Just as an FYI.... I'm seeing a LOT of HKs in lists.
What are you considering playing for the Store Championships?
I really want to build a team aroun boba and eHK's I love the Los perk and Boba is just my favorite period. Need to figure out what to add to them, seems most say Gidion and or 3p0
I really want to build a team aroun boba and eHK's I love the Los perk and Boba is just my favorite period. Need to figure out what to add to them, seems most say Gidion and or 3p0
I think you want something to block (to hide HKs behind). Like a Wampa or an eNexu and probably some critters as well. Boba + eHKs leave you at 24, so 16 to spare. HG (4), eNexu (6) and Wampa (5) and some odd upgrade. Or swap HGs for C-3PO and you have 2 points to spare for upgrades. Last Resort can be really good, Devious Scheme and/or Explosive Armaments.
Remember if you Swap hired guns for 3p0 you need to add a point for temporary alliance though.
The list with hired guns seems it could work though
I really want to build a team aroun boba and eHK's I love the Los perk and Boba is just my favorite period. Need to figure out what to add to them, seems most say Gidion and or 3p0
I think you want something to block (to hide HKs behind). Like a Wampa or an eNexu and probably some critters as well. Boba + eHKs leave you at 24, so 16 to spare. HG (4), eNexu (6) and Wampa (5) and some odd upgrade. Or swap HGs for C-3PO and you have 2 points to spare for upgrades. Last Resort can be really good, Devious Scheme and/or Explosive Armaments.
I want to like this idea - but is 7 figures and 5 activations just too few?
Also, how does this rebel list look:
- Luke
- R2-D2
- Gideon - On a Diplomatic Mission
- eSabs
- eHoth Troopers
- rWookies
9 Figs, 6 acts
Command Deck:
Deadeye
Deflection
Element of Surprise
Fleet Footed
Inspiring Speech
Jump Jets
Marksman
Negation
Rally
Slippery Target
Son of Skywalker
Take Initiative
Terminal Network
Urgency
Wookiee Rage
Edited by jonboyjon1990- eSabs
- eHoth Troopers
- rWookies
All 3 are great. For the command deck, it would be better to remove one of them and play one of the others twice instead ...
- eSabs
- eHoth Troopers
- rWookies
All 3 are great. For the command deck, it would be better to remove one of them and play one of the others twice instead ...
Good Shout - I'll probably drop the Wookiees then.
- eSabs
- eHoth Troopers
- rWookies
All 3 are great. For the command deck, it would be better to remove one of them and play one of the others twice instead ...
Good Shout - I'll probably drop the Wookiees then.
No! don't! you'll upset the Wookies....and we all know its not wise to upset a Wookie!
Had a ton of success playing with this Imperial list:
-Royal Guard Champion
-Elite Snow Troopers
-Stormtroopers
-Officer
-Officer
-Elite Probe Droid
The reinforcements command card was pretty awesome in here as it works wonders with the snow troopers.
Whoops. Thinking of Echobase troopers
Edited by CheapCreep
I'd switch up the Command deck to reflect new releases, however, would you recommend removing Explosive Arms. and eTrandos for eHKs? I always found the Trandos under preformed in any map that had a long hall and this list works on liking range attacks. I would miss the blast though, which I had often used to great effect.I'm also thinking possibly:
eWampa
eHk
2x eTusken
Temp Alliance
C3P0
Gideon
Devious scheme
It's more melee based but the HKs have a lot to hide behind and as long as I keep 3P0 with them and giving them free evades, I'm not too worried.
This is very close to the list I've been play-testing since getting Return to Hoth.. but instead of Wampa I'm running two rHired Guns.
2 eTuskens
1 eHK Assassin Droid
2 rHired Guns
Gideon
C-3PO
Temp. Alliance
Explosive Armaments (HK's)
Turn 1, focus both HK's with Gid / C3PO and focus fire something awful (Luke/Leia, Boba) at your earliest convenience. The hired guns just create inefficient choices for your opponent and can grab objectives. Plus you have 7 activations.
Also, this gives you access to both Strength in Numbers and Squad Swarm, since you are running two pairs of units whose total cost is below 15 to alpha strike at the right time. The rest of the command deck feels a bit unfocused because there is no dominant trait... so that's a work in progress and I'm open to suggestions.
What do y'all think?
Edited by ZhstaltPretty interesting list. I'll definetly try something similar against the local meta. One thing I'm kinda weary of is the lack of Stun, but hopefully HKs will do enough damage to mitigate that against big game targets. I'm not convinced about Tuskens, I don't put much faith in Sp4 melee guys without reach. The cycler is nice, but I'm still kinda unconvinced. Regular Trandoshans would be a potential swap for me.
What about this list to store?
· rHK Assassin Droid (8)
· rHK Assassin Droid (8)
· rRoyal Guard (8)
· General Sorin (8)
· Temporary Alliance (1)
· eProbe Droid (5)
· Imperial Officer (2)
Using with Assassins the surges of Sorin can be amazing stunning from that far.
Pretty interesting list. I'll definetly try something similar against the local meta. One thing I'm kinda weary of is the lack of Stun, but hopefully HKs will do enough damage to mitigate that against big game targets. I'm not convinced about Tuskens, I don't put much faith in Sp4 melee guys without reach. The cycler is nice, but I'm still kinda unconvinced. Regular Trandoshans would be a potential swap for me.
Agreed on the Trandoshans and lack of stun, but eTuskens survive better and hit harder, providing adequate cover for the HK's to do their job.
The inherent +1 damage is so much better than it looks. And with 2 focusers a 3 die cycler attack is possible.
But, I'm irrationally partial to the Tuskens, if the regular ones cost 4 or had 5hp, they would be tremendous.
What about this list to store?
· rHK Assassin Droid (8)
· rHK Assassin Droid (8)
· rRoyal Guard (8)
· General Sorin (8)
· Temporary Alliance (1)
· eProbe Droid (5)
· Imperial Officer (2)
Using with Assassins the surges of Sorin can be amazing stunning from that far.
That basic idea is cool... But, I think I'd swap out the eProbe for another officer and upgrade one of the HK's so you can stun from behind your front lines..... from range 8. Evil.
HKs can't stun in an imperial list, Punishing Strike is a skirmish upgrade and thus not allowed under Temporary Alliance.
Then can use Sorin's Surge, which has stun (And focus!)
I've recently gotten into this game and don't have a ton of experience with skirmish yet so take this with a grain of salt but if love some opinions on it.
1 x Elite HK
2 x Wampa
1 x Boba
1 x Temp alliance
1 x Gideon
1 x C3P0
Does this have what it take to beat Luke and Leia? I'm worried it might have too few actions but I really like the synergy of the Elite HKs hiding behind the Wampas and getting shots off. Boba could definitely be replaced for some cheaper units but I'm not sure what I would use. I'm thinking as is it might struggle with objectives.
I tried a similar list, just be careful, Wampas are so slow.
Be careful as in the list is bad and won't work or be careful like it will take some good planning to work around it? Without testing the Wampas would get 8 move on their first activation and another 8 if they can't hit someone on the second activation right? Are they sturdy enough to make up for the movement or should I try Nexus instead? I thought the cleave would be great against the Twins because of clumping together to get Lukes bonus rolls.
Cleave is surge activated, on two red dice. Not great to bank on that. I think a Nexu/wampa combo could be really good if you focus/move the Nexu (if needed) and then save the Nexu until the last Activation of turn 1, allowing it to pounce into the enemy line. So start of Round 2 you can take hits with the Nexu that goes out in a blaze of glory (a literal blaze if you but "Last resort" on it) and then move the Wampa in fully stocked and ready to fight.
Two wampas will not see action till maybe the second round.
Then can use Sorin's Surge, which has stun (And focus!)
Ah, right of course. Forgot about that and assumed 'upgrading HKs so they can stun' meant getting Punishing Strike for them :-)
the Wampas would get 8 move on their first activation and another 8 if they can't hit someone on the second activation right?
Dunno about your meta, but locally we noticed that tournament games usually go to three rounds on average, after that either time is called and/or there's already a clear victor going by the board state. What it means is that barring command card shenanigans, your combat units will get at most three swings at the enemy. If your combat units don't attack in the first round, they should better be beefy enough to pull the game for you in the second and third. If your combat units are still not attacking by the second round, chances are you have ultimately wasted the points spent on them.
Both Kuat and Training Grounds being large maps with a lot of walking certainly does not help.
What about this list to store?
· rHK Assassin Droid (8)
· rHK Assassin Droid (8)
· rRoyal Guard (8)
· General Sorin (8)
· Temporary Alliance (1)
· eProbe Droid (5)
· Imperial Officer (2)
Using with Assassins the surges of Sorin can be amazing stunning from that far.
That basic idea is cool... But, I think I'd swap out the eProbe for another officer and upgrade one of the HK's so you can stun from behind your front lines..... from range 8. Evil.
The idea with elite probe droid was also use the surges of Sorin, but with an HK elite you can use the special order of sorin to interrupt and attack without moving from behind your front line and use his surges to focus and attack on HK own turn focused. I like it. I don't like so much officers these days, nerf was necesary, but now...
What do you recomend to have in front line? royal guards? I will try the list and I will post the results.
Officers and Gideon are stll just as crucial as they ever were for scoring mission objective points. Only difference is that now there's less of a power gap between the two.