New to game, so a few ?s

By Rogue 4, in Imperial Assault Skirmish

Command deck: Are there some main stays?

Best figures to play in a skirmish for fighting?

.................................................. for protection?

................................................. for support?

I have everything (**** I hate being a completetionist....) so I can field anything, but is there anything (expansion packs) I need 2 of?

Ideas on building the local community. I have played it at my local store and have 5 players into it now.

Any funny rulings? or just other weird rulings currently in the game?

Thanks for the input and time!

Edited by Rogue 4

Command deck: Grenadier (if you're playing troopers), Take Initiative, Set a Trap, basically anything that allows you to take additional activations or ready additional groups is good. Check out this podcast about command decks https://soundcloud.com/vadersfinest/episodefive

My experience is limited to probably about ten games and I've played mostly stormtrooper squads with varying gimmicks but some things I've noted are:

Royal Guard Champion is very good.

Stormtroopers are pretty good and Elite Stormtroopers are very good the same is true of Snowtroopers.

Kayn Somos is fun and can be gimmicky with heavy troopers or some other things for firing squad but the consensus seems to be that another squad of troopers is better.

On the rebel side the distracting ability paired with cunning is annoying. I had a very hard time forcing any damage through at all on characters paired together (Jyn, Han and C3po being the specific example)

Speed 5 is very helpful in the early game to seize objectives and get inside your opponent's decision circle but isn't strictly necessary. (I took second place last weekend with only speed 4 troopers)

Focus is an ability that is very good so anything that lets you do that is great. (Vader's Finest, Gideon, 3Po)

Things you may want two of, are the gerneric trooper packs. Stormtroopers comes with one copy of Vader's Finest which is so helpful that I've considered buying a third pack. Rebel Troopers comes with some generic figures that work really well as a support to another squad but I seem to always want two deployment groups of them. I don't own any of the mercenary stuff so I'm not entirely sure about hired guns but I have considered buying another return to hoth expansion for additional snowtroopers.

The only packs you need 2 of is Rebel Saboteurs and Rebel Smuggler, they are the best generics for the rebels and important for filling out a rebel list so you're not just stuck with a list full of uniques and you have enough bodies to take objectives and enough attacks to overcome white dice. You only need 1 stormtrooper pack because then you'll have the max number of deployment cards you need for skirmish. VF is a good upgrade but it's only really needed on regular heavy troopers.

Staple command cards are:

Take initiative

Planning

Urgency

Fleet Footed

Rally

Deadeye (sabs, heavies and hired guns)

Element of Surprise

Inspiring Speech

Negation

Lock On

Hit and Run

Reinforcements

Heart of Freedom

You don't have to include these in every deck, although some would argue that Take Initiative and Negation are true staples, but they are either very generally useful or very very strong in certain lists

Edited by Tvboy