List fine tuning.

By TryerImp, in Imperial Assault Skirmish

Now that the new wave is legal in events im looking at changing out some units for Bossk and Trandos, but keeping some of the old guard still there.

Bantha Rider
HK Assassin Droid
Trandoshan Hunter
Bossk
Gideon

Temporary Alliance

Beast Tamer
Under Duress

Headhunter

I'm Trying to squeeze in Unshakable so the Bantha is never stunned at the start of its activation. Trouble is, Headhunter is so good. Also dropping the HK for Elite Tuskens/regular tranoshans, but the reroll of opponents dice is too good as well. Swap Gideon for C3PO. But Gideon is a lot better with the LoS 'Focus' and 'Move' bonuses he gives. And trying to wait for the 'Rally' card to appear can be ages and is a once only effect.

What would you change out and why to enable you to field the card?

Edited by TryerImp

Personally I don't think there's enough strain in that list to run under duress imp, unless your opponent tried to draw a card and there's nothing there you're getting no value from under duress at all.

Bossk is still solid but I'd add him to the above lists and leave trandos and under duress out, or go all out on strain effects

how do you use the Headhunter to good effect? I wasn't impressed with it the few times I've seen it. Is it that much better in play? Under duress has taken the command deck out of the opponents' hand entire

I think it's solid for a point, it can be game changing.

I've used it in 3 games and so far the notable discards have been:

Take Initiative

Son of Skywalker

Negation

Those are the ones that I remember anyway, Son of Skywalker was the most effective. He'd used Devotion to pull the card so I knew he had it in hand, Head-Hunter and I had a good possibility of forcing him to discard it which happened.

With up to 8 Trandoshans you can mill your opponents deck in a turn without too much issue, then Headhunter makes sure those high value cards he HAS drawn have to either be used asap as he's worried about you making him discard them, or they plink them out at random.

It's good - but I think half the value is in your opponent having to constantly play with "what if" scenarios in his mind. He can't assume he'll still have Take Initiative and therefore plan accordingly, or he might need to blow grenadier early in case you run in and make him discard it etc.

----

Having said that I'm still toying with whether to include Devious Scheme and Head Hunter or change them for Punishing Strike. I'm interested in seeing how that works with a full Trando list as well. Pretty set on the Trandoshan Strain list for Regionals now though in some form

i am by no means an expert, but I've played a little and played against trandos, eWing and Under Duress and it really kicks the strain train into high gear. I shoot at you and you take 2+strain, you shoot at me and you take 2+strain, when you position those eWing behind the trandos, the opponent loses their deck in a hurry, or they start taking wounds which makes your shots way more effective.

It may well be that it'll be a finesse list buckero0

When I tried it in the two games I played I move one group forward first and they got shot before the second group comes to join them, so it rarely came to the situation where both Wing Guard and Trando's were in the right position to cause that to happen.

I'm sure you could, but against a good opponent they seem to just wait until they're separated to shoot them, and you can't move both at the same time sadly :)

If someone can make it work great, I chalked it up as something that in theory is solid, but in practice was lacking.

I tried this list last night in 2 games against different lists closer in the 2nd game but I wasn't getting the strain going as he just took the damage instead, and as it was only 2 damage max he was happy with that.

So I will change back to my old list but add in Unshakable

Bantha Rider
HK Assassin Droid

HK Assassin Droid

Elite Tusken Raiders

Gideon

C3PO

Temporary Alliance

Beast Tamer

Unshakable

This worked well against the 3rd list. The HK's rerolls worked well in changing the White 'X' to anything else. As long as damage was going on it didn't matter how much it was.

Ended up in 10th place at the Regional with 2-2. All 3-1 made the cut. Lost last 2 games with my opponent making the cut in 7th place. I would of been in 4th due to the SoS etc. :( :( Both of my lost games, my opponents lost their 1st round KO games so wasn't to miffed. Both to the eventual finalists.

Winner had a twins list and the runner up had a trooper/infiltrator list + Blaise. Luke must of saved (X-men) or recovered about 30+ points of damage during the game. The runner up split his force towards the end instead of pilling into Luke when he had 1 wound left.

Unsure if to take the same list to next months event or change. Apparently the local meta is trooper heavy.

Ended up 3rd after the swiss in the last Regional at the weekend.

Ended up being knocked out in the semi final against the eventual winner. I beat his opponent in the last round of swiss so was hoping to play him again.

I'm thinking of swapping out the E Tuskens and C3PO for either Hired Guns and MHD-19 (hoping he can heal the HK's and Bantha) or E Wing Guard (to make opponent suffer strain for each attack on adjacent figures) or E Rebel Troopers (for the free focus on attacks with their ability for more damage output) with the last 2 options I would add in the grenadier command card as well.

What would be the best option to add to the list.

Next Regional is Sunday.

List so far has me finish 2nd, semi-finalist and 10th in the last 3 regionals.

Ended up 3rd after the swiss in the last Regional at the weekend.

Ended up being knocked out in the semi final against the eventual winner. I beat his opponent in the last round of swiss so was hoping to play him again.

I'm thinking of swapping out the E Tuskens and C3PO for either Hired Guns and MHD-19 (hoping he can heal the HK's and Bantha) or E Wing Guard (to make opponent suffer strain for each attack on adjacent figures) or E Rebel Troopers (for the free focus on attacks with their ability for more damage output) with the last 2 options I would add in the grenadier command card as well.

What would be the best option to add to the list.

Next Regional is Sunday.

List so far has me finish 2nd, semi-finalist and 10th in the last 3 regionals.

I wouldn't bother with MHD. I've tired it and he's just too slow to keep up with the bantha. HKs usually get one or two shot anyway so healing them (for 5pts) is rarely worth it. Much better to hide them up the back and use range + corners to your advantage.

Also... what are you using Unshakable for? You really don't need it for the bantha (it can still use beast tamer to gain movement points while stunned). You should be taking Devious Scheme instead for some mega bantha combos.

Activate bantha last, move 10, trample. Jungland terror to move 2 and trample, then have 2nd turn initiative (due to devious scheme) and BT move + trample + attack.

It's a stupid amount of damage that the opponent can do almost nothing to stop (apart from mega spreading out). All you really need is one jungland in hand (which is a decent chance).

Only having the beast tamer and 1 action after clearing 'stun' leaves him far from the action. Using 'unshakable' to clear the stun and then using the 2nd action to make an attack after trample has helped clear a figure or 2, or a double trample with the command card that allows 2 special actions.

Im not bothered about devious scheme and going 1st

Congratulations on the success of the list. I always like to hear back on how things went. I wish we had a little more IA action here in my area. Where do you hear about these Regionals that seem to keep going on and on over several months? Is there a schedule or full list somewhere?

silly quick rules question :

how does that work then when you are stunned or bleeding and then you are "forced" to move by another card or action?

be it Gideon/Imp Officer or fleet footed or Beast Tamer or whatever

does that clear the stunned, do you take the damage from bleeding

Your making it sound like it circumvents the condition momentarily.

Edited by buckero0

There were 6 regionals in the UK. The last is on Sunday 17th. Managed to get to 3 of them so far. The ones I could not make were the one in Ireland and London, as this clashed with another one that was closer.

If you are stunned that you still cant move even if from another figure or card. You gain the movement points but cant spend them. Bleed states 'During your activation' So if moved by Gideon its not your activation, you are being ordered to move. So you wont take the strain as normal.

Edited by TryerImp

Devious scheme isn't about going first. It's about going first on Turn 2.

It's also about getting to pick the better deployment zone (it can be significant depending on the map), and then having your opponent deploy first you so can counter his deployment.

It's a super powerful card.

How often do you play against stun? I'm seriously yet to see it in a tournament game. Maybe Lando or Jyn.... that's about it.

In any case, having a double activation + jungland terror is what makes Banthas amazing. If played right, your opponent takes a minimum of 3 tramples and 3 moves without being able to do anything. If your bantha hasn't killed half their list by then, something is seriously wrong (or you've been blocked by an AT-ST).

Hey TryerImp, didn't realise you were there on Sat. Here in Exeter?

I finished 4th from Swiss, I think I played you during Swiss with my Rebel Spy list?

Didn't realise it was you.

Rich

How often do you play against stun? I'm seriously yet to see it in a tournament game.

It's funny, how the meta differs from area to area. I see eSabs quite often, and Royal Guards, too.

Still, I agree on Devious Scheme.

I have come up against stun a few times and it could of been more due to the amount of sabs out there. Could of had another today but managed to not get drawn against him. Also had a few bleeds put on him so it also saves him getting a couple of extra wounds. Makes a difference if you only have a few left.

Ended up in 2nd after the swiss and then lost in 1st round of KO. :(

Possibly time to retire him now what with the new figures released.

Lost in 1st round of elimination rounds after being 1 of 2 to go unbeaten in the swiss.

Lost to eventual winner of the event where 1/2 of the players had Imperial Trooper swarms.

Beat him in the 3rd round of swiss then lost 40-30 due to 2 mistakes I made to throw away 15 cheap points.

Winner had the following.

Vader

Zillo

Temp alliance

Elite ISB

Probe Droid

Officer

Elite Ugnaught

Ugnaught.

wow that's a different list.

How many players were there?

17 players in the end. Had 2/3 no shows. :(

Do not underestimate what a tinker droid can do to a Bantha or a low defence roll with up to 5 attacks in a round with a reg and Elite Ugnaught :(

Edited by TryerImp

The junk droid can only get 3 attacks if you have a reg and elite ugnaught.

I guess both Ugs were close enough (within say 5 spaces) it could go like this:

(assuming droid is already created)

Ug group activates

JD activates, moves and shoots

Ug uses spot weld - creates new droid

Droid is created Ready,

JD activates, moves and shoots

Ug has one more action (move, or shoot)

Now elite Ug group activates

JD activates, moves and shoots

eUg uses spot weld - creates new droid

Droid is created Ready,

JD activates, moves and shoots

eUg uses Overclock - JD attacks again.

Thus JD just attacked 5 times in 2 activations.

Doing an average of 2.3 damage each attack - that's roughly 10-11 damage. And probably a bleed.

Of course that's only because the Bantha doesn't have a defense dice, but it's still a fair chunk of damage.

Edited by Inquisitorsz

Okay - I had never thought about that before - you can recreate the JD and have it attack each time, so each turn after the first you get 2 JD attacks, not just one, if you spend an action welding. That is a lot of damage, if you attack with JD, weld+attack with Ug, then attack with new JD. Just with a regular Ug that's 3 attacks in a round.

That also makes the idea of a droid "army" a lot clearer - they just keep making them and sending them in.

Thanks for the clarification!

I do still think it's fairly situational, and it does require the Ug to be fairly close to the action.
I guess it's a viable tactic, but I dunno if it's worth the 8 pts for 2 figures.
I prefer to use the JD to sit on terminals

10 dmg sounds impressive, but it's two activations. When you consider that something like 2 elite storm troopers will do similar damage, with rerolls, and better range etc...

It's also much harder for that JD to do as much dmg against a defense dice. That 10dmg probably becomes more like 5 simply because a 1 dice attack becomes so much worse against 1 defense dice.

It's good against a Bantha but I dunno if it's worth it against any thing else.

Its annoying because it needed one action to kill it each round so opponent wasn't shooting at important figures. But even 1-2 damage a round mounts up and from round 3 you will have the ugnaughts in the action.

With 7 health on the elite its also a pain to kill in 1 shot.