Any Resources (other than Covenant) Selling Royal Guard Cards?

By macmastermind, in Imperial Assault Skirmish

Didn't realize you don't get 2 regular deployment cards with a core set and I'm not about to drop another $200 on this game just for a tournament. So, I was wondering if ya'll knew of anyone besides Covenant (because they're obviously sold out) sells the RG deployment cards, so that I may spend the $200 in overnight shipping instead? :-p

Ebay? Borrow from a friend or other tournament participant?

Yeah - unless I'm searching wrong, the only items are auction and put me past Saturday. And of course anyone local who plays is running Royal Guards. It's a little funny.

Think I might just have to adjust my list to fit 2 core sets. Never thought saying that out loud would be a thing... lol

Drop the two other guards for RGC. Came in second with the list last weekend at the KC regional...granted I lost twice to the guy running 4 guard 4 officer :-P

I am going to try this build, and it can be done with just 2 core sets....

Elite guards

Reg guards x2

Reg probe droid

Reg officer x4

I'll probably go:

2x RG

1x Elite RG

3x Officer

1x Elite Officer

For 39pts...

I'll probably go:

2x RG

1x Elite RG

3x Officer

1x Elite Officer

For 39pts...

Great idea, however, you get 1 more activation and still keep 4x officers with my build above. You need to ask yourself if having an elite Officer outweighs what you would get by having a regular officer AND a regular probe droid. Is the Elite Officers ability to move OR attack make it worth that tradeoff? For me, I like that ability to have that one probe droid and its nice attack, which is great for taking out 5/6/7 health enemies. Also, that extra activation is nice as well.

You may be right. I saw it as an opportunity to allow 2 attacks from an RG figure in a clutch scenario, but relying on officers sticking around for clutch moments might be a mistake, as they're usually the first to go...

Edited by macmastermind

Why not drop the elite Officer for a stormtrooper? This way when they die you can get Vengeance off easier. I like this build a lot.

Why not just run the build that Paul ran at WV regional? its more balanced since it has ranged and melee or 9 act which is well rounded too.

I am not a fan of 4/4 since you don't have a ranged attacker that is a threat. yes the officers are good shooters but they are support figures and nothing else.

Playing a more well rounded build will make you a better player. 4/4 is a very boring build and very easy to play straight forward that anyone can play. It takes little skill to play which is really annoying. Yes you can make mistakes with it but you really just need to attack move back and stay together. Use them together to get objects/missions. Move the officers to move them then at the end of the round attack then at the start attack again. I get going 39 pts lets you get second round init to attack again round 2. Again that takes little skill and you don't even need command cards with the squad to be strong.

Edited by Jonnyb815

I went with:

2x RG

1x RG (elite)

4x Officers

1x Probe Droid

Temporary Alliance (because I don't want initiative)

The dice failed me - everyone said I played them absolutely perfect, but I saw 18 dodges all day (4 times in each of 3 games, 6 times in the 4th game). A lot of those were pretty crucial, too. Not to mention my last game - in the round that went to time, I had 39pts and my opponent had 21. He managed to come back to score exactly 40 in victory points by the end of that round. Like I said, everyone told me I played the list right, I just got boned by the random factor...

I'm pretty tired of the imperial meta though - I think I'm going to focus on finding something powerful on the rebels side... Elite sabs, here I come...

I went with:

2x RG

1x RG (elite)

4x Officers

1x Probe Droid

Temporary Alliance (because I don't want initiative)

The dice failed me - everyone said I played them absolutely perfect, but I saw 18 dodges all day (4 times in each of 3 games, 6 times in the 4th game). A lot of those were pretty crucial, too. Not to mention my last game - in the round that went to time, I had 39pts and my opponent had 21. He managed to come back to score exactly 40 in victory points by the end of that round. Like I said, everyone told me I played the list right, I just got boned by the random factor...

I'm pretty tired of the imperial meta though - I think I'm going to focus on finding something powerful on the rebels side... Elite sabs, here I come...

The player with the fewest points chooses who starts with initiative. If your opponent fields less points than you because you took Temporary Alliance, they can still give you initiative.

I thought the opposite that day - I was sure I had read that the fewer points HAS initiative, not that they choose - but my wife, the lovely TO, informed me otherwise after the tournament.

It worked out for me anyway - everyone I played wanted initiative, so...