Imperial Army troops please

By LordUrban, in Star Wars: Imperial Assault

Ok, this thread is going again. Let's analyze this. Sam, I think your troopers are a little too strong for six points. Stormtroopers have {surge} +1 blast and {surge} +2 accuracy along with squad trooper for 6 points. Even if Imperial Navy troopers are better than stormtroopers, which I would no agree with, for the same cost you have the Imp. Navy Trooper having the ability to weaken, pierce, and recover. That seems very cheap for 6 points. What method do they use to recover without having to take an action, like putting on a med pack. I don't like pierce only because Stormtroopers don't have it and they use the same blaster. Though Snowtroopers do have it. I think pierce is becoming too abundant. It is very possible mine were to cheap as well. Red Alert is not a weak ability, but at least it forces the trooper to exchange this turn for next turn, you've now added subdue. I agree this is much more of an elite figure. It seems like these guys are headed for Special Forces status, rather than ship defenders. I can see Subdue in place of Red Alert. It fits the type of troop they are suppose to represent. I think 6 points is too cheap for 3 abilities, especially when one is recover. Though in keeping with that theme, since all Marine Corpsman are Navy, maybe there could be a varient. Imperial Corpsman who takes a replace attack action to recover 1 to themselves or an ally. I can actually see that for an elite version. Subdue and 1 action recover, along maybe pierce at that point.

Imperial Navy Trooper -Trooper

4 threat 2 reinforce

2 units

-: Pierce 1 -: +1 Accuracy

Aim: If you have not exited your space during this activation, add +1 damage and +2 accuracy to the results.

HP: 3 Defense: 1 W Attack: Ranged BY

Elite Imperial Navy Trooper -Trooper

6 threat 3 reinforce

2 units

-: Pierce 2 -: +2 Accuracy

Aim: If you have not exited your space during this activation, add +1 damage and +2 accuracy to the results.

->->Get Into Position: Gain 4 movement points and become Focused.

HP: 5 Defense: 1 W Attack: Ranged BY

They pretty much look like palette swapped Rebel Troopers anyways.

Ok, this thread is going again. Let's analyze this. Sam , I think your troopers are a little too strong for six points. Stormtroopers have {surge} +1 blast and {surge} +2 accuracy along with squad trooper for 6 points. Even if Imperial Navy troopers are better than stormtroopers, which I would no agree with, for the same cost you have the Imp. Navy Trooper having the ability to weaken, pierce, and recover. That seems very cheap for 6 points. What method do they use to recover without having to take an action, like putting on a med pack. I don't like pierce only because Stormtroopers don't have it and they use the same blaster. Though Snowtroopers do have it. I think pierce is becoming too abundant. It is very possible mine were to cheap as well. Red Alert is not a weak ability, but at least it forces the trooper to exchange this turn for next turn, you've now added subdue. I agree this is much more of an elite figure. It seems like these guys are headed for Special Forces status, rather than ship defenders. I can see Subdue in place of Red Alert. It fits the type of troop they are suppose to represent. I think 6 points is too cheap for 3 abilities, especially when one is recover. Though in keeping with that theme, since all Marine Corpsman are Navy, maybe there could be a varient. Imperial Corpsman who takes a replace attack action to recover 1 to themselves or an ally. I can actually see that for an elite version. Subdue and 1 action recover, along maybe pierce at that point.

Yes, agree with this.... Hey Rik! It is me you should be addressing! :o :D That is my idea you are talking about, Sam just quoted it :lol: .

Anyway, came up with another idea for Campaign-only Navy Troopers, a sort of upgrade on my ones before.....

Imperial Navy Troopers (Regular Version)

Trooper

Cost: 5

R.Cost: 2 3 Figures per group

~ : +2 accuracy | ~ : 1 damage | ~ : Weaken

Subdue : When two or more Navy Troopers are adjacent to a hero, that hero must test strength. If it doesn't roll at least 2 successes, it suffers the condtion "subdued"

Health 3 Speed 4 Defense White Attack Green,Blue

Now, the moment you've all (not) been waiting for, my idea :)

Imperial Navy Troopers (Elite Version)

Trooper

Cost: 8

R.Cost: 3 3 Figures per group

~ : +3 accuracy | ~ : 2 damage | ~ : Stun

Subdue : When two or more Navy Troopers are adjacent to a hero, that hero must test strength. If it doesn't roll at least 2 successes, it suffers the condtion "subdued".

Manhandle : --> --> If you are adjacent to a Hero with a subdue token, you and an Elite Navy Trooper within two spaces may each move one spaces Then the Hero must be placed on a space adjacent to both Elite Navy Troopers when the move ends. The Hero then suffers 1 strain.

Health 5 speed 4 Defense white Attack Green, Blue

New Condition " Subdued"

When a figure gains this condition it cannot perform a move action, although it may still attack/rest etc.

At the start of the each of its activations it must test strength. If it rolls at least two successes it may discard this condition

and perform a move.

Also, if there are not two adjacent hostile figures with "Subdue" ability, you must discard this condition.

Edited by Viperous

Again, your idea/card is way too complicated. Also I don't understand why you think these guys are a police force.

Again, your idea/card is way too complicated. Also I don't understand why you think these guys are a police force.

Well I would prefer a police force to Stormies mk2. I personally don't think it is too complicated. I like new ideas in IA that I think " Yes, I would like to try that" rather than just seeing people creating new characters made from the abilities of old ones.

imperial naval infantry = marines...

But Navy troopers aren't a police force. They are basically just technicians with firearms training. And they aren't 'stormies' mk2 considering they are less skilled/less equipped than stormtroopers. Stormtroopers are dedicated to combat, Navy Troopers only go to combat to defend wherever they are stationed... they lack the experience and body armor that stormtroopers have.

As for your abilities, it would complicate way too many campaign missions (How would subdue work with Charge? With Force Push? etc etc.) and be fairly unbalanced. Movement is critical to the rebel heroes... in some instances even more important than attacking. Your 'card' doesn't even show how to remove the 'subdued' status. (How would people keep track of who is 'subdued' or not?)

Manhandle is even more overpowered. You could literally 'carry' a hero across the map since A) it doesn't require two elite navy troopers, B) Each elite navy trooper can use it once a turn (a total of 3 times a turn), C) You could move the hero 3 spaces per elite! That is almost as much as a hero's normal movement action. D) 2 Strain is alot. That could easily become 2 damage or strain cap a hero. Using manhandle 3 times you could strain cap ANY hero and/or deal unavoidable damage to them. And then you add weaken to that...

Edited by patrickmahan

But Navy troopers aren't a police force. They are basically just technicians with firearms training. And they aren't 'stormies' mk2 considering they are less skilled/less equipped than stormtroopers. Stormtroopers are dedicated to combat, Navy Troopers only go to combat to defend wherever they are stationed... they lack the experience and body armor that stormtroopers have.

As for your abilities, it would complicate way too many campaign missions (How would subdue work with Charge? With Force Push? etc etc.) and be fairly unbalanced. Movement is critical to the rebel heroes... in some instances even more important than attacking. Your 'card' doesn't even show how to remove the 'subdued' status. (How would people keep track of who is 'subdued' or not?)

Manhandle is even more overpowered. You could literally 'carry' a hero across the map since A) it doesn't require two elite navy troopers, B) Each elite navy trooper can use it once a turn (a total of 3 times a turn), C) You could move the hero 3 spaces per elite! That is almost as much as a hero's normal movement action. D) 2 Strain is alot. That could easily become 2 damage or strain cap a hero. Using manhandle 3 times you could strain cap ANY hero and/or deal unavoidable damage to them. And then you add weaken to that...

Yes I totally get you. Just be glad I'm not in charge of producing these characters for IA, otherwise it would be too complicated for anyone else to play. :lol:

By the way, there is no need to get wound up, it was only an idea, remember.

I'll make some adjustments...

EDIT. tried something new, see what you think. Man, I'm getting so bored with this topic, Sorry

Edited by Viperous

I'm just (too) passionate about Star Wars.

Ah well, you can be forgiven for that ! ^_^

So many people try to equate star wars soldiers and such to modern military contrivances; personally, the empire more resembles 18th century British practices than modern army ones.

Going to admit I don't see anything distinctly 18th century about the way they behave (let alone 18th century British specifically). They mostly seem to behave like soldiers in most films, ie milling around firing randomly.

Edited by borithan

So many people try to equate star wars soldiers and such to modern military contrivances; personally, the empire more resembles 18th century British practices than modern army ones.

Staggered ranks and volume of fire

Absolute disdain for cover

Uniformity emphasized over personal valor

Emphasis on having officers present in combat for organization.

Emphasis on Naval Power

I was actually watching "At Worlds End" the other day and thinking the opening sequence, the running battle on the streets of Hong Kong made for better Star Wars than the Force Awakens.

Edited by Sam Tomahawk

I always imagined Star Wars military tactics being a lot like those of the late 19th and early 20th century. Large formations were still used in the field but had loosened up a fair bit from Napoleonic times.

George Lucas specifically said he wanted a War and Peace vibe with the droid army. I'm not sure if you are referring to the PT or not. I think Lucas was just pretty ignorant of warfare and he was basing his stuff more on Saturday morning serials, though by that logic, he did a good job in Star Wars. The Stormtrooper raid on Tantive IV was particular good. It kind of falls into silliness on the Death Star, especially Han's corridor charge, but I was 7 so it was the greatest thing ever. Warfare in the OT was plot dependent, and this culminated with the utter silliness of rock wielding teddy bears taking on directed energy weapon having space-aged soldiers. It isn't the Zulus against the British, it was more like the Zulu's against the 101st Airborne Division. But under GL desire to depict the Imperial Vietnam, he disconnected the suspension of disbelief and let the view fall to the ground. I know many do not see it that way. What aggravates me most of all is that it was supposed to be Wookies, and the last minute changes turned them into Ewoks for better commercial branding to children.

Edited by Rikalonius

Well, if the continue the colonial analogy, Endor would be the British vs The Americans, with native allies.

Regarding the Saturday morning serials, its pretty well knows star wars almost didn't exist. Flash Gordon was the movie Lucas wanted to make, but couldn't get the rights to.

What aggravates me most of all is that it was supposed to be Wookies, and the last minute changes turned them into Ewoks for better commercial branding to children.

Back when Jedi came out it was said that he changed them from wookiees because he had already established that Chewbacca was a tech savy species and he specifically wanted the empire defeated by a low tech species. I have always thought that was a dumb reason, no reason Chewie couldn't have learned his tech skills while a slave for the empire.

George Lucas specifically said he wanted a War and Peace vibe with the droid army. I'm not sure if you are referring to the PT or not. I think Lucas was just pretty ignorant of warfare and he was basing his stuff more on Saturday morning serials, though by that logic, he did a good job in Star Wars. The Stormtrooper raid on Tantive IV was particular good. It kind of falls into silliness on the Death Star, especially Han's corridor charge, but I was 7 so it was the greatest thing ever. Warfare in the OT was plot dependent, and this culminated with the utter silliness of rock wielding teddy bears taking on directed energy weapon having space-aged soldiers. It isn't the Zulus against the British, it was more like the Zulu's against the 101st Airborne Division. But under GL desire to depict the Imperial Vietnam, he disconnected the suspension of disbelief and let the view fall to the ground. I know many do not see it that way. What aggravates me most of all is that it was supposed to be Wookies, and the last minute changes turned them into Ewoks for better commercial branding to children.

It's nice to see that someone else isn't crazy.

I tempted to try and convert army troops out of the infiltrators but part of me still wants to hold out for official minis.

Just wait, I'm sure we'll get them with a Death Star or Endor expansion, which will likely be before the end of 2017.

Edit: For the mean time, you can find the WotC minis pretty cheap. Two US dollars last I checked

Edited by Felswrath

Still would like too see them. Even if it would act like a reskinn of storm troopers or wing gaurd.

I think it would be nice to have an additional trooper squad with an alternative cost (possibly 4 points for regular, and 6 points for elite), because let's face it, regular storm troopers are kinda squishy. Make the minis look like General Sorin, with his chest plate, and give them E-11 blasters, then you're all set. Give them some sort of squad tactics ability to use if they are all adjacent to each other, so there is a tangible benefit to keep them together, as opposed to just spreading them out all over the place for objective contesting and terminal holding.

So I was checking out Wookiepedia after watching Rouge One and I noticed that the "cannon" article described the Stormtrooper Corps and Imperial Army as separate institutions. What's more is that the article also describes imperial army infantry being employed as garrisons. That at least should allay any worries about them being Legends only.

I think there are two problems for FFG with trying to introduce this unit to the game.

1. There is currently no real niche for them to fill that won't make them feel like hired guns or rebel sabs, and thus would take away from those factions and make all the factions start to feel too similar. And Imperials don't even need that kind of unit since they can already recruit hired guns in both skirmish and campaign.

2. These units are way too obscure to generate enough excitement from the larger market to get them to sell. Keep in mind that a massive chunk of this game's audience doesn't consume more than the films and maybe Clone Wars and/or Rebels, maybe one or two EU books. I consider myself a relatively big SW fan/consumer, and I haven't seen or heard of these guys outside of forums/wikis. A small section of the market will buy product to be completionist or to be competitive, but the vast majority of people are making purchase decisions based on the nostalgia generated by the different figures, and FFG knows that. FFG can't just make stuff for the hardcore players, they have to make it appealing to the larger audience as well.

I think there are two problems for FFG with trying to introduce this unit to the game.

1. There is currently no real niche for them to fill that won't make them feel like hired guns or rebel sabs, and thus would take away from those factions and make all the factions start to feel too similar. And Imperials don't even need that kind of unit since they can already recruit hired guns in both skirmish and campaign.

2. These units are way too obscure to generate enough excitement from the larger market to get them to sell. Keep in mind that a massive chunk of this game's audience doesn't consume more than the films and maybe Clone Wars and/or Rebels, maybe one or two EU books. I consider myself a relatively big SW fan/consumer, and I haven't seen or heard of these guys outside of forums/wikis. A small section of the market will buy product to be completionist or to be competitive, but the vast majority of people are making purchase decisions based on the nostalgia generated by the different figures, and FFG knows that. FFG can't just make stuff for the hardcore players, they have to make it appealing to the larger audience as well.

This would be a non issue if they came in the expansion box, no? Endor could have Imperial Engineer/Army in the box, and a named commander scout trooper on a speeder bike as the villain pack.