Bantha list - too many upgrades?

By Xpytrov, in Imperial Assault Skirmish

So I'm excited to try a Bantha list at Sunday's store champs-

This is a list I like, but.. Surely I'm wrong, right? This is FAR too many points dumped into attachments!

9 - Bantha

8 - HK

8 - HK

7 - Reb Sabs (elite)

3 - Gideon

1- Temp Alliance

1 - Beast Tamer

1 - Devious Scheme

and

2 - punishing strike

OR

1 - Targeting computer (Sabs)

1 - Last resort (Sabs or Bantha)

Only 5 activations. Sabs may need to do some suicide runs for objective control

I think Temp Alliance is a must : for Gideon (Extra Bantha move) and focus for HKs and Sabs

I think Beast Tamer is a must : to give Bantha a good chance to move AND trample before it gets stunned / killed

I think Devious Scheme is a must : The Bantha will be such a big target, and likely to die before round 3 - so moving LAST round 1 and FIRST round 2 gives it a good chance of doing a lot of damage before dying.

Welcoming comments and critiques. Something's bugging me about this that I'm clearly missing.

If I'm being honest, I don't like it. You are trying to use Devious Scheme to get back-to-back activations with the Bantha, but that will likely never happen with 5 activations. Your opponent will likely have 1 or 2 activations left after your Bantha, which most likely means a stunned Bantha on turn 1. I don't know what the right Bantha list is yet, but I have to assume it involves more activations.

If I'm being honest, I don't like it. You are trying to use Devious Scheme to get back-to-back activations with the Bantha, but that will likely never happen with 5 activations. Your opponent will likely have 1 or 2 activations left after your Bantha, which most likely means a stunned Bantha on turn 1. I don't know what the right Bantha list is yet, but I have to assume it involves more activations.

If I'm not mistaken - Using 'wait' you can guarantee your opponent has only one activation after your first Bantha, allowing it to attack again, having taken hopefully minimal damage (and no stun) - no?

That is correct. But if I'm playing against the Bantha, my last activation will be my eSabs with a singular goal of stunning your Bantha, depending on where you put him of course.

Why not go all creature?

9 Bantha

8 eWampa

5 rWampa

6 eNexu

4 rNexu (maybe replace this one with rGuns for some objective running)

3Gideon

2C3PO

1Temp Alliance

1 Devious Scheme

1 Beast Tamer

This adds up to 40 and you have 7 activations and go wild on your creatures and brawlers command cards.

I think Baer's squad is better. I'm just not sure that Devious Scheme is worth it though.

You could try swapping the eWampa and Schemes with another Bantha, but a focused eWampa which moves 2+3+3=8 spaces and still attacks is more fearsome for your big figures as a Bantha I believe.

Why not go all creature?

9 Bantha

8 eWampa

5 rWampa

6 eNexu

4 rNexu (maybe replace this one with rGuns for some objective running)

3Gideon

2C3PO

1Temp Alliance

1 Devious Scheme

1 Beast Tamer

This adds up to 40 and you have 7 activations and go wild on your creatures and brawlers command cards.

This is fun - but I think you'd end up with a lot of placement trouble because of base sizes. Also - Beast tamer is going to give you one activation (in PLACE of a move) when needed for objectives. But I realise it's not unique?

I like the brawler synergy maybe:

9 Bantha

7 eTusken

6 eNexu

6 eNexu

4 Hired guns

3 Gideon

2 C3PO

1 Temp Alliance

1 Beast Tamer

1 Beast Tamer

I don't love reg hired guns though.... I'm already back to crazy ideas - like punishing strike for Nexu guaranteed stun!

That is correct. But if I'm playing against the Bantha, my last activation will be my eSabs with a singular goal of stunning your Bantha, depending on where you put him of course.

Ahhhh- I didn't realise you couldn't de-stun, then beast tamer move and trample. I was thinking that even if Sabs came close I'd be able to walk trample them and get them off the board first activation.

As beast tamer needs to be at the start of the activation, you need an unstunned Bantha Rider. Thank you, Koa- you've helped me find the gaping flaw in the list I was looking for! :)

Beast tamer is unique. Sadly.

That is correct. But if I'm playing against the Bantha, my last activation will be my eSabs with a singular goal of stunning your Bantha, depending on where you put him of course.

Ahhhh- I didn't realise you couldn't de-stun, then beast tamer move and trample. I was thinking that even if Sabs came close I'd be able to walk trample them and get them off the board first activation.

As beast tamer needs to be at the start of the activation, you need an unstunned Bantha Rider. Thank you, Koa- you've helped me find the gaping flaw in the list I was looking for! :)

No you don't need an unstunned creature for tamer.

You perform a move action. You do not move. So stun does not prevent you. You can

Tamer -> Move action , gain movement point in pool

1st action -> discard stun

And then move and kill as usual

That is correct. But if I'm playing against the Bantha, my last activation will be my eSabs with a singular goal of stunning your Bantha, depending on where you put him of course.

Ahhhh- I didn't realise you couldn't de-stun, then beast tamer move and trample. I was thinking that even if Sabs came close I'd be able to walk trample them and get them off the board first activation.

As beast tamer needs to be at the start of the activation, you need an unstunned Bantha Rider. Thank you, Koa- you've helped me find the gaping flaw in the list I was looking for! :)

No you don't need an unstunned creature for tamer.

You perform a move action. You do not move. So stun does not prevent you. You can

Tamer -> Move action , gain movement point in pool

1st action -> discard stun

And then move and kill as usual

Ah hah! Ok, am back to happily imagining trampling eSabs.

Thanks, Baer for spotting the unique mark on Beast Tamer. D'oh!

Dang didn't realize it was unique :( that's nice to know stun won't completely negate the effect of beast tamer then.

Yeah you can beast tamer even while stunned. That's actually makes the card even more necessary and why I don't think the Bantha would work nearly as well in an imperial list. Though it could be fun to run a royal guard to give the bantha auto blocks!

i tried a heavy creatures list ...and space is really an issue...wampas nexus and banthas really block each other way to often..going round a corner...is a pain

Hm, as I am a huge fan of the HKs :

Bantha

2x eNexu

eHK

Gideon

Alliance smuggler

Beast tamer

Temp alliance

Schemes

Hm, as I am a huge fan of the HKs :

Bantha

2x eNexu

eHK

Gideon

Alliance smuggler

Beast tamer

Temp alliance

Schemes

I'm a huge fan of the HKs as well - but I do end up worrying that the 3 points for LOS and +1 health each isn't worth it. Also - I've run lots of lists on the Rebel side with too much 'support' - ie non attacking figures and have really suffered for it.

I'm probably settling around

Bantha

eNexu

HK

HK

Gideon

C-3PO

Beast Tamer

Temp Alliance

Punishing Strike (or Two Targeting Computers)

I think I'd try Punishing Strike. It IS expensive. But with HKs being able to throw stun from 7 spaces or so, OR in circumstances where I want to turn the Nexu's autobleed into a stun. I think the list is working.

I think at least one maybe two copies of Marksman go into the deck.

I'm running

E - Imp Off

3 x Stormtroopers

Rule By Fear

Temp Alliance

E - Nexu

E - Bantha

At the minute I am 5-0 with this list. 3 in Winter tourney last night and 2 wins at club tonight. I'm looking at changing something to make it more hitting but not sure what as yet.