Tactical evaluation of Imperial Troopers and Leaders

By DerBaer, in Imperial Assault Skirmish

DerBaer, I would love to see one of these comparisons of Reg Royal Guards, Elite E-web, Elite Heavy Stormies, maybe Leia, Reg HKs, Elite Wampa, etc.

Basically I am looking at the 8 deployment point cost groups and having trouble seeing why you would take anything but the Reg Royal Guards?? They have crazy speed, reach to essentially make their speed go even further. Expected 5 damage with surge. Ability to stun, get focused, and add defense. Would be neat to see if any of the other figures would be worth taking over the Reg Royal Guards.

DerBaer, I would love to see one of these comparisons of Reg Royal Guards, Elite E-web, Elite Heavy Stormies, maybe Leia, Reg HKs, Elite Wampa, etc.

Basically I am looking at the 8 deployment point cost groups and having trouble seeing why you would take anything but the Reg Royal Guards?? They have crazy speed, reach to essentially make their speed go even further. Expected 5 damage with surge. Ability to stun, get focused, and add defense. Would be neat to see if any of the other figures would be worth taking over the Reg Royal Guards.

Regular Royal Guards are far better than anything else. They don't compare well ...

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.

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. On top, all ranged combat figures are slightly overcosted.

One of the best support figures in Imperial Assault Country 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: 4x4

Royal Guards are like the great white shark. They have been there since the beginning, they are perfect, they don't need any further evolution.

Edited by DerBaer

Accurate.

...sadly.

Killer Whales eat Great Whites.

What would be our Killer Whale? Vader?

Great white sharks exist for 60 million years, orcas for about 10 million years ... so maybe ask me again in 50 Million years?!?

To be true, Royal Guards are overpowered / imballanced. At the Moment, there is nothing better than 4x4.

Edited by DerBaer

It's a shame really, as it also makes, making Imperial lists such a boring task. I wonder what the feelings are on the Rebel Sabs. They also seem 'very' good for the price compared to other rebel squads. However, perhaps they are mostly good as a counter to 4x4, and not so strong in themselves (if Merc and non-4x4 was more prevalent)? Or would an errata (or rule change) that fix Royal Guard, just push Rebel Blast up as the one and only list?

It's a shame really, as it also makes, making Imperial lists such a boring task. I wonder what the feelings are on the Rebel Sabs. They also seem 'very' good for the price compared to other rebel squads. However, perhaps they are mostly good as a counter to 4x4, and not so strong in themselves (if Merc and non-4x4 was more prevalent)? Or would an errata (or rule change) that fix Royal Guard, just push Rebel Blast up as the one and only list?

I think that would likely be the case. Remember that there were 2 Rebel Blast squads in the semi-final round at Worlds. If something was done to the Guards then I think the Sabs would also need to take a hit, of some sort.

The best thing about the Elite Sabs is the Blast 4. This is extremely good against figures with Protector or Cower or other special abilities that need adjacency. When the Royal Guards are not the top list any more, the Rebel Blast lists will be less effective.

Royal Guards are broken completely and utterly.

Rebel sabs are Glass cannons and struggle to lay on high damage values to single targets. Stun and Blast are awesome control elements and Pierce 2 makes Vader's day harder, but no added damage so you're at most doing 5. I played against a Tusken swarm with two elite sabs on my side. My opponent kept all his figures apart and around the map, but also in between me and the objective. So I was trudging through figures at a slow pace at best and when he found an opening in my attack line, made my Sabs pay. In the end I lost due to him having lost 1 group completely while the other groups were only half somewhere on the board, and him racking up enough mission VP to have me beat. A 4x4 would have just weed-wack'd through that list.

Edited by CheapCreep

The problem with this whole discussion is that Blast can be counterplayed while 4 X 4 is incredibly good if not overpowering against every other list it can come up against, including mirror matches.

There is some discussion out on the main board about reducing the card allowance to two of each normal group. I think that is a great way to reduce RG spam while not significantly impacting any other current archetype and encouraging variety in future metas.

My idea would be to reduce Regular Royal Guards in the Tournament Rules to a legal maximum of 0. Anything else is not enough. Vader plus 2 RGs would be still overpowered.

That is a very bold statement :)

Besides, thematically I never liked how much the Royal Guards were out and about on dusty Tatooine, pouring drinks in the Mos Eisley Cantina...

That is a very bold statement :)

Besides, thematically I never liked how much the Royal Guards were out and about on dusty Tatooine, pouring drinks in the Mos Eisley Cantina...

It makes about as much sense as Darth Vader or an AT-ST strolling in to interview a street tough, play Sabacc if you're on Han's map...

Well, at least we see Vader being an active antagonist in the movies, where he is actually out and about to, for instance, a small mining operation. :)

Edited by aermet69

I will have to make some Major changes soon. But I'll have to test today's errata first.

Edited by DerBaer

This is a great thread, my only complain is that there isnt one like these for rebels

There will be soon. Expect to see it in January ...

FAQ on the 22nd Dec 2015, big changes to sabs, officers, and RGs.

How does this change your views/report?

I need to read before asking!!

Thanks DerBaer, I look forward to reading your work.

Have a Merry Christmas, Festivus for the Rest, and Happy New Year,

Edited by Timinater

FAQ on the 22nd Dec 2015, big changes to sabs, officers, and RGs.

How does this change your views/report?

I will have to make some Major changes soon. But I'll have to test today's errata first.

;)

Edited by DerBaer