Updated thread with all the great tips from here and from the Imperial Assault Reddit. Keep the ideas coming guys and I'll update when I can.
Link to the Reddit page.
https://m.reddit.com/r/ImperialAssaultTMG
- Large units can't move diagonally.
- Unless otherwise stated on their card, units can only ever attack once. If they have a special ability that says "perform an attack" that counts as their attack. So you couldn't have a Nexu attack, and then use their pounce ability to move and attack again in the same turn.
- You can discard a command card from the top of your deck to negate damage from strain.
- You can Move, Attack, Move. So a speed of 4 you can move 2 spots, attack, then move 2 spots.
- You can make one of your own figures harder to shoot by putting it behind your other figures, for example Darth Vader behind Royal Guards This is good for trying to keep a power figure or a damaged character alive longer.
- Study the 3 tournament legal maps and the 6 missions. Know the objectives. Find a preferred deployment zone for if you get the chance to decide. Some maps have one deployment zone that is slightly better than the other. (The better deployment zone may depend on your army as well.)
- When fighting against Stormtroopers, try to take out a whole deployment group in one round. That Reinforcements command card can be annoying.
- If possible, defeat units who haven't activated yet before ones who have already activated.
- Don't clump your units together when fighting against Rebel Sabs. Even though they can now (post errata) only do max Blast 3 (using two surge plus Explosive Weaponry), Blast can still do a lot of harm.
- If you're using troopers (storm, or rebel) the Grenadier command card is great. A well placed grenade can do a lot of hurt. You could take out a whole squad of regular stormtroopers with a 3 damage roll. (I once hit 6 figures for 3 damage each, it was glorious.)
- Anticipate which figures your opponent is going to target. If you only have one stormtrooper left in a group, you may want to just run it away so your opponent has to chase it down to get the points for the group.
- Learn the dice - know the minimum accuracy that you'll get from each die. (1 from a Green, 2 from a Blue, 0 from yellow and red.) But, don't be afraid of taking longer shots. You may get a lucky long range hit.
- Know your opponent's abilities. Does your opponent have a lot of brawlers? Watch out for Parting Blow. If the mission has something to do with controlling terminals (to get points or to open a door) and your opponent has R2-D2 - remember that R2 has a command card that lets him control both terminals no matter which figures are adjacent - try to keep R2 away from the terminals.
- You may want to take out that unit that can give a more powerful unit an extra attack before trying to take out the more powerful unit.
- If your opponent has a lot of melee units, try to stun them. Stun can shut down Wookiee Warriors.
- 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.