Rock-Paper-Scissors??

By Koa, in Imperial Assault Skirmish

Anyone else think we are about to enter a true rock-paper-scissors era? In my testing up to this point, the trooper swarm list seemed like the clear favorite. I struggled to do anything against it with any rebel or merc list I threw at it. Just too many guys and so much firepower. Now enter the Bantha, and I think you have a very good counter to that list. The trooper swarm does not have access to a reliable stun that I can think of, unless you want to run Royal Guard or eOfficers, and I'm not sure those are great options for the list. On the other side, I think Banthas will do horribly against rebels, specifically eSabs.

I'm interested to hear other opinions.

A lot of trooper lists are still running a set of RGs though so Bantha will still have issues there. I still think(or at least really hope) that Bantha will be good and give a boost to Mercs though.

Or we may start to see Covering Fire in Troopers-heavy lists to lock down and murder Bantha

Yeah - we'll have to see. I agree that stun (Covering Fire) will be a great defence for the Bantha smush.

That said - I think the Bantha either gets to a terminal (easy enough with Beast tamer) and forces opponent to use a stun on it each turn - OR draws focussed fire freeing up the rest of your list.

It will be good to see how it gets played. But I WISH there were more stun clears than Rally and Regroup.

I'd like to see a skirmish upgrade card that allows you to remove a harmful condition at the start of your activation. Preferably keep it not an attachment, because the whole squad should be able to use it.

2 full squads of elite troopers kill the bantha in one round of shooting..it should take 5-6 shots...as even officers do 2 dmg on a bantha...but that is tradeoff...one round of shooting against 9 points and the rest of your list is free to do otherwise...but as a 9 point deficit is huge in skirmish where you play exactly 3 rounds...

Edited by xarathornx

2 full squads of elite troopers kill the bantha in one round of shooting..it should take 5-6 shots...as even officers do 2 dmg on a bantha...but that is tradeoff...one round of shooting against 9 points and the rest of your list is free to do otherwise...but as a 9 point deficit is huge in skirmish where you play exactly 3 rounds...

Yep, it will die fast when focused in a midst of battle. 2 squads of elite troopers to take 9 VP - sir yes sir. At 9 points im naturally comparing survivability of bantha to a squad of elite stormies or rebel troops who can be reinforced or 1 of the units can be left somewhere safe in the back protecting their 9 points (or heck, run away with 8 movement points). Bantha seems like pretty easy 9 points for your opponent.

On the other hand, if you manage to use it effectively to hide 2 of your elite HK behind it in a narrow bottleneck that seems like a death zone for your opponent

Edited by Nitratas

2 full squads of elite troopers kill the bantha in one round of shooting..it should take 5-6 shots...as even officers do 2 dmg on a bantha...but that is tradeoff...one round of shooting against 9 points and the rest of your list is free to do otherwise...but as a 9 point deficit is huge in skirmish where you play exactly 3 rounds...

Yep, it will die fast when focused in a midst of battle. 2 squads of elite troopers to take 9 VP - sir yes sir. At 9 points im naturally comparing survivability of bantha to a squad of elite stormies or rebel troops who can be reinforced or 1 of the units can be left somewhere safe in the back protecting their 9 points (or heck, run away with 8 movement points). Bantha seems like pretty easy 9 points for your opponent.

On the other hand, if you manage to use it effectively to hide 2 of your elite HK behind it in a narrow bottleneck that seems like a death zone for your opponent

I won't be able to say till I see it on the table - but I think the Bantha, if timed well can stomp all over the troopers SEVERELY limiting their ability to take it down super fast.

I agree any situation where two full squads of elite troopers fire on a Bantha it dies in one round - but that's got to be a catastrophic fail in play if that happens.

It's hard for me to imagine the Bantha not (by various tricks, movement cards and timing - pumping out a LOT of unmitigated damage before it goes down.

It's that STUN though. I'm going to see it at store champs- and I just do NOT have an answer for it. :P

Oh - and I think any Bantha list runs GREAT with 'Against the Odds'

The reason being - that Bantha is probs gonna die. +9 points for opponent. Suddenly, 3 focussed HKs are staring at you, ready to fire.

As Xarathornx said - it's a tradeoff. Don't know YET if it's a risk for the Bantha or the Trooper player.

A

Or we may start to see Covering Fire in Troopers-heavy lists to lock down and murder Bantha

Isn't that card already a 'staple' for trooper lists anyhow? Seems like a good way to get stun in the list.

Or we may start to see Covering Fire in Troopers-heavy lists to lock down and murder Bantha

Isn't that card already a 'staple' for trooper lists anyhow? Seems like a good way to get stun in the list.

Edited by TheUnsullied

My understanding is that Beast Tamer can be used to essentially get a free move from your Bantha Rider at the start of their turn. So you use that free move to set up trample/stampede, do your damage, then either move again to do another damage (potentially killing an elite stormie if you were able to max the red die roll) or just run away/get better positioning. This forces the storm troopers to over extend themselves in an attempt to kill you, setting themselves up to get shot at by your next activation OR hit with Jundland Terror at the end of the round.

Stun definitely hurts the Bantha, but with BT as a card there are definitely ways around it.

You can't run away after doing stampede because you can't move again during your turn after you displace units with massive figure. Assuming you displace any units of course.

Best case scenario is you go last with Bantha round 1. Use a Jundland Terror at the end of the round. Maybe use close the gap at the start of round 2. Go first with initiative and use Bantha again to either attack, trample or trample and stampede. Then the Bantha probably does round 2 from focus fire.

Best case scenario is you go last with Bantha round 1. Use a Jundland Terror at the end of the round. Maybe use close the gap at the start of round 2. Go first with initiative and use Bantha again to either attack, trample or trample and stampede. Then the Bantha probably does round 2 from focus fire.

I dunno - I think this best case scenario has done a significant amount of damage before it's gone.... Even taking out the Jundland Terror or Close the Gap (Or To the Limit, or Single Purpose, or Crush, or Size Advantage). That's a big hit, followed by a good soak.

A

Ahh k that makes sense, but between using an action for move and the BT card, you can cover 10 spaces and that means nobody is safe!

I'm not saying it's not worth it in just saying that's probably what you would hope for if you are running Bantha Rider. I just can't see it lasting past round 2 and you need to make sure you get your damage worth before then. You are probably pigeon holes into running some E Tuskens as well so that Jundland terror isn't wasted if you draw it after round 2.

On another note it's probably pretty important to control a terminal at the end of round one to make sure you get the extra chance to draw one of your Jundland terrors. Controlling a terminal give you a pretty good shot at getting one in your first 5 cards.

I'm not saying it's not worth it in just saying that's probably what you would hope for if you are running Bantha Rider. I just can't see it lasting past round 2 and you need to make sure you get your damage worth before then. You are probably pigeon holes into running some E Tuskens as well so that Jundland terror isn't wasted if you draw it after round 2.

Oh totally - don't worry, I think you raise some very good points. I'm not sure the Bantha is going to be an overpowered / unstoppable figure. Am very excited to try it (if all my forum posts didn't make that clear!) but it's been good getting a sense of its weaknesses.

Frankly - since going last with it is so key, that's almost information available to your opponent - and the more info your opponent has the easier it is to plan for

I can't wait to go grab one tomorrow and get it on the table but if I come up against one anytime soon I know it's going to make me cautious as hell. Can you imagine drawing both Jundland terrors in the opening 5 cards? Going last that could be 4 tramples and 4 stampedes before your opponent gets any kind of say so. Even if you don't hit a max units for everything that still is pumping out a ton of damage. Enough to kill some measly E Stormies or Sabs no problem.

Edited by TheUnsullied

It also makes me think the Regular Wampa will be a auto include for any Bantha deck as well. Since we are assuming the Bantha won't last long you're going to want something you can use the beast tamer on and what better than a furry critter that would love getting some extra move points to get into people's face. It's gonna be great.

It also makes me think the Regular Wampa will be a auto include for any Bantha deck as well. Since we are assuming the Bantha won't last long you're going to want something you can use the beast tamer on and what better than a furry critter that would love getting some extra move points to get into people's face. It's gonna be great.

Agree- though I've been favouring the elite Nexu over the Wampa lately, just because of that great pounce. This beast will MOVE with beast tamer and I think it could do some great late game surprise activations on mission objectives (if it gets lucky on the rolls and can survive).

[shyly raises hand]

I've actually ordered TWO Bantha packs.

Anyone else? Come on, be honest! :D

It also makes me think the Regular Wampa will be a auto include for any Bantha deck as well. Since we are assuming the Bantha won't last long you're going to want something you can use the beast tamer on and what better than a furry critter that would love getting some extra move points to get into people's face. It's gonna be great.

Agree- though I've been favouring the elite Nexu over the Wampa lately, just because of that great pounce. This beast will MOVE with beast tamer and I think it could do some great late game surprise activations on mission objectives (if it gets lucky on the rolls and can survive).

I really like the Elite Nexu as well but in general it doesn't seem to need the extra move action as much as a Wampa does. But definitely a good addition to the deck.

[shyly raises hand]

I've actually ordered TWO Bantha packs.

Anyone else? Come on, be honest! :D

Yep. Ordered two as well. Don't care if it is optimal or not. Going to be FUN to put them both out painted!!

Jim

[shyly raises hand]

I've actually ordered TWO Bantha packs.

Anyone else? Come on, be honest! :D

I have as well. 18 points total... definitely gonna try that out.