Weekly Skirmish Strategy #6

By TheUnsullied, in Imperial Assault Skirmish

This week we're going to be taking a break from deployment cards to discuss one of the current tournament rotation maps along with some command cards.

Map - Mos Eisley Cantina

Command Cards - Celebration, Telekinetic Throw, Regroup

Also here are the links to our previous WSS threads

Week 1 - Stormtrooper, Gideon Argus - Urgency, To the Limit

https://community.fantasyflightgames.com/topic/203235-weekly-skirmish-strategy-1/

Week 2 - Nexu - Take Intiative, Take Cover

https://community.fantasyflightgames.com/topic/204065-weekly-skirmish-strategy-2/

Week 3 - Probe Droid, Fenn Signis - Recover, Rally

https://community.fantasyflightgames.com/topic/204822-weekly-skirmish-strategy-3/

Week 4 - Darth Vader, Luke Skywalker - Planning, Fleet Footed

https://community.fantasyflightgames.com/topic/205606-weekly-skirmish-strategy-4/

Week 5 - Trandoshan Hunters, Diala Passil, E-Web Engineer - Expose Weakness, Element of Surprise, Deadeye

https://community.fantasyflightgames.com/topic/206338-weekly-skirmish-strategy-5/

I haven't played much on Cantina (I haven't really played tournaments yet). So not much to add about it.

Regarding the CCs. I've always loved Celebration, but I think it's because I've always first and foremost played Scum, and I loved the theme of gaining additional VPs from your command deck. However, it hasn't really worked all the well yet - possibly because Scum until recently was way below the curve. But even if it works - Celebration is a hit or miss. Against Rebels, there are usually plenty of targets to gain the 4 points from. Against Empire - rarely any. Against other Scum, there should be a target or two from the allied C-3PO/Gideon or similar. It's lackluster compared to Price On Their Head, but the specialized card should probably also be the better one. I used to include it all the time, but now I find less and less room for it.

I should probably start contributing to these...

Map - Cantina

This is a really nice map with lots of good options for playing out both missions.

Drinks and Dealings has some really interesting win conditions as if you rush the Cantina too early you can be positioned badly for the first meaningful exchange of fire but equally if you let your opponent get to far ahead with interactions it can be hard to get back in to the game.

Battlefield Engineering can be won and lost on controlling the correct Components and again, over extending to try to get them is a real issue.

I have played multiple games with different lists on the map and have found the most success taking the top Deployment Zone (the two tile zone next tot he room with the table)

Speed 5 is extremely strong on this map but even being able to bump up a extra two spaces can have a lot of benefit.

This is one of the maps where a well played Vader can have a field day as he can dominate the Cantina whilst his minions grab a few bonus points.

Scum really need either Gideon, Boba Fett or some Movement Shenanigans on this map to avoid sacrificing too much of a lead.

Command Cards

Celebration is a staple in my deck but I normally build a little differently to most players I have seen. I use it as a replacement for planning in other most decks you would see. I don't focus my play around it, even if I have it in my starting hand against rebels but it can be a nice boost in VPs in a lot of games.

Telekinetic Throw is not a card I have used too much as I don't tend to run Vader (where it can shine with all his extra cations) and I would rather Luke was doing something else, Leia, just no and Diala is more likely to discard it to remove defense dice than use it.

Regroup I used a lot when I was running a Royal Guard Champion list as I would always try to keep an Imperial Officer around for the New Orders potential and he could also remove a stun from the champion if needed with this card. The reason that it worked in that combo was because if the opponent goes for the Officer the Champion can get a free move and attack. In combination with Of No Importance I have thought about Re-Rolling dodges to ensure the guy dies so that I can get the action economy out of the Champion.

Outside of that corner case, Rally is the better card in general.

Imperials don't really need it anymore with Vader's Finest or Snow Troopers adding in more reliable condition removal.

Rebels leaders don't like being that close in general.

Scum Leaders...

I may do a more in depth write up if people are interested.

Kris

Edited by KrisSherriff

I have played multiple games with different lists on the map and have found the most success taking the top Deployment Zone (the two tile zone next tot he room with the table)

I find that quite an interesting statement, I would more likely say that on the cantina map the deployment zone near the room with the tables is at a distinct disadvantage, in relation to the terminals at the very least.

Both deployment zones are 6 spaces from the respective doors into the cantina, both deployment zones are 6 spaces from the outside terminal with open line of sight both directions allowing an easily contestable terminal, however the cantina terminal is virtually guaranteed to be controlled by the player starting in the deployment zone not next to the table tile.

In terms of the mission objectives one could argue that the mission objectives are slightly skewed towards the 'Table" deployment zone, however a swarm type list can comfortably contest 3 of the 4 components Round 1 for "battlefield Engineering" from either of the deployment zones and it's rare that models can interact on round 1 for "Drinks & Deals" without multiple imperial officers of command card assistance so it is somewhat moot in this mission as well.

in regards to cards metioned in the OP, Celebration is a great card no doubt, however as the meta shifts to having less uniques in imperial squads it becomes much less of a mainstay in my command decks, often it will sit idle for a round or 2 before it gets used (if at all) whereas another card with a more proactive use might be a better card to have in your deck I suspect, anything that can impact the board straight away is more likely to help you win in the long run.

as for Telekinetic Throw and regroup, nether seem to find their way into my command decks as Throw is quite niche as there are usually only 1-2 force users in your squad, and if they fall early it becomes a dead draw later. Regroup can be useful but expending an action to remove 1 condition 98% of the time seems like an unnecessary waste of a slot, having said that Rally and Heart of Freedom are staples in most of my squads (predominantly play rebels) so I dont really need a 3rd condition remover.

As for the Cantina Map, I think my comments above really speak for themselves, I value command cards highly so having 1 terminal a virtually guarantee to 1 deployment zone while the other terminal is event spaced from each deployment zone makes it unbalanced to 1 deployment zone. Thats not to say its unwinnable from the other side but it does feel bad when you know at the start of the game you cant contest both terminals turn 1 while the other players is guaranteed 1 and can contest the other with more units as well.

Edit:

Also just having reread Regroup and realizing that it is restricted to "Leader" Trait units only, further restricting its usage, it is even less likely to find its way into my command deck.

Edited by Mace Windu
Map - Mos Eisley Cantina
Cantina.... oh man, where do I start.
First of all, deployment zones. The east one is garbage. Having to split your forces up like that gives the opponent a huge advantage. Even more so if you have to deploy first (eg via Devious Scheme). But even if you don't deploy first. A fast flexible list in the west deployment can easily swap and adjust if they have to. In the east deployment, if you put stuff all the way at the back, you've wasted a whole turn. If you put stuff all the way forward, you've telegraphed exactly what you're doing and make it easy to counter/play around. Also, the east deployment doesn't have a nice safe terminal like the west one does, which is another strike against it.
Next point.... speed. For Battlefield engineering, having a movement 5 unit that can grab objectives early (or contest others) is a big deal. Especially if you have turn 2 initiative. Those 10 points are pretty significant and can be difficult to secure for Speed 4 units.
Finally, Drinks and Dealings.... I've honestly never seen the objectives matter that much. It usually ends up just being a massive firefight. Use the objectives only when getting 4-6 points is safer or more important than killing something. Eg. to push you over 40. Or to push you over your opponents score in the last few activations when going to time.
Command Cards - Celebration, Telekinetic Throw, Regroup
Celebration...
Great card in my opinion. Not necessarily a must take, but I always do. Especially on the current tournament maps. It's more points than 2 interactions on Drinks and Dealings. It's the same as hold 2 remotes in Reprogrammed and it's the same as controlling a droid for 1 turn on Constant Motion.
More importantly it punishes enemy mistakes.... that 3 point bargain of a Gideon??? Well now he's worth 7 points. That super rough RGC.... he's now half your list at 19 and worth killing even more.
This card obviously has a lot more value against Rebel lists than Mercs but there's few 0 point cards that I would replace it with, and there's plenty of rebel lists going around.
Telekinetic Throw
Can't say I've used this at all and I've never seen it used either. It's an average of just over 2 damage. It takes an action, and it's only usable by 3 models in the whole game. Luke and Dalia can probably make some use of it but Vader's force choke is flat out better. There's also a small chance of doing 0-1 damage. In either case, it's hardly worth the activation, you're almost always going to prefer attacking and moving (either to move up and attack or to attack and move back to safety).
Maybe if it rolled a red dice, like a single target grenadier or had a built in cleave or something... i dunno... just doesn't seem worth it over lots of other good 1 point cards. It's very situational at best.
Regroup
Not bad on paper. Probably best on someone like Kayn who needs to be adjacent to friendlies anyway. It's a waste of an action for high points models like Vader, Han, Weiss, Leia, Sorin and Fenn... Especially for those that can shoot twice or have other important actions. And I generally find that Gideon or Imperial Officers are rarely adjacent to make use of it.... if you have to move+regroup... that's a whole activation.
Does it have it's uses? Sure. But it's rare. Hell, even getting multiple conditions on adjacent targets is rare. The whole list of things that have to happen in order for this card to be worth it is huge... you need to suffer multiple conditions, have them be important ones like stun and not weaken, have to be adjacent, have to have leader adjacent and nearby, have to have the card in hand... etc. It's too situational for my liking.
And if you're using it to remove just one condition... get Rally instead. It's 0 points, doesn't require a leader and doesn't use an action. In fact, your deck should always have Rally in it anyway. Either way, much better 1 point cards out there.
Edited by Inquisitorsz

Telekinetic Throw - Low damage output requiring using a Force User figure and 1 point command card kind of make this a non-starter. If there were many more Force User figures (including ones at lower point costs) then maybe this would be worth including, as unblockable damage is a solid ability. Side note: I can't understand why this card doesn't actually allow you to move the target 1 or 2 spaces as it would have made it a much more tactically interesting card.

Celebration - 4 VP form a zero-point card is a great return. The real problem is that there are lots of lists right now that don't run Unique figures (eg Imperial Trooper Swarm and Merc Beasts) making this a dead draw. If you know your meta will contain lots of targets then it's a great include. But if you aren't sure about what you're up against, I think there are lots of other good zero-point options to fill out your 15.

Regroup - Too limited for use unless you have a very specific deck matched up with another deck that gives lots of harmful conditions. Rally is just better 99% of the time.

Cantina map

I have actually only played drink and dealings. But like the fact that tha you have to dvide your forces if you want to fight over both terminals.

I dont see as much problem with deployment as others but I do think the left terminal is much easier to take from the left deployment zone compared to the right.

I also like the cantina tile, lots of bllue lines and difficult to manuvere.

Telekinetic throw: In wave 1 I played a lot with Diala and Luke (still do, love the Jedi) and this card was always in my deck, dmg straight in past dice is always good. Killed RGC with it once instead of attackin with Diala to get past the dices. It is a nice bonus dmg if you play with Luke and Diala, otherwise dont use it much. I even have it with Vader for the turn with Lord of the dark side.

Celebration: BEcause I have used other 0 point cards instead and mostly play Rebels vs Mercs or Empire (single box we play with) so dont really play with it. I use it in Imperial and Merc lists more. It is a really good cards and when i start playing with Smugglers run I will add this also to get some awsome VPs from command cards.

Regroup: Dont use it, Rally is better, if I play Vaders fist and really dont want Vader stunned I might include both to keep him stun free.