Bantha Rider Article is up!

By Crabbok, in Star Wars: Imperial Assault

Lots of great stuff for Mercs and Massive figures in this expansion. This thing comes with so many ways to deal massive amounts of automatic damage that you really can't afford to ignore it, but 21 HP is a ton of damage to soak for only 9 points. Beast Tamer will pair wonderfully with both this thing as well as Nexu or Wampas to help get them into position to open up the pain train.

I am so excited about Beast tamer and Opportunistic.

opportunistic.png

I usually try and run Merc lists and this expansion has me really excited.

I'm trying to make nexu and maybe Wampa's work. so beast tamer has me excited.

Because I doubt I'm the only person that didn't remember this immediately:

RRG 17:

After a massive figure ends its movement in spaces containing at least one other figure, the Massive figure cannot move any more during this activation.

Most of the new skirmish cards seem pretty valuable, beast tamer is a huge benefit to Wampas and Nexu, Junland terror might as well be another activation for Bantha riders (who seem pretty solid of their own right) and opportunist is movement points at a very low opportunity cost.

Man, that Opportunistic command card is phenomenal. Zero points for potentially out-of-turn movement (and a decent amount, too), and ANY scum card can use it -- 9.8/10.

There are so many figures that you can outright kill with the combo of Crush and Stampede.

The Bantha Rider is going to do so much damage without allowing defense between Trample and Stampede.

And Beast Tamer is great for any list that runs more than one creature. Heck, it might be solid even if you run just one creature. Imagine an elite Wampa dashing 8 spaces across the map (Beast Tamer, Hunger, and a move) to smack some poor, unsuspecting foe.

This pack does so much for mercenaries. They needed this.

The given rule prevents the following insane use of Stampede:

The Beast Tamer let's the Bantha Rider perform a move. That move ends on hostile figures. BAM: Damage

Then the Bantha moves. BAM: Damage

Then the Bantha uses Jundland Terror to move. BAM: Damage

Then the Bantha uses Trample as part of Jundland Terror. BAM: Damage

Then, because of the last Damage dealt, the Bantha uses Opportunistic. BAM: Damage

Especially in any of the 2 spaces wide corridors this would do a lot of damage and a lot of repositioning of hostile as well as friendly figures.

Campaign-wise, I'd say this expansion looks weak. Massive and Habitat: Desert limits its availability. The agenda cards are weak, and the agenda mission's reward doesn't offer much.

The given rule prevents the following insane use of Stampede:

The Beast Tamer let's the Bantha Rider perform a move. That move ends on hostile figures. BAM: Damage

Then the Bantha moves. BAM: Damage

Then the Bantha uses Jundland Terror to move. BAM: Damage

Then the Bantha uses Trample as part of Jundland Terror. BAM: Damage

Then, because of the last Damage dealt, the Bantha uses Opportunistic. BAM: Damage

Especially in any of the 2 spaces wide corridors this would do a lot of damage and a lot of repositioning of hostile as well as friendly figures.

DerBaer did said it, but I know there will be people who miss his first line, so it is worth emphasizing that he said you CAN'T do all that, because of the rule Norgrath quotes in post 5.

Man, that Opportunistic command card is phenomenal. Zero points for potentially out-of-turn movement (and a decent amount, too), and ANY scum card can use it -- 9.8/10.

How does gaining movement points allow out-of-turn movement? I thought that movement points could only be spent during that figure's activation. Thanks.

How does gaining movement points allow out-of-turn movement? I thought that movement points could only be spent during that figure's activation. Thanks.

If a figure gains movement points when it isn't that figure's activation (from Gideon or an Imperial Officer, from command cards like Slippery Target and Opportunistic, etc.), that figure uses those movement points immediately.

This would be a pretty awesome figure in the campaign, but the Base campaign is very massive unfriendly, and the Hoth campaign has no desert (outside of the non-new side missions).

Neat stuff and a cool figure. Mostly skirmish stuff here, which makes sense since it's not attached to any campaign missions.

Bantha Riders seem terribly week to stun from Royal Guards and Saboteurs even if those figures were recently nerfed. With no defense die all that's needed to stun is a single surge. You really want 2 activations on the Bantha to be able to Move & Stampede for the first action, and Trample for the second.

The Opportunistic card is another essential card for any Scum-themed skirmish army as others have pointed out.

Beast Tamer, is going to help out creature armies greatly. Wampas and Nexu both seem promising pairings in Skirmish.

Edited by nickv2002

Edit: double post.


Edited by bobbywhiskey

The given rule prevents the following insane use of Stampede:

The Beast Tamer let's the Bantha Rider perform a move. That move ends on hostile figures. BAM: Damage

Then the Bantha moves. BAM: Damage

Then the Bantha uses Jundland Terror to move. BAM: Damage

Then the Bantha uses Trample as part of Jundland Terror. BAM: Damage

Then, because of the last Damage dealt, the Bantha uses Opportunistic. BAM: Damage

Especially in any of the 2 spaces wide corridors this would do a lot of damage and a lot of repositioning of hostile as well as friendly figures.

DerBaer did said it, but I know there will be people who miss his first line, so it is worth emphasizing that he said you CAN'T do all that, because of the rule Norgrath quotes in post 5.

You CAN still combo junland terror in to this though, as that's not part of the figures activation. So:

Beast tamer into things to do stampede damage.

Trample + attack

Play opportunistic during another figure's activation when a hostile figure takes damage.

End of round junland terror, and potentially add crush in there on a movement.

The above would be legal.

Believe it or not, most of it is legal:

The given rule prevents the following insane use of Stampede:

The Beast Tamer let's the Bantha Rider perform a move. That move ends on hostile figures. BAM: Damage <- Legal

Then the Bantha moves. BAM: Damage <- Illegal, by the rule quoted

Then the Bantha uses Jundland Terror to move. BAM: Damage <- Legal, since it's not even an activation, it's at the end of the round.

Then the Bantha uses Trample as part of Jundland Terror. BAM: Damage <- Legal, Jundland Terror allows you to use an attack or special action after spending the 2 movement points.

Then, because of the last Damage dealt, the Bantha uses Opportunistic. BAM: Damage <- Legal, since currently there's not even an activation underway, it's the end of the round.

Especially in any of the 2 spaces wide corridors this would do a lot of damage and a lot of repositioning of hostile as well as friendly figures.

So all but 1 of those instances are legal, and yes, that's a freaking lot of damage.

Question about this:

opportunistic.png

Let's Say I take my first action to move, move up to my speed, and perform an attack with a Trandoshan Hunter. If I am within 3 spaces of the target, he takes a strain. If he elects to take damage, could I then gain the movement points to close the distance and move to adjacent before I complete my attack, allowing me to add the free damage from Scattergun?

Because I doubt I'm the only person that didn't remember this immediately:

RRG 17:

After a massive figure ends its movement in spaces containing at least one other figure, the Massive figure cannot move any more during this activation.

Most of the new skirmish cards seem pretty valuable, beast tamer is a huge benefit to Wampas and Nexu, Junland terror might as well be another activation for Bantha riders (who seem pretty solid of their own right) and opportunist is movement points at a very low opportunity cost.

So the Bantha moves, stops on some enemies, displaces them, hurts them, does it's attack perhaps, ends it's turn (even if it had unspent movement points)... But then on a future activation of someone else you use this:

opportunistic.png

Suppose you use this on the Bantha Rider - can it them re-move to trample some enemies again during another figure's activation here via this card?

I don't see why not, the rule only prevents you from moving further "during this activation". You could also use some officers to use the Bantha as a moving battering ram.

Edit: Well, not Trample, Stampede, Trample is the Special Action.

Edited by EchPiEl

So possibility:

Vader is on a space.

1.) Bantha Rider uses Beast Tamer to move onto Vader, triggering Stampede for one damage. (*1)

2.) Uses Crush for 4 damage. Vader is then pushed to adjacent square. (*5)

3.) Triggers trample and gives one red die damage (max 3) (*8)

4.) Uses regular attack for maximum of 5 damage (*13)

5.) Opportunistic on another activation (or order) to re-move onto Vader for Stampede again. (*14)

6.) End of Round uses Jundland Terror which moves back onto Vader and Stampedes for 1 damage (*15)

7.) Jundland Terror for Trample for an additional max 3 (*18)

Dead Vader! (although the regular attack would likely not hit, but still able to cause 13 UNBLOCKABLE damage in the ideal situation!)

You could POSSIBLY even throw in Parting Blow if Vader moves away before the end of the round combo'd with a Remove Condition card/friendly ability.

AND THAT'S JUST FOR THE ONE FIGURE. Other adjacent hostiles would take SOME of this damage as well!
Not to mention that with Beast Tamer, the Bantha can do MOST of that damage starting from 10 spaces away! Amazing!

Edited by tomkat364

¿Who left all this Sith on the ground for me to step on? Dammit

Question about this:

opportunistic.png

Let's Say I take my first action to move, move up to my speed, and perform an attack with a Trandoshan Hunter. If I am within 3 spaces of the target, he takes a strain. If he elects to take damage, could I then gain the movement points to close the distance and move to adjacent before I complete my attack, allowing me to add the free damage from Scattergun?

From how I read it, yes that would work.

It doesn't even seem like the figure that uses this card has to be involved with the figure taking damage.

A stormtrooper takes damage on one end of the map and your hired gun can drop this card and move on the other side of the map.

It just says a hostile figure has to suffer damage. That's it. The figure using the card doesn't have to be the one who dealt it.

This card just became even cooler.

Question about this:

opportunistic.png

Let's Say I take my first action to move, move up to my speed, and perform an attack with a Trandoshan Hunter. If I am within 3 spaces of the target, he takes a strain. If he elects to take damage, could I then gain the movement points to close the distance and move to adjacent before I complete my attack, allowing me to add the free damage from Scattergun?

I don't think you can split an attack in half.

Once you've started the attack and inflicted the strain/damage, you can't then decide to move closer before finishing the attack.

Edited by Boba Rick

The creativity.. :)

At my house you would be ruled like that:

a) You declared an attack.

b) I take the damage.

c) You throw the card and get three movement points, however you have to finish the attack.

d) Then you can use your movement points.

There is no action that you can split up. Even the movement action — you complete the action (Movement - gain movement points equal to your speed), just the part of spending movement points gives the illusion that you split the action.

Edited by Imlus

Something to notice, the Relocated agenda card would also let you import a Wampa, and those guys are **** mean.