Tips and Tricks for skirmish

By TheUnsullied, in Imperial Assault Skirmish

Wanted to start a thread where people could submit and talk about skirmish strategies or tips that they've seen playing. I was thinking secifically for newer players or people just getting into skirmish from playing the campaign. These could be tips for specific units or skirmish maps or just general things to look out for. Can't wait to see what the community submits!

Post any submissions and I'll try to update the list periodically.

Also posting a similar topic on the Reddit imperial assault TMG and going to add submissions from there as well.

General pre-game and list creation tips from me, stream-of-consciousness style:

- Stun and Blast are very important pieces of the meta. Try to have access to both in your list (Sabs are your friend here). If you can't have both, have at least one. If you can only have one, prioritise Stun over Blast.

- If you have conditional triggers in your list (Royal Guard Vengeance, eStormtrooper Last Stand, Trandoshan Relentless, Royal Champion Executor etc), REMEMBER to resolve them. Use post-it notes or write a memo on your hand if that's what it takes.

- Speed of five (or more) and movement shenanigans (Officers and Gideon) are mandatory to stay ahead in the mission VP race for every mission in the current map rotation other than Deception Game. If you can't have both, prioritise movement shenanigans over speed five, see next point for why.

- Have at least one Leader in your squad to make use of Leader command cards (Planning and Inspiring Speech in particular)

- Try to have at least six activations, if you cannot, do not go below five. If you have a smaller activation count REMEBER to use the pass rule, especially in the first round to see what your opponent is planning.

- An average tournament match between competent opponents with competitive lists ends in three rounds. You need to maximize your actions in that time to get the most bang for your points - ie. you need to be doing mission stuff or killing things from round one, and you need all of your guys actively doing stuff on rounds two and three. Reconsider taking very slow hitters (E-Webs, Wampas) that might need two rounds to get stuck in, especially if you don't have means to speed them up (officers, reliable draw of movement command cards). As an aside, this is also why I don't subscribe to the Leia bandwagon, three rounds is too little time to make use of her reshuffle gimmick.

- Study the maps in the current rotation. Spend the time to count spaces, imagine potential deployment setups for your list. Figure out which deployment zone makes it easier for your particular list to reach mission objectives and terminals, get advantageous lines of fire or reposition quickly to respond to threats. Count up the spaces to figure out what movement boosts you'll need to reach mission objectives on the first round and adjust your list (officer and movement command card ratios) accordingly. Figure out potential chokepoints to either avoid them or use them to your advantage. Think about best positions to block lines of fire.

As an added comment, I feel most strongly about the last point, and to an extent it informs all the others. Similarly to competitive video games (shooters, MOBA games, real-time strategies), I believe that what separates a good IA player from a great IA player is map awareness.

More to come from me.

Edited by Don_Silvarro

What he said.

And: Practice, practice, practice, practice, practice, practice, ...

General pre-game and list creation tips from me, stream-of-consciousness style:

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. {lots of great stuff}

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More to come from me.

Wow, that is all fantastic advice - thank you for your contribution!

Always remember your passive abilities, last tournament 3 of 8 players used Luke and we all forgot to use his reroll, same with Trandoshans and adding strain at range 3 or less. Know your cards very very well.

Don's suggestions are all great! Can't wait for more of his suggestions.

Redblock, I also forgot to use my Luke re-roll's in the tourney I just played in a lot - as in I don't know if I did it for sure at all, and I've played a decent number of games before, just not so many with Luke.

I also hadn't played the maps before, so going into them not really having seen how my guys concretely move around that map and scenario just makes a big difference in time it takes to make decisions (leading to less rounds for your team to hit stride) and many more tactical mistakes. Such as using Miracle Worker to bring back Leia instead of saving it and being more in your face with Luke to kill off that royal guard champion who made it out of the game with three hit points - five blank white die rolls didn't help either but that's just the outlier you can't worry about.

I also mainly commented on this to get it bumped back up to get some more info from the community :)

Is there anyway to apply for a sticky for something like this?

Pro tip:

Focus Fire.

Pro tip:

Focus Fire.

From my experience:

* Try not to split the party. I know going for BOTH terminals seems popular, but you generally need your hit squad in range to help eachother / respond to the enemy.

* For gods, sake - consider retreating! Two troopers dead? That last trooper runs for his life (and saves you points)

* If you have multiple copies of one deployment card type - split one unit off to run with the others (again prevents easy point wins). WookieA1 + WookieB1 / WookieB2 + WookieA2 running separately requires some timing sense, but I've seen it be very effective.

Pro tip:

Focus Fire.

From my experience:

* Try not to split the party. I know going for BOTH terminals seems popular, but you generally need your hit squad in range to help eachother / respond to the enemy.

* For gods, sake - consider retreating! Two troopers dead? That last trooper runs for his life (and saves you points)

* If you have multiple copies of one deployment card type - split one unit off to run with the others (again prevents easy point wins). WookieA1 + WookieB1 / WookieB2 + WookieA2 running separately requires some timing sense, but I've seen it be very effective.

Every one of these tips based on crushing defeats I've suffered / mistakes I've made. :P