Weekly Skirmish Strategy #8

By TheUnsullied, in Imperial Assault Skirmish

Here are this weeks cards!

Deployment Cards - Imperial Officer, Rebel Sabetours

Command Cards - Hunter Protocol, Guardian Stance, Ferocity

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/

Week 6 - Mos Eisley Cantina - Celebration, Telekinetic Throw, Regroup

https://community.fantasyflightgames.com/topic/207009-weekly-skirmish-strategy-6/

Week 7 - Rebel Troopers, Royal Guards - Pummel, Price on their Head, Marksman

https://community.fantasyflightgames.com/topic/216334-weekly-skirmish-strategy-7/

Ferocity:

Use at the end of a round. Choose 1 of your or 1 of your opponent's Creatures. Perform 1 attack with that figure.

Niche use card, currently only affects Wampas, Nexu and Banthas. A "must include" in any creature heavy list since it will give you a free attack, but most effective as a "round one" card when used on an opponent's creature. When used with a Bantha, you'll only get a ranged attack which is not nearly as effective as a Wampa or Nexu melee attack. This card's limited target pool (Creatures), means that unless you have a Creature(s) in your list, you will probably not include this command card.

I had a game where my opponent had a single elite Nexu that I played Ferocity on to attack one his own models at the end of round one, and he played the same card against me and my elite Nexu to attack another one of my Nexu right after! Truly there were some unruly beasts that day.

Edited by Fizz

I agree about Ferocity. The only thing I'd add is that in a Creature-heavy meta it might even be worthwhile to take Ferocity in your deck if you don't have any Creatures yourself. It would be used precisely as you've described: attack an opponent's figures with his own figures! It would be even more cool if you could do it with a focused figure! lol

But if Creatures aren't being played by most people then I agree that there's not much room in most decks for it.

in a Creature-heavy meta

Creature-heavy meta doesn't exist....yet! That *may* change this weekend.

_o_(Θ)=.=(Θ)_o_

---=~=~-{|}-~=~=---

≈=\| ▼ \/ v v \/ ▼ |/=≈

~= =~

~=/| ▲ /\ A A /\ ▲ |\=~

-----=~=~=~=~=-----

~=~

Edited by Fizz

I'd love that! Creatures are fun to play. I still want to see a Rancor though. That could induce a creature-heavy meta!

I'd sack a Bantha for a Rancor!

Imperial Officer - These little guys create a lot of value at just 2 points for a regular figure. Even though the recent errata limited them to 2 movement points they're still key figures in many Imperial lists. They have several important functions:

  1. Moving your team into better position: From Vader at the top to just moving a Stormtrooper closer to an objective, gaining 2 movement points is still a powerful ability.
  2. Padding out your activation count: even though you can now pass if you have less activations than your opponent, there is some advantage to having more. In particular, it's advantageous to avoid pushing far forward with your units early in the first turn, as this can lead to them getting shot down by your opponent's activations. So it helps to have a couple lesser activations like the officer you can use first. This helps put you in the position to be the one firing at your opponent's figures in the first round.
  3. Command card synergy: There are lots of good command cards that require (or are augmented by) the Leader type, so it's useful to have a few in any list. Additionally, a 2 point officer is a lot better activation to sacrifice for your Take Initiative than something that costs many more points.
  4. Occasionally they're even useful for attacking if you need to do 1-2 more damage to finish off a figure. They might even get Focused to help a later attack.
  5. Assuming that they're next to friendly units, their Cower ability & low point costs makes them undesirable attack targets as they have a 33% 30.5% chance of nullifying the attack.

The elite versions costs 2.5 times more but gives more movement or an attack. This can be situationally powerful when coupled with heavy hitters like Vader, the Royal Guard Champion, or really any figure that rolls 3 die. They also can surge for Stun (good against Banthas and melee units) and have more health than the regulars. However, their point cost at 5 hampers their utility so the elite models are much less common.

Edit: corrected my lazy-math on dodges thanks to Stompburger. :) Also added "firing at" words.

Edited by nickv2002

Assuming that they're next to friendly units, their Cower ability & low point costs makes them undesirable attack targets as they have a 33% chance of nullifying the attack.

They actually only have a 30.5% change to dodge with a reroll; not a huge difference but maybe that will help you feel a little better about it when they fail to do so :)

Imperial Officer - These little guys create a lot of value at just 2 points for a regular figure. Even though the recent errata limited them to 2 movement points they're still key figures in many Imperial lists. They have several important functions:

  1. Moving your team into better position: From Vader at the top to just moving a Stormtrooper closer to an objective, gaining 2 movement points is still a powerful ability.
  2. Padding out your activation count: even though you can now pass if you have less activations than your opponent, there is some advantage to having more. In particular, it's advantageous to avoid pushing far forward with your units early in the first turn, as this can lead to them getting shot down by your opponent's activations. So it helps to have a couple lesser activations like the officer you can use first. This helps put you in the position to be the one your opponents figures in the first round.
  3. Command card synergy: There are lots of good command cards that require (or are augmented by) the Leader type, so it's useful to have a few in any list. Additionally, a 2 point officer is a lot better activation to sacrifice for your Take Initiative than something that costs many more points.
  4. Occasionally they're even useful for attacking if you need to do 1-2 more damage to finish off a figure. They might even get Focused to help a later attack.
  5. Assuming that they're next to friendly units, their Cower ability & low point costs makes them undesirable attack targets as they have a 33% chance of nullifying the attack.

The elite versions costs 2.5 times more but gives more movement or an attack. This can be situationally powerful when coupled with heavy hitters like Vader, the Royal Guard Champion, or really any figure that rolls 3 die. They also can surge for Stun (good against Banthas and melee units) and have more health than the regulars. However, their point cost at 5 hampers their utility so the elite models are much less common.

Well said.

As it comes to the Elite Officer, I have found that I really appreciate him in my General Weiss squad. The Pass Rule means that it's not much of a problem to only have 4 activations, but getting another shot with Weiss can be game-changing...especially when you can set up a nice Blast 3 that will hit multiple figures. So in my squad with Weiss (w Targeting Computer) and 2x eStormtroopers I have 5pts left. I could take 2 rOfficers and a 1pt upgrade, or I could take an eOfficer. Personally, I've been quite happy with my eOfficer in that squad. Never really found a use for him outside of that.

So yeah...the Elite Officer is wasted if you don't have a worthwhile 3-dice attacker to use him with. And it's harder to use him with a melee figure, since it requires you to get your eOfficer up there in the mix near your big baddie, and that often results in a dead Officer.

Deployment Cards - Imperial Officer, Rebel Saboteurs
Imperial Officer:
Probably the best value unit apart from Gideon. Versatile, cheap, is a leader, actually has an OK attack too. Not much more to say. Movement is super important in this game and the officer pairs very well with various elite units and characters. Vader and RGC as well as all the AT-STs, Tanks, E-webs etc benefit the most. Multiple figure lists like mass troopers don't benefit as much but they are still great support units (which the empire doesn't have much off).
The elite version is also great... extra attacks much tougher to kill and can stun but it can be trick to fit in at 5pts. I think an elite one is mandatory when playing some of those expensive hard hitting units like Vader or Weiss... you have to make the most of their slow movement and multiple attacks. The elite officer makes that much easier.
Extra activations are also great for added flexibility and they are great to sacrifice for take initiative.
Rebel Saboteurs:
Great units for their reasonably low points cost. I don't think the regular ones are really worth it... they die too easy, their attack is a bit inconsistent. Good versatility but just not enough punch... I usually ignore these guys until I've taken out the real threats.
The elites however are worth the extra 2 points.
The damage output is still not amazing and can be quite inconsistent but they get more speed, more health, more range and become easier to protect due to priority target.
They are also a great source of stuns.
Not my favorite unit and the lack of constancy is a problem but for 7 points they are usable.
We may see more use of these after Bespin when more Spy command cards become available.
Command Cards - Hunter Protocol, Guardian Stance, Ferocity
Hunter Protocol:
Great card on elite probe droids and IG-88. Not overly useful on HKs, especially not the elite ones who already have 2x 1dmg surges.
I usually take this card because I usually run an elite probe droid. Being able to recover 2 twice in one attack or gets +4 damage can really piss the opponent off. The probe droid also gets heaps of surges and has the reroll so you get good value from the card.
Still good with the regular probe droid but almost mandatory with the elite. I've had elites delete whole rebel heroes in one shot with this card.
Guardian Stance:
Not a bad card. There aren't many guardians at the moment (and we'll probably see this a lot more with the new scum troopers) but if you got some guardians and can afford it, it's a useful card. Usually don't bother if you're only running RGC or Chewie. Those guys will be the targets most of the time anyway and you won't get to use the card.
Pretty much only good for Royal Guard at the moment, and even then, they already give adjacent bonuses so you'd have to ask if you really need more defense.
I've used it a few times in the past but it struggle to find room for it these days.
Ferocity:
Awesome card, but obviously depends on your list or your opponent. If there's lots of creatures in your local meta, then you'll want to include one. It's pretty much a must take if you run any creatures. An extra attack from an elite nexu is amazing considering how fast they are and how deep they can get, as well as their auto cleave and auto bleed. Huge threat. It also helps to get a bit more value out of the Wampa which can sometimes struggle in getting enough damage out.
Edited by Inquisitorsz