In several different threads, I've compared various Imperial Troopers and Leaders to each other. Here is a revised and extended summary:
Regular Imperial Officer vs. Regular Stormtrooper
Ignoring keyword and Order ability, a Regular Imperial Officer and a Regular Stormtrooper have the same cost per model (2 points per model), the same health, the same speed, two of their surges are the same, the Imperial Officer has a great additional surge, both of them roll 1 defense die (I don't want to argue if black or white is better), both roll 1 blue and 1 additional attack die. Usually, I'd say that the green die is better than the yellow one, but the Officer's additional surge ability makes up for that. The Imperial Officer rerolls 1 defense die, if your positioning is good. The Stormtrooper rerolls 1 attack die, if your positioning is good.
At that point, still ignoring keyword and order, I would say that these to figures are more or less equally good.
Since passing is allowed, most of the time, 3 figures for 6 points are better than 1 figure for 2 points, e.g. the opponent has to kill more figures to get the points. But if I want to exhaust a Deployment Card to use Take Initiative and in some other cases, I'd still prefer to have some 2 points units.
So, that's still a draw.
Furthermore, the Imperial Officer is the cheapest figure with the leader keyword. Some of the best Command Cards have the leader keyword. Most of these cards give benefits to other figures. Again, as the Imperial Officer is the cheapest figure in the game, the figures that get the benefits are most likely way more expensive. This is brilliant.
And now let's put Order back into the equation.
We are talking about a figure that costs 2 points, which has the ability to spend one of its own actions to give a move action to any other figure. This is the point, where it starts to feel slightly unfair to use the Officer:
As the Imperial Officer is the cheapest figure in the game, the figure that receives the move action cannot be a cheaper figure. Most likely it will be a far more expensive figure. The most expensive figure is 9 times as expensive. Honestly, how could it be fair, that one spends an action with a 2 point figure to get a free action for an 18 point figure?
But the Imperial Officer's order is even better than that: The figure that receives the move action does not spend it during its activation. This allows figures to move in situations, where they would not want to activate.
E.g.: Vader want's to activate later that turn but has to move out of some danger now. Vader can move out without wasting his activation. Any strategic advantage the opponent might have build up against Vader is destroyed by 1 activation of a 2 point figure.
E.g.: An E-Web wants to move and shoot in the same turn. The only disadvantage the E-Web has is countered by this 2 point figure.
The Regular Imperial Officer is one of the best figures in this game.
I would not use Regular Stormtroopers, as long as I can still take more Regular Imperial Officers instead. If you already have 4 Regular Imperial Officers in your list and you want to add more troopers, this is another story (that will follow).
Regular Stormtrooper vs. Regular Snowtrooper
Regular Snowtroopers have mostly the same rules as Regular Stormtroopers, they are just a little bit more expensive (7 points vs. 6 points per unit).
Regular Stormtroopers +1
Regular Snowtroopers have more health per point than Regular Stormtroopers: (3x4)/7 ≈ 1.7 vs. (3x3)/6 = 1.5. More health is better than less health.
Regular Snowtroopers +1
Squad Training is great.
Regular Stormtroopers +1
Surges: Regular Stormtroopers have +1 Damage and +2 Accuracy, Regular Snowtroopers have Pierce 1 and +2 Accuracy. In some cases +1 Damage is better than Pierce 1, in other cases it's not. In addition, Regular Snowtroopers have Weaken, which is a good.
Regular Snowtroopers +0.5
Environmental Recovery Gear makes the real difference between these two units. A single unit of Snowtroopers can solve a lot of problems: Stunned E-Web? Bleeding Kayn Somos? Who you gonna call? Snowtroopers!
Regular Snowtroopers +1
Both units fulfil different roles. Regular Stormtroopers are cannonfodder. With Squad Training and their Surges, they deal a little bit more damage. Snowtroopers are too expensive for being cannonfodder, still they are a little bit tougher and add in some support in form of Environmental Recovery Gear. In a list that contains many Troopers, the addition of a single unit of Snowtroopers can save the day. Still, I wouldn't recommend more than one unit of Regular Snowtroopers, because you wouldn't need it.
Elite Stormtrooper vs. Regular Stormtrooper
Elite Stormtroopers have mostly the same rules as Regular Stormtroopers, they are just a little bit more expensive (9 points vs. 6 points per unit).
Regular Stormtroopers +1
Elite Stormtroopers have more health per point: (3x5)/9 = 1.666 vs. (3x3)/6 = 1.5. And more health is better than less health.
Elite Stormtroopers +1
Last Stand is good, especially, when you have Reinforcements, too.
Elite Stormtroopers +1
Elite Stormtroopers have better surges, that really make a difference.
Elite Stormtroopers +1
This is a difficult decision. I think, both units fulfil different roles.
Elite Stormtroopers are a tactical combat unit and they are good at what they do.
Regular Stormtroopers are cheap. They are good, if you need someone to control that terminal far, far away. They are perfect cannonfodder. Most of the time, you'll have enough Officers, to fulfil these tasks (see above). If not, use Regular Stormtroopers. They are not bad.
Elite Heavy Stormtrooper vs. Regular Heavy Stormtrooper
Elite Heavy Stormtroopers have mostly the same rules as Regular Heavy Stormtroopers, they are just a little bit more expensive (8 points vs. 6 points per unit).
Regular Heavy Stormtroopers +1
Elite Heavy Stormtroopers have more health, but in the end both units have 2 health per point. More health is still better than less health.
That’s a tie (elite slightly better) / Elite Heavy Stormtroopers +0.1
In addition, the Elite Heavy Stormtroopers have better surges, but the combination of 1 blue and 1 red dice doesn't show that many surge results. Therefore, this is no great bonus.
That’s a tie (elite slightly better) / Elite Heavy Stormtroopers +0.1
Some great Command Cards have a point maximum that is easier to meet with the regular Version, e.g. Elite Heavy Stormtroopers cannot use Reinforcements (Reinforcement Cost max. 3).
Regular Heavy Stormtroopers +1
Therefore, the elite version is relatively unattractive when compared to the regular one. Furthermore, the 8-points-slot can be filled with either a unit of Regular Royal Guards or an Elite E-Web. Therefore, I would never use Elite Heavy Stormtroopers.
Elite Stormtrooper vs. Regular Heavy Stormtrooper
Elite Stormtroopers and Regular Heavy Stormtroopers have the same cost per model / reinforcement cost (3 points per model).
That’s a tie
Since passing is allowed, in my opinion, 3 figures for 9 points are better than 2 figures for 6 points. The opponent has to kill more figures to get the points. The chance for using Reinforcements to full effect is better. Command Cards and Skirmish Upgrade Cards, that effect an entire unit, are more efficient. If you have the initiative on turn two, then a 3 trooper activation is more effective than a 2 trooper activation.
Elite Stormtrooper +1
Both Elite Stormtroopers and Heavy Stormtroopers have the Trooper keyword. Additionally, Heavy Stormtroopers have the Heavy Weapon keyword, which is great.
Heavy Stormtrooper +1
Speed 6 is great. Speed 5 is good. Speed 4 is OK. Speed 3 is for dwarfs.
Heavy Stormtrooper -1
Heavy Stormtroopers have 2 health per point, which is great (on par with Royal Guards). Elite Stormtroopers have 1.666 health per point, which is OK.
Heavy Stormtrooper +1
Heavy Stormtroopers have Composite Plating. Currently, most attacks come from 3 or fewer spaces away. As most missions concentrate on short ranged combat around objectives, I don't think this will change soon. Therefore, this ability has almost no effect at all.
Heavy Stormtrooper +0
Both Squad Training and Last Stand are great.
Elite Stormtrooper +2
A red die with SURGE: 1 Damage deals the same amount of damage as a green die with SURGE: 2 Damage. A blue die with SURGE: 1 Damage deals less damage than a blue die with SURGE: 2 Damage. Not counting the blast, Elite Stormtroopers deal more damage. The red and blue die combination doesn't have that many surge results, so the blast doesn't happen that often. The green die has a little less average Accuracy than the +2 of the Elites.
Elite Stormtrooper +1
=> More figures in the unit, more mobility, more damage, better special rules … This one goes to the Elite Stormtroopers.
This comparison of Elite Stormtroopers vs. Regular Heavy Stormtroopers is done for the case that you want to use either Elite Stormtroopers or Heavy Stormtroopers. If you already have 2 units of Elite Stormtroopers in your list and you want to add more troopers, this is another story (that will follow).
Elite Stormtrooper vs. Elite Snowtrooper
Elite Snowtroopers have mostly the same rules as Elite Stormtroopers, they are just a little bit more expensive (10 points vs. 9 points per unit).
Elite Stormtroopers +1
Elite Snowtroopers have more health per point than Elite Stormtroopers: (3x6)/10 = 1.8 vs. (3x5)/9 ≈ 1.666. More health is better than less health.
Elite Snowtroopers +1
Both Squad Training and Last Stand are great.
Elite Stormtrooper +2
Surges: Elite Stormtroopers have +2 Damage and +3 Accuracy, Elite Snowtroopers have Pierce 2 and +3 Accuracy. In some cases +2 Damage is better than Pierce 2, in other cases it's not. In addition, Elite Snowtroopers have Focus, Weaken ... this is great!!!
Elite Snowtroopers +1.5
Environmental Recovery Gear makes a difference between these two units. If you just want to have that ability in your list, then field Regular Snowtroopers. Still, it's a really great addition.
Elite Snowtroopers +1
Efficient Travel makes the Elite Snowtroopers more mobile.
Elite Snowtroopers +1
=> Elite Snowtroopers are tougher and more mobile. They add in support in form of their Environmental Recovery Gear. The SURGE: Focus, Weaken is just great!!! I think, on an average, both units deal the same amount of damage. This is a close one, but it goes to the Elite Snowtroopers. The Elite Stormtroopers are still not bad, …
Regular Imperial Officer vs. Elite Imperial Officer
The Elite Imperial Officer and the Regular Imperial Officer have mostly the same rules, the elite version is more expensive (5 points vs. 2 points).
Regular Imperial Officer +1
Regular Imperial Officers have much more health per point: 3/2 = 1.5 vs. 5/5 = 1.
Regular Imperial Officer +1
The Elite Imperial Officer's surges are better. As the Officers usually use their actions for other things than attacking, this makes no big difference.
That’s a tie (elite slightly better) / Elite Imperial Officer +0.1
The big difference is Executive Order. The Elite Imperial Officer can order another figure to interrupt to attack. This can be worth it, if the ordered figure is expensive enough / if the attack is worth it. E.g.: Vader using Brutality can do 2 attacks per activation and costs 9 points. Therefore, one of his attacks is worth 9 points. This is more than the 5 points cost of an Elite Imperial Officer, so it's worth it. At the moment, Boba Fett, IG-88, Darth Vader, General Weiss, Royal Guard Champion and an AT-ST are worth it. If an Elite Officer gives an attack to any other figure, this is a waste of points. If an Elite Officer does something, a Regular Imperial Officer could do too, this is a waste of points.
That’s a tie
Depending on your list, an Elite Imperial Officer can be really good. If you just need that extra movement, the Regular Imperial Officer is great. The Regular Imperial Officer would be still worth it, if he would cost 3 points.
1 Kayn Somos vs. 2 Elite Imperial Officers
Kayn Somos is as expensive as 2 Elite Imperial Officers (10 points).
That's a tie.
Kayn Somos has more health per point (12/10 = 1.2 vs. 5/5 = 1). More health is better than less health.
Both of them roll 1 defense die (I don't want to argue if black or white is better), but the Imperial Officer rerolls 1 defense die, if your positioning is good.
That's a tie.
Together, the attacks from 2 Elite Imperial Officers deal more damage than 1 attack from Kayn Somos. The Officers have better surges, too.
Elite Imperial Officers +1
An Officer is a Leader, Kayn Somos is a Leader and a Trooper. This is good for Command Cards and the Stormtroopers' Squad Training etc..
Kayn Somos +1
Squad Command is good, especially because it works even if you actually deal no damage.
Kayn Somos +1
One use of Firing Squad or two uses of Executive Order give two figures one additional attack each. Firing Squad is limited to Troopers, Executive Order isn't. Firing Squad is limited to adjacent figures, Executive Order has a range of 2 spaces. Firing Squad has to choose 2 different attackers, 2 uses of Executive Order may choose the same attacker twice. Both Firing Squad attacks have to target the same figure, 2 uses of Executive Order may choose 2 different targets. The Officers may split up, to give the additional attacks to attackers in totally different areas on the Battlefield, Kayn Somos can't. One Officer can do something totally different (e.g. use a Command Card), while the other uses Executive Orders, Kayn Somos can't do something like that.
Elite Imperial Officers +4
In addition, the Officers can order figures to move, Kayn can't.
Elite Imperial Officers +1
The Officers offer a lot more flexibility when it comes to ordering additional attacks or using Command Cards. This one is not even close. I think, Kayn is at least 2 points to expensive. Therefore, I wouldn't use Kayn Somos.
Elite E-Web vs. Regular E-Web
The Elite E-Web and the Regular E-Web have mostly the same rules, the elite version is just a little bit more expensive (8 points vs. 6 points).
Regular E-Web +1
An Elite E-Web is 150% as fast as a Regular E-Web (Speed 3 vs. Speed 2).
Elite E-Web +1 brazillion
An Elite E-Web deals more damage: SURGE: 2 Damage vs. SURGE: 1 Damage on a blue, red and yellow die on two attacks per turn (This is huge!).
Elite E-Web +2
An Elite E-Web is MUCH harder to kill: It has more health per point (7/8 = 0,875 vs 5/6 = 0,833) and it has a constant +1 Block. This makes it much harder to kill it in one turn. Because of the SURGE: Recover 2 Damage on 2 attacks per turn on a blue, red and yellow die, the opponent absolutely wants to kill an E-Web in one turn.
Elite E-Web +2
The Elite E-Web is much better than the Regular E-Web. Above all, Speed 2 is a no-go. I would never use a Regular E-Web.
Elite E-web vs. everyone else
It's hard to compare the E-Web to any other unit, because of its very special rules.
The attacks are great, it can survive some hard hits, but you need some Officers to get it into position.
An Elite E-Web is good. But because you need Officers to get it into position, I wouldn't recommend using more than one E-Web. Sometimes you just need an Officer or two to get your other guys to a mission objective. Therefore, you don't want to bind all your Officers to E-Webs.
Elite E-Web vs. SC2-M Repulsor Tank
The Elite E-Web and the SC2-M Repulsor Tank have mostly the same rules, the Tank is just more expensive (8 points vs. 10 points).
Elite E-Web +1
The Elite E-Web has the Trooper keyword, the SC2-M Repulsor Tank is just a Vehicle. At the moment, the Trooper keyword creates a lot more synergies (Kayn Somos, Snowtroopers, Command Cards …). This might change with coming releases.
Elite E-Web +1
The Tank is faster than the Elite E-Web (Speed 4 vs. Speed 3). In addition, it doesn't have the Tripod ability.
SC2-M Repulsor Tank +2
Assault is better than Focus Fire. The use of Focus Fire has to be announced before the first attack is declared. Focus Fire is limited to the same target. Thus, if your first shot kills your target, your second action is lost. If you are able to give the E-Web a third action during its activation, it can use this action to attack. Focus Fire is really good, but Assault is better.
Elite E-Web +0.5
The SC2-M Repulsor Tank's attacks are a little bit more effective. Both have SURGE: 2 Damage on a blue, red and yellow die on two attacks per turn (This is huge!). The Tank adds in a constant +2 Accuracy, the E-Web even adds in a constant +3 Accuracy. As the Tank is more mobile, he doesn't need the Accuracy-boost as much as the E-Web. In addition, the Tank has SURGE: Blast 1 Damage, which is really good, especially with Focus Fire.
SC2-M Repulsor Tank +0.5
The Tank is Massive: Figures do not block line of sight to or from a Massive figure. This is like Priority Target with a little drawback. This is great, because it lowers the chance, that it might be necessary to move before you shoot. Therefore, this raises the chance to use Focus Fire. Massive figures can enter spaces containing blocking terrain and impassible terrain. They can also move through and end their movement on blocked or impassible edges. Massive figures can enter spaces containing hostile figures and/or difficult terrain at no additional movement cost. This is also great, because the Tank becomes more mobile that way. AND you can block a whole hallway with the Tank.
SC2-M Repulsor Tank +1
An Elite E-Web is very hard to kill, because of the SURGE: Recover 2 Damage on 2 attacks per turn on a blue, red and yellow die. The E-Web gets an inherent +1 Block, the Tank can choose from either +1 Block or +1 Evade with Defensible. The Tank also has more health per point (7/8 = 0,875 vs 10/10 = 1).
I'm not sure about this, it's definitely close, but I think it's +1 for the E-Web.
Over all, this one's a tie. Both the Elite E-Web and the SC2-M Repulsor Tank are great. A nice example of good balancing.
Royal Guard
Regular Royal Guards are far better than anything else. They don't compare well ...
There are some major skills, that define the power of a figure. Mobility, threat range (speed + weapon range), damage output, survivability, costs. Regular Royal Guards are great in all these aspects, especially cost. They are far too cheap.
In Imperial Assault country, weapon ranges are generally not that high (compared to other games). If the range of a weapon is high (like 2 blue dice) than the damage output is not that good. Damage generated using close combat dice combinations (red and yellow) is usually higher. Furthermore, the design of the maps doesn't favor long range combat. In additon, all missions center around controlling terminals and most missions center around controlling certain areas. Because of this, close combat is stronger than ranged combat.
One of the best support figures in Imperial Assault is the Imperial Officer (see above). Therefore, the Empire is stronger than everything else.
Additionally, units are stronger than single figure groups.
So, Royal Guards are the greatest close combat unit of the strongest faction.
On top, Reach takes close combat from great to godlike. Many Command Cards that should protect from close combat don't work against Reach. If you have Reach, then you can attack 3 times as many squares as without Reach. When you are adjacent to a terminal, then you can attack any square that is adjacent to the same terminal...
Furthermore, in Imperial Assault Skirmish a good Command deck favors units, that have common keywords or even the same name. Therefore, a spam of the best unit in the game combined with the best support figure in the game is the best you can do. To be true, Royal Guards are overpowered / imballanced. At the moment, there is nothing better than 4x4.
Edited by DerBaer