Relentless Hunters

By Rogue Dakotan, in Imperial Assault Skirmish

I tried this list out yesterday and quite liked it.

IG-88

Elite Trandoshans

Trandoshans

Rebel Saboteurs

Rebel Saboteurs

Temporary alliance

With that much relentless your opponent blows through their deck really fast.It's really mean and fun.

I filled my deck up with lots of Hunter and Brawler cards that work really well.

In other News the two missions that came with IG-88 for skirmish are pretty ho hum. Definitely my least favorite skirmish map and missions so far.

I feel like if you could borrow or buy another group of Elite Trandos it might work better for you. Sure, you lose another activation, but the Trannies' damage output far surpasses the Saboteurs (although the Sabs are much better at objectives). We'll definitely have to test on a new map, since both of our squads' objective components were sorely underused last night.

I tried this list out yesterday and quite liked it.

IG-88

Elite Trandoshans

Trandoshans

Rebel Saboteurs

Rebel Saboteurs

Temporary alliance

With that much relentless your opponent blows through their deck really fast.It's really mean and fun.

I filled my deck up with lots of Hunter and Brawler cards that work really well.

In other News the two missions that came with IG-88 for skirmish are pretty ho hum. Definitely my least favorite skirmish map and missions so far.

Shhh... Now others know!

I ran a similar squad the other day. Worked really well

IG-88

Elite Trandoshans

Elite Trandoshans

Elite Nexu

Devious Scheme

Opponent was decked a few turns before the game ended.

I ran a similar squad the other day. Worked really well

IG-88

Elite Trandoshans

Elite Trandoshans

Elite Nexu

Devious Scheme

Opponent was decked a few turns before the game ended.

Isn't it supposed to be limited to two Elite groups per squad? With IG-88 being one, you have four in this squad.

Edited by admat

I ran a similar squad the other day. Worked really well

IG-88

Elite Trandoshans

Elite Trandoshans

Elite Nexu

Devious Scheme

Opponent was decked a few turns before the game ended.

Isn't it supposed to be limited to two Elite groups per squad? With IG-88 being one, you have four in this squad.

Two of each Elite unit. Not two Elites total.

SG page 6 "Maximum of 2 of each elite (red) Deployment card."

I ran a similar squad the other day. Worked really well

IG-88

Elite Trandoshans

Elite Trandoshans

Elite Nexu

Devious Scheme

Opponent was decked a few turns before the game ended.

Isn't it supposed to be limited to two Elite groups per squad? With IG-88 being one, you have four in this squad.

Two of each Elite unit. Not two Elites total.

SG page 6 "Maximum of 2 of each elite (red) Deployment card."

Oh, wow, thanks. I need to reread the rule books! hehe That's a big difference. I'm still very new to the game (only played 2 skirmish games so far), sorry about that.

sorry about that.

No need to apologize. I'm guessing you play at Comic Hunter ?

Edited by Toqtamish

I ran

-IG88

-Elite Trandoshans

-Regular Trandoshans

-Nexu

-Alliance w/ Gideon and Mak

It's a lot of fun.

Those Trandoshans can get in place and focused with Gideon to really wreck face.

I have faced this kind of "command decking" list twice now. I burned my own cards every chance I got and was still able to gain victory through kills and objectives.

I do not rely on command cards for victory, in fact, my strategy is only ever affected by the initial draw of command cards, and that's it. Otherwise, I stick to the plan and worry about the dice.

sorry about that.

No need to apologize. I'm guessing you play at Comic Hunter ?

Yes, I'm in Moncton.

I have faced this kind of "command decking" list twice now. I burned my own cards every chance I got and was still able to gain victory through kills and objectives.

I do not rely on command cards for victory, in fact, my strategy is only ever affected by the initial draw of command cards, and that's it. Otherwise, I stick to the plan and worry about the dice.

Obviously, you cannot rely on Command Cards to win. Tactics and placement and timing and dice are all far more important factors. And most of the time, I'm choosing to discard a Command Card when I take a strain too.

Actually, when I played with my kids at first, we didn't even use the Command Cards, because I wanted them to learn to work with what was constant (the figures and Deployment Cards) rather than banking on a variable source of power (Command Cards). They learned the tactics and gameplay really well, and after that it was easy to add Command Cards into the mix.

But I think you'd be wise to not discount the Command Cards too much, because if you did you'd be cutting yourself off from some huge boosts mid-skirmish. I've won and lost games because of a key Command Card played at the right time.

Oh yes, I agree that the power of command cards, at the right moment, can really turn the tide. I guess my overall point is that I don't discount the cards themselves, moreover I tend treat them as neat bonuses, but only the cards I have in my hand. I will not rely, or even bank on "a card that I could draw".

There are some players who will base their tactics on what they might draw, and while it is valid to do so, I find that it is a better overall strategy to assume undrawn command are there for strain mitigation.

Oh yes, I agree that the power of command cards, at the right moment, can really turn the tide. I guess my overall point is that I don't discount the cards themselves, moreover I tend treat them as neat bonuses, but only the cards I have in my hand. I will not rely, or even bank on "a card that I could draw".

There are some players who will base their tactics on what they might draw, and while it is valid to do so, I find that it is a better overall strategy to assume undrawn command are there for strain mitigation.

I think you need to do this but with some amount of logic applied.

You know that hunters can use command cards to get victory points if you can't discard.

You know that when down to 1-2 cards if you haven't seen a refresh card for Chewy or Luke yet and you know it's in your deck it may be better to let a unit take some damage than discard it as it could swing the game. You know whats in your command deck victory pile and hand that should be taken into consideration.

You know that hunters can use command cards to get victory points if you can't discard.

It's just one card, Merciless, and you have to have an adjacent figure, and you're trading an action for it. Sure you can have two in your deck, and it requires some setup (fun thing about those relentless figures, they have to be at short range to trigger the effect, and once they are short range, I drop them like flies).

One of my regular opponents plays trando-heavy list (he has 12 trandoshan figures), and while relentless looks great at first, the short range to make the strategy work effectively means you're exposed, and a saavy opponent will capitalize on that weakness.

My primary focus is scoring objectives, while simultaneously eliminating the figures that stand between my force and those objectives. Once objectives have been secured, I analyze the battlefield and determine the easiest route to victory points and I focus on those figures with overwhelming force until I have scored those VP's. Repeat until victory.

The key to victory is determining what you can achieve that is the least affected by chance, and then focusing on that with precision. Additionally, you must be able to determine what is either impossible for you to achieve, or relies on too much chance and eliminate those as viable tactics. Indecision will lose you more battles than chance. Be decisive. Be aggressive. And most importantly, eliminate indecision wherever possible.

Everything else is noise.

(after reading this a second time, I'm convinced I was a general in a past life....)

Edited by Fizz

I still say you are making a mistake not admitting or trying to think logically about the cards left in your deck. Some of those cards are powerful enough to consider this option. I agree after the initial draw it shouldnt effect your strategy that turn, but it can definitely effect decision making down the line. Anyone not using this tactic is hurting themselves.

I still say you are making a mistake not admitting or trying to think logically about the cards left in your deck. Some of those cards are powerful enough to consider this option. I agree after the initial draw it shouldnt effect your strategy that turn, but it can definitely effect decision making down the line. Anyone not using this tactic is hurting themselves.

I agree but turn 1 the odds of getting attacked aren't that great. Turn two you should have 10 cards left in your deck maybe 8 if you got planning. This gives you a clear path at what to do.

Yeah I agree drawing a lot of cards vs a merc squad on paper is not a good idea but trandos lack speed and acts outside of the Nexu.

I'm confused. How does the list set up affect command cards?

I'm confused. How does the list set up affect command cards?

Read how strain works in skirmish. Its different than the campaign.

Edited by Jonnyb815

I still say you are making a mistake not admitting or trying to think logically about the cards left in your deck. Some of those cards are powerful enough to consider this option. I agree after the initial draw it shouldnt effect your strategy that turn, but it can definitely effect decision making down the line. Anyone not using this tactic is hurting themselves.

Do you assume I am some mindless fop, too confused by the concept of the unknown to consider its existence? Let me assure you: I am not.

If the card is drawn and in my hand, then it becomes part of the equation. It's not that I don't think about what is left in the deck or that I am not thinking logically about it. Far from it, I give it nothing more than a cursory consideration when contemplating my strategy. I don't let the *possibility* of a card draw affect my strategy. I am already calculating minimum and maximum ranges, surge probably and average damage output vs. possible blocks, evades, and Xaviers on randomized dice. This amount of chance already is too much risk, but it is risk you cannot control, so it is acceptable. Now run those card draw probability numbers. Are you really going to take a strategic move based on a *chance* of a card draw in a future turn? Those chances are too low to have a significant impact on your turn. And if you let them, then you are, more often than not, giving a savvy opponent the telegraphing he/she needs to shut you down, deny you victory points, and ultimately, defeat you.

Say you are basing your tactics on a card you need to draw, you have 3 in your hand, 2 in your discard and 10 in the deck. If you only have one copy of that card in the deck, that's a 10% chance at drawing it. 20% if you have two. 20% is pretty pathetic odds. And on top of that suck salad, you want to add the bacon bits of the inherent risk in the dice? Now you have a recipe for disaster that is going to blow up in your face 4 out of 5 times.

Even a 50% chance isn't worth altering your strategy, (ie: you're drawing 1 card and you only have 2 left in the deck). This is not to say that I should not know what these two cards left are (trust me, I know what they are) and that this information should not be considered, however, when facing a relentless deck, you need to know if you are going to be able to draw those cards or not. And this you will know within the first three figure activations of the prior turn. Dive deep down that rabbit hole, and you might find yourself making tactically unwise defensive moves to ensure the card draws. After all, it's 50%, right?

The clear path to victory is the path with the least amount of variables. Control which variables affect the outcomes, minimize risk, and capitalizing on the mistakes your opponent makes if this can be done without compromising the overall strategy.

Edited by Fizz

We don't allow people to look at the cards that they burn from the deck, so while you know what started in the deck, and know whats in your hand and what you discard from your hand, we don't let people see what they discard from the deck... so, that card that you think is still waitin to be pulled, might not be in the deck anymore at all.

We don't allow people to look at the cards that they burn from the deck, so while you know what started in the deck, and know whats in your hand and what you discard from your hand, we don't let people see what they discard from the deck... so, that card that you think is still waitin to be pulled, might not be in the deck anymore at all.

And that would be against the rules:

"Hidden Information", RRG, Page 13:

Discarded cards, active missions, faceup cards on the table, and cards in players’ play areas are open information and may be read by any player at any time.

We don't allow people to look at the cards that they burn from the deck, so while you know what started in the deck, and know whats in your hand and what you discard from your hand, we don't let people see what they discard from the deck... so, that card that you think is still waitin to be pulled, might not be in the deck anymore at all.

thats fine for a house rule but thats not now the game was meant to be played.

Thats why I said "we don't allow"... we all agreed that the uncertainty added to the game, made strain better and just overall made the game better.

I am well aware of the rules and I thought I was clear that it was a houserule in the phrasing of my post... obviously it wasn't clear. But ya, the people I play with have all been gaming for 20 years, have played just about every minis game ever made, so whenever a ruleset comes out, there is always a rule or 2 that we unanimously agree needs to be tweaked or changed entirely.

Saying not altering your strategy based on what's left in your deck seems silly. Some cards are incredibly powerful, if you're taking strain and burning your deck you're going to get pretty low fairly fast. At the point you have 3-5 cards left you have much higher odds of drawing/burning cards. If I know my command deck still has Son of Skywalker and One in a Million left in those 5 cards I'd certainly given the circumstances take the 1 damage as opposed to risk losing those cards. Another thing is you don't have to use Merciless to gain VP. If your opponent chooses not to give you the VP and burn 2 cards that's 2 cards closer to Relentless doing damage instead of burning cards.