the better side.

I also agree that really the squad is done if mission points start to matter and they only have to attack one of the bigs.

Edited by Jonnyb815