The Command Deck

By Boris_the_Dwarf, in Imperial Assault Skirmish

Posting squads is all the rage but after a few games of skirmish, it seems to me that the command deck is about 40-50% of the strength of a squad. Yet no one ever talks about command card choice that I have seen.

I've tinkered with my command deck about 10 times and all I can say is the harder the squad is to play, the more important those draws become. Take initiative is an obvious inclusion. What else do you think enhances a deck the best?

Agreed, Command Cards are part of the list but get overlooked in list discussions. Look forward to hearing people's thoughts on this.

I think you find less mention of CC decks because there is more wiggle room there. You can only build your CC deck after you've first built your squad with DCs.

CCs I usually try to take:

--Take Initiative

--Recovery (especially if I'm playing a lots-of-eggs-in-one-basket kind of squad)

--Rally (removing Stun/Bleed is huge, especially when you're set up for a big turn and your opponent thinks he's crippled you)

--Urgency (huge for the "speed missions")

--Fleet Footed (superb if you have a melee squad or a piece with Assault)

After these, I think it all depends on your squad build. Obviously it's a good idea to take the special cards for your Unique figures. And then look at the specific cards that certain figures in your squad can use (like Maximum Firepower for Heavy Weapon figs, such as EWebs or Saboteurs). Often you'll get to a point where you want to use more points-worth of CCs than 15, in which case it comes down to going with your gut to make a choice and then playtesting that choice.

on the iacommand podcast we talk about command cards all time.

I had a deck at the chicago regional that was all offense cards limiting the bad hands I could get early on. All my games but game one where i didnt go for the terminals or get planning they mattered.

I don't get to listen to podcasts like I used to. What I've learned this year, people without home internet are second class citizens.

What do you mean by all offense?

It's tricky, because command cards always depend on the list you're running.

Right now my personal favorite combination is Elite Stormtroopers with Covering Fire and 2x Reinforcements. Your opponent is reluctant to kill them because the other squad member becomes focused when he does, and if they -do- manage to kill one, you just bring them back with reinforcements (giving more opportunities to focus them). Then, when the time is right, you run in with Covering Fire and stun everyone. Throw in Grenadier for good measure to blow away clumped units.

18 points for 2 Elite Stormtroopers is expensive but it's so incredibly fun to play.

What do you mean by all offense?

Every card in my deck was for attacking or moving up to attack. I did have change of plans and son of skywalker that I used to grab stuff with when needed and used fleet footed for movement for missions when needed. I didn't have any defense cards like Recover, slippery target, Hidden in plan sight all cards i might add now but at the time wanted the deck to give me about the same thing every time or as close to it as I could.