Whats wrong with this skirmish list

By Sazzlefrats, in Imperial Assault Skirmish

▪ Royal Guard Champion
Royal Guard
Stormtrooper
Imperial Officer
Imperial Officer
Imperial Officer
Elite Probe Droid

Command Cards
------------------------

Celebration
Deadeye
Element of Surprise
Grenadier
Inspiring Speech
Parting Blow
Planning
Pummel
Pummel
Rally
Reinforcements
Strength in Numbers
Take Initiative
Urgency
Flurry of Blades

I've played it and played against it, both time the list got mulched.

The opposing list was

Luke

Gideon

Mak

Elite Troopers

Elite Sab

Elite Sab

Turn 1 I was forced to go first. I ran my RGC into the troopers who had already moved/focused, I attacked and didn't kill anything. The next turn without iniatitive my RGC was taken to 1hp, he kills a single trooper and then dies. After that I start losing models left and right. The exchange was about 2 to 1, not in my favor.

The game I played the rebels, the only time I didn't go after the RGC was when I had him stunned. Otherwise I didn't lose a single unit, a few models, but not a single unit.

Maybe I don't understand how to play the RGC?

From my limited experience I would say that it does not have enough threats to worry people. Only Two activations are actually going to threaten to kill anything.

The Troopers and Probe are nice but don't really add enough ranged damage to stop people focusing on the RGC and RG and once they are gone there is a lot less movement to worry about too.

Kris

It's really not too much different than the Vader's Fist that was pretty popular for a while, until 4x4 took over. One of the important things with the RGC is to not just leave him out there to take a beating. He's different from Vader because Vader has the health to stand there and dish out pain while he absorbs a lot of attacks. The RGC requires more finesse, but also rewards a more subtle play-style. He has Speed 6, so make the most of it: run him 3, use Brutality, and run 3 away (to be adjacent to a Guard for Protector).

I did find a pretty fun RGC squad a while ago...something like this:

15 RGC

8 Royal Guards

5 Elite Probe Droid

3 Probe Droid

3 Probe Droid

2 Officer

2 Officer

2 Officer

This allows you to use the RGC's Forward Vengeance ability...at the end of the round, self-destruct a Probe Droid to trigger the RGC's free move-&-attack. So the figs beside the droid take 1-3 dmg, and then the RGC's attack gets added on top. Plus the Droids are fairly effective with their 3-dice attacks every round before they die. And the Elite Probe can be a real beast, too; let that one self-destruct last.

My opinion:

Your list:

  • Stormtroopers are too weak. They are not worth their points
  • RGC is too difficult to play. Not worth the points
  • Skip those and put in something else. Elite droids, extra RG or elite E-web.

Opponents list:

  • Blast...
  • Did you put your unit next to each other to use their abilities? And did your opponent use his sabs to blast them? When playing against sabs, don't bunch up. Elite sabs have blast and can trigger the same surge twice. That sometimes means blast 4 and adjacent units.

Hope you can use this.

You are playing one of the strongest Rebel lists per-Wave 2 (it is the one I won the Nordic Championship with). When playing against a strong list there is a limited amount of mistakes you can make before it goes south on you.

The way you describe it sounds like you rushed forward into trouble, allowing the Rebel player to load on your RGC and potentially taking out your hardest hitter fast. Making the rest of the game a matter of clean up. RGC is not invisible and if rushed forward he will get killed fast.

Play more patiently, learn you list, optimise your list and keep practising.

As said normal stormtroopers are way too weak, as most stuff in that Rebel list will one shot a model, except Mak who consistently underperformance :P Not a fan of ordinary Probe Droids either, as they are also on the weak side. Love the elite version though ;)

Ask yourself, what is the purpose of a figure in this list. What is the reason to use it?

Try:

▪ Royal Guard Champion
Royal Guard

Royal Guard
Imperial Officer
Imperial Officer

Elite Imperial Officer or Elite Probe Droid

This allows you to use the RGC's Forward Vengeance ability...at the end of the round, self-destruct a Probe Droid to trigger the RGC's free move-&-attack. So the figs beside the droid take 1-3 dmg, and then the RGC's attack gets added on top.

This is a really cool idea in theory but unfortunately i don't think it's actually legal due to the end of round order:

Status Phase in a Skirmish
During a skirmish, the Status Phase consists of the following
steps:
1. Ready Cards: Both players ready all of their Deployment
cards.
2. Draw Command Cards: Each player draws one Command
card from his deck plus one additional card for each terminal
he controls.
3. End of Round Effects: If there are any abilities or mission
rules triggered at the end of this game round, players resolve
them at this time.
4. Pass Initiative: The player who has the initiative token passes
it to his opponent. Then players begin a new round starting

with a new Activation Phase.

So as you can see there is no way to use forward vengeance after the droid self destructs because all cards would have already been readied and new command cards drawn. Am I missing something?

So as you can see there is no way to use forward vengeance after the droid self destructs because all cards would have already been readied and new command cards drawn. Am I missing something?

I think it's totally legal. Cards being readied and new Command cards being drawn has no bearing on your ability to use the RGC's Forward Vengeance ability. It is not dependent upon anything except an ally dying and him being within 3 spaces (I think it's 3...don't have the card in front of me). Forward Vengeance is an interrupt, and as such, it can take effect at any time, as long as its conditions are met.

So as you can see there is no way to use forward vengeance after the droid self destructs because all cards would have already been readied and new command cards drawn. Am I missing something?

I think it's totally legal. Cards being readied and new Command cards being drawn has no bearing on your ability to use the RGC's Forward Vengeance ability. It is not dependent upon anything except an ally dying and him being within 3 spaces (I think it's 3...don't have the card in front of me). Forward Vengeance is an interrupt, and as such, it can take effect at any time, as long as its conditions are met.

Nice, that sounds really interesting I might try something like that!

Alright this is all the information I was looking for. Use a 2nd RG unit in place of troopers. Don't rush the RGC by himself. I probably should have moved him south on the map to frustrate the focused elite rebel troopers (they could move 4 next turn and still not fire, but I really wanted to be north on the map... my friends 6 dodges during the game really killed my mojo, but I felt I played poorly for some reason.)

I avoided blast the entire game but briefly once 2 troopers got stuck together. And I do mean briefly.

I'm going to retry the list. I think I can make it work with all the suggestions I've received.

Alright this is all the information I was looking for. Use a 2nd RG unit in place of troopers. Don't rush the RGC by himself. I probably should have moved him south on the map to frustrate the focused elite rebel troopers (they could move 4 next turn and still not fire, but I really wanted to be north on the map... my friends 6 dodges during the game really killed my mojo, but I felt I played poorly for some reason.)

I avoided blast the entire game but briefly once 2 troopers got stuck together. And I do mean briefly.

I'm going to retry the list. I think I can make it work with all the suggestions I've received.

Good idea with the extra RG.

And yeah, 6 dodges takes the top off your fun. That's the problem with dice, sometimes they're just not on your side.

Alright this is all the information I was looking for. Use a 2nd RG unit in place of troopers. Don't rush the RGC by himself. I probably should have moved him south on the map to frustrate the focused elite rebel troopers (they could move 4 next turn and still not fire, but I really wanted to be north on the map... my friends 6 dodges during the game really killed my mojo, but I felt I played poorly for some reason.)

I avoided blast the entire game but briefly once 2 troopers got stuck together. And I do mean briefly.

I'm going to retry the list. I think I can make it work with all the suggestions I've received.

Good idea with the extra RG.

And yeah, 6 dodges takes the top off your fun. That's the problem with dice, sometimes they're just not on your side.

I haven't figured out how outside the norm that was. On the flipside I rolled 3 block so many times it equally perplexed my friend. I'd have gladly traded 2 block for no dodges :P