Alliance Smuggler Preview

By KennedyHawk2, in Star Wars: Imperial Assault

It's like an upgraded officer for the alliance. Although he cannot move units, he's definitely better in combat

Love the ability to stun. Although it could be a bit hard to get it through with those dice with no +dmg for surges. Cant ask for much for 2 points though

Edited by Nitratas

The skirmish application is obvious and lethal, but this is the only ally I pack I've gotten excited about for campaign play. For two points you get a runner who can stun so he will always be able to contribute in combat, while at the same time popping doors and freeing up actions for your heroes to keep shooting. Its too bad you can't get the elite, because it would be nice if he could make other checks too.

That, and I want to paint him up like Malcolm Reynolds ;)

Edited by Sam Tomahawk

With the Hoth releases and now this I'm seeing some things swing towards the Rebels.

Can someone explain how Smuggler's Tricks works, please?

Edited by Boba Rick

With the Hoth releases and now this I'm seeing some things swing towards the Rebels.

Can someone explain how Smuggler's Tricks works, please?

Say you are adjacent to the Bombing Run terminal in the skirmish mission on Yavin (I think it was with Vader's pack, where you have to retrieve holocrons). You have the smuggler adjacent to the terminal, and your opponent has an officer adjacent. Neither of you CONTROL the terminal, so no bombing raid that round. However, you play the Smuggler's Tricks card, which means the officer doesn't count when factoring in control. Now you are the 'only' figure adjacent to the terminal, so you control it and can call in a bombing run.

If there were two Imperials adjacent, then this card would subtract one, but then you still wouldn't have control since there is another hostile figure adjacent to the terminal.

With the Hoth releases and now this I'm seeing some things swing towards the Rebels.

Can someone explain how Smuggler's Tricks works, please?

Say you are adjacent to the Bombing Run terminal in the skirmish mission on Yavin (I think it was with Vader's pack, where you have to retrieve holocrons). You have the smuggler adjacent to the terminal, and your opponent has an officer adjacent. Neither of you CONTROL the terminal, so no bombing raid that round. However, you play the Smuggler's Tricks card, which means the officer doesn't count when factoring in control. Now you are the 'only' figure adjacent to the terminal, so you control it and can call in a bombing run.

If there were two Imperials adjacent, then this card would subtract one, but then you still wouldn't have control since there is another hostile figure adjacent to the terminal.

This can also be used for generic terminals or other game objectives, I think one of the hired guns maps gies you 4 VP when you control a terminal at the end of round, so if you use this your opponent needs 2 figures adjacent to deny you control.

I see, so it's all about counting the figure in the sense of control. I thought it may have removed that deployment card for a turn, which certainly would be OP.

Edited by Boba Rick

I think the biggest and best news out of this is a 2-cost generic for Rebels. It's good for holding an uncontested terminal, perfect fodder to exhaust to Take Initiative, and there is a lot of value in just having cheap activations. It's surge abilities are so-so (stun is great, but you won't get to activate it very often, I'm afraid). Smuggler's Instincts and Slippery are both interesting, giving it pretty good mobility and a slight bit of defensive ability.

I think I like the elite version even more than the normal, as well. The difference between 3 health and 5 is significant -- there are several figures that can't one-shot something with 5 health, but all except R2-D2 can one-shot a 3-health figure. The extra point of speed is important for objective-grabbers like this. The surge ability upgrades to Pierce 2 and +3 Accuracy are nice, but the addition of a Focus surge ability is even better.

The best-case scenario for Alliance Smugglers is that they become a vital part of a winning strategy for Rebels. In the worst-case scenario, they are efficient but unspectacular filler.

The best-case scenario for Alliance Smugglers is that they become a vital part of a winning strategy for Rebels. In the worst-case scenario, they are efficient but unspectacular filler.

Perfect description!

Discuss: https://www.fantasyflightgames.com/en/news/2015/12/21/smuggling-for-the-cause/

He looks awesome, all the things we like:

-Low cost,

-High speed

-Stun, focus, free movement with interacts

I could see a lot of teams running 4-6 of these in skirmish, imagine 6 of these for just 16 points!

I don't get it, how do you get 6 of them for 16points, if his cost is 4 points?

Discuss: https://www.fantasyflightgames.com/en/news/2015/12/21/smuggling-for-the-cause/

He looks awesome, all the things we like:

-Low cost,

-High speed

-Stun, focus, free movement with interacts

I could see a lot of teams running 4-6 of these in skirmish, imagine 6 of these for just 16 points!

I don't get it, how do you get 6 of them for 16points, if his cost is 4 points?

4 generics = 8 points (2 points each)

2 elite = 8 points (4 points each)

Ouch, that's a lot of ally packs to buy!

What a money sink it will be..:) Did not notice the generic card as it was hidden in a link.. Well yeah I am sad for myself, I want at least 3 of them now :/

So I'd say the Officer is still the better option, because of command, but these guys are not shabby! Cheap activations that can stun!

Question, though. Their interact ability lets them move two spaces. Doesn't say gain two movement points. Does that mean they could move across a blue line without the penalty?

Get four of these guys out there that can stun-and-run some Royal Guards and it will make a difference.

I just switched my pre-order from 1 to 3.

Sheesh, somebody stop me.

So I'd say the Officer is still the better option, because of command, but these guys are not shabby! Cheap activations that can stun!

Question, though. Their interact ability lets them move two spaces. Doesn't say gain two movement points. Does that mean they could move across a blue line without the penalty?

Yes (or through a figure), just like Gaarkhan's charge.

Could you use Smuggler trick to negate a protector bonus, by not counting the one guard as "There"

Could you use Smuggler trick to negate a protector bonus, by not counting the one guard as "There"

I would say no. It affects the count, not which figures are adjacent.

I like him, running him in numbers with jyn odan and Chewie would make for a fluffy and semi competitive list IMHO too bad buying so many copies would be expensive moneywise.

I'll buy a set and use a reaper mini i have(that i bought speaciallly for a task like this) to run an elite and a normal one in te same list and see how it works out

The skirmish application is obvious and lethal, but this is the only ally I pack I've gotten excited about for campaign play. For two points you get a runner who can stun so he will always be able to contribute in combat, while at the same time popping doors and freeing up actions for your heroes to keep shooting. Its too bad you can't get the elite, because it would be nice if he could make other checks too.

I may have missed some but I just looked through the campaign guide (and twin shadows rules) and only found 7 missions with unlocked doors or other non-hero interacts (unless you want to go RAW and say that he can open doors which are 'locked to heroes'). Two of those are offset by the fact that the interact is a retrieval so he has to carry it around with 3 health.

The skirmish application is obvious and lethal, but this is the only ally I pack I've gotten excited about for campaign play. For two points you get a runner who can stun so he will always be able to contribute in combat, while at the same time popping doors and freeing up actions for your heroes to keep shooting. Its too bad you can't get the elite, because it would be nice if he could make other checks too.

I may have missed some but I just looked through the campaign guide (and twin shadows rules) and only found 7 missions with unlocked doors or other non-hero interacts (unless you want to go RAW and say that he can open doors which are 'locked to heroes'). Two of those are offset by the fact that the interact is a retrieval so he has to carry it around with 3 health.

Yeah, well you looked it up, lol. That's kind if sad, too, that its less useful than I though. This is the only ally pack I've been excited about. I was really hoping it would be elite only for campaign. "Alliance Smuggler" is a phrase laden with potential...