Hey Guys,
I’ve been putting this off due to laziness, but here is my rundown of the Imperial Assault Nationals held at Origins Game Convention on Wednesday, June 15. There were a total of 22 players present (to my recollection), which I would attribute to the tournament being held in the early afternoon on a Wednesday, but it is what it is. The players who were present were some great players who I am very glad to have the opportunity to play with.
Here is the list I was running:
2 x Elite Stormtrooper with Cross Training
1 x Elite Heavy Stormtrooper with Targeting Computer
Agent Blaise
2 x Imperial Officer
Zillo Technique
My command deck was:
Grenadier
2 x Reinforcements
Lock On
Comm Disruption
Jump Jets
Negation
Tough Luck
Intelligence Leak
Deadeye
Element of Surprise
Planning
Take Initiative
Urgency
Espionage Mastery
So, without any further needless preamble, here are my matches for the day. I apologize ahead of time if I get any of these details incorrect as the first round at least is a little fuzzy.
Round 1
Opponent’s list:
1 x Elite Rebel Trooper
1 x Elite Echo Base Trooper
1 x Echo Base Trooper
Gideon (On a Diplomatic Mission)
C-3P0
Princess Leia
(Forget the last 3 points)
Map: Training Grounds (Deception Game)
My opponent took the hangar deployment andstarted the match by shooting the door, which I ended up finishing off to get two shots with my Stormtroopers. I killed Gideon at the beginning of Round 2, negating the benefit of On a Diplomatic Mission. This match is really fuzzy beyond that (I had forgotten most of it by the end of the day), although I do recall an Echo Base trooper attacking the last Heavy Stormtrooper of the group who had two health remaining from 2 spaces away. He chose to replace his blue die with a red die and I rolled an evade, causing him to miss the range by 1. He killed 1 Officer, and I killed Gideon, regular Echo Base Troopers, and Leia.
Final Score: 18-2
Round 2
Opponent’s List:
2 x Probe Droid
1 x Elite Probe Droid
2 x Imperial Officer
1 x Elite Imperial Officer
1 x Elite Stormtrooper
1 x Bantha Rider
Temporary Alliance
Rule by Fear
Map: Nelvaanian War Zone (Constant Motion)
I won initiative and chose the top deployment zone. I deployed a Stromtrooper squad and an Officer at the door to the command room, and the rest near the objectives. My opponent matched my command room deployment by placing both of his regular Probe Droids on his side, and the rest of his forces near the objective and door to the middle. With 8 activations, he was going to get the last activation every round unless I culled the lower health activations, so I played with this in mind. He positioned his troopers to be pushed toward the objective when the officer moved the Bantha, then he started moving the Bantha toward the middle of the map. I moved some Stormtroopers down to match, but kept them on the back wall to make any shots from his side difficult to land at 7+ range. He took some shots, missed range, moved the Bantha in and nearly killed some Stormtroopers. He didn’t have a Jundland terror, which saved the ⅔ of the group from getting wiped by the Bantha, and his first activation was the Stormtroopers. They failed to finish the full health trooper from that group, which activated next and killed the Bantha. From here it was a matter of killing his remaining low health figures while the heavies applied pressure to his Stormtroopers. I don’t recall the final score, but I believe my opponent conceded when he was down to 2-3 deployments.
Round 3
Opponent’s List:
Bantha Rider
2 x HK Assassin Droid
1 x Elite Tusken Raider
Gideon
C-3P0
Temporary Alliance
Devious Scheme
Beast Tamer
Map: Nelvaanian War Zone (Fallout)
This match was against a friend who travelled up with me (who would make it to top 4). I had the same deployment zone as last game and deployed Agent Blaise and a group of Stormtroopers near the Command Room door, causing him to run a single Tusken up to contest the terminal early on in round 1. My officers each shot the door to the middle to become focused, while I grabbed one objective token with a Stormtrooper and moved in force toward his deployment zone with my last activation. This move caused him to use his Bantha to take an objective token, rather than run down the hallway at my units. I also eliminated the Tusken in the command room, giving me sole control of the command room and a strong attack angle on his deployment zone. With pressure coming from both sides, and the middle door going down to allow Blaise and a Heavy Stormtrooper to pressure from the middle, my opponent conceded the match when he lost the second Tusken and an HK group.
Round 4
My opponent and I took a draw since we were both guaranteed to make the top 8 cut at that point. We would later meet in top 4. I took this opportunity to watch the games of my 3 friends and silently root for them. Two of them would make the cut, with the third getting 9th.
Top 8 archetypes (that I can recall)
2 Stormtroopers
2 Rebel Troopers
1 Wookies (Friend)
1 Beast Machines (Friend, round 3 opponent)
Round 5 (Top 8)
Opponent’s List:
1 x Elite Stormtrooper
1 x Elite Stormtrooper with Cross Training
1 x Elite ISB Infiltrator
1 x Imperial Officer
Agent Blaise
(Little foggy on the last 6 points, I wanna say Elite Probe and Rule by Fear)
Map: Training Grounds (Reprogrammed)
My opponent started with initiative and chose the outdoor deployment. His first activation was to have the ISBs shoot the door to hide, which caused 4 damage to the door, setting the stage for his downfall. I activated a Stormtrooper group, knocked down the door with 2 shots, while the 3rd trooper ran up to his deployment and threw a grenade for 2 damage hitting all 6 Elite Stormtroopers and his Officer. 14 Damage on my first activation really set the tone for the match. Unfortunately, I deployed my heavies poorly, not anticipating the grenade play I would make, so they were unable to get any shots in the first round to blast on his grouped troopers (the trooper who threw the grenade was blocking line of sight, and he ignored it to keep it that way). The rest of the match played out with my opponent on the backfoot, and perplexingly running his guys with the objective close enough for me to kill and pick it up for my side. We ended the final round with me controlling 4 objectives with 33 points, and him at 23 points.
Round 6 (Top 4)
Opponent’s List:
2 x Elite Rebel Trooper
1 x Elite Rebel Saboteur
Luke Skywalker
Gideon
C-3P0
Map: Mos Eisley Cantina (Battlefield Engineering)
My opponent is a player I encountered at a previous regional event, and was to be my Round 4 opponent that chose to draw with me. He’s a fantastic and cautious player, making this a very tight match. I won initiative and, of course, took the deployment near the moisture vaporator. The first round was all setup, with him focusing his troopers and Sabs, and myself moving my little guys all over the place and contesting as many objectives as I could. I contested the two objectives in the bar, which he also contested. His Sab killed a Stormtrooper on the objective closest to his deployment zone, giving him sole control of that one and Luke contesting the objective near the terminal. He spent the next round running his Sab over to Luke to shake hands while his troopers repositioned away from the bar, as I had too many units in there for them to safely remain. I killed one trooper, and his Sab that was initially contesting a bar objective went after a lonely Officer, who dodged the attack and focused himself in retaliation (he would do this again in round 3).
Round 4 began with something surprising. One heavy was holding an objective in the bar, within 3 spaces of the other heavy holding the other objective. My opponent ran Luke up, focused, 5 spaces to attack the heavy in line of sight with element of surprise. He was within 3 spaces so the I did not have composite plating. I had the negation in hand, but after doing some math I determined that it was unlikely he would kill the heavy, with Zillo Technique able to provide an extra block if needed (he would have needed to roll 7 natural damage and 1 surge to kill the 8 health trooper). He ultimately dealt 5 damage to the heavy, failing to kill it, and my first activation was to move that heavy back to shake hands with his buddy and tie the score. The rest of my activations consisted of attacks on Luke and the forward Sab, killing the Sab ultimately putting Luke at 2 health remaining. The officer who had previously dodged and focused was attacked a 3rd time, but he again dodged and this time fired on Luke and dealt 2 damage. My opponent used his last activations to move a Rebel Trooper and Saboteur in front of Luke, hoping to block line of sight. With initiative coming my way and negation in hand, all I needed at this point was to use the Heavy Stormtrooper’s blast 2 on the Rebel Trooper to kill Luke. My opponent began the round with a Reinforcements, triggering Agent Blaise’s Adapt, granting hidden to a Heavy Stormtrooper and ensuring he had at least one surge. I also had Lock On in hand, so there was basically a 0% chance I failed here. I killed Luke to take the lead and put the Sab on one health. He shot with the sab and ran it back behind some troopers, but my next activation was a Stormtrooper who ran up with a grenade to finish the Sab.
I may never know why he put Luke in that position without Son of Skywalker, but it won me the match and put me in the finals.
Round 7 (Finals)
My friend in the top 4 lost round 6, putting me up against this list:
2 x Elite Rebel Trooper
1 x Elite Rebel Saboteur
1 x Elite Echo Base Trooper
1 x Alliance Smuggler
Gideon
C-3P0
Map: Training Grounds (Deception Game)
The final round was untimed, so Deception Game with 2 trooper lists was a waking nightmare. The match took nearly 2 hours to complete, so here are the highlights:
My opponent started with initiative and chose the hangar deployment (I wanted the outside deployment anyway)
I knocked down the door while he focused his troopers (in order to speed up the match, I now realize this was an absurd pipe dream).
First round I used Intelligence Leak to hit a reinforcements
I trapped Gideon and the last Elite Echo Base Trooper in his deployment and wiped them out with my first activation of the round (Gideon had the extra 10 points)
My officer holding a terminal dodged the Alliance Smuggler’s attack, then nearly killed the smuggler.
I had a heavy trooper with 2 health remaining eat a grenade and subsequently survive 3 more attacks without dying all game (Zillo Technique is godly against Rebel Troopers and Saboteurs)
I made an illegal attack without line of sight, fortunately we were able to rewind the match to before this move occurred. We found this out during his activation when he tried to make a similar attack. No asterisk on this win!
Before the final round, my opponent moved 2 troopers, the last Sab and the 1 health Alliance Smuggler too close to each other. I had the last activation with one card remaining in my command deck, Grenadier, which I had been waiting for all game (so many missed opportunities). I positioned the two troopers in the group to take shots and throw a grenade.
Final round ended on my first activation, grenade for 2 damage to kill the smuggler and two shots to kill the sab.
My remaining units at the end were the single one health heavy, one Stormtrooper deployment with 2 heavily damaged figures, and the other Stormtrooper group with no damage (but right next to his guys and with the extra 10 point token).
Final score 41-10
It was an exhausting day, we were actually considering heading home rather than play top 4 but decided to stick it out. The FFG guys were great, especially our judge (sorry I forgot your name, not my strong suit).
As for the list, I’m very pleased with how it performed. There is a lot of consistency with the rerolls, which I feel is necessary for the heavies to utilize their amazing blast 2. I actually added Agent Blaise for this reason, with the intention of hiding the heavies for the free surge. Unfortunately, I forgot to use this ability about 70% of the time throughout the day due to a lack of proper playtesting. I think when playing optimally, this list is very tough to beat. The command card control offered by Agent Blaise and 3 total spy groups definitely had an impact in every game. Zillo Technique is also an incredible skirmish upgrade. It gives you a way to utilize command cards that are no longer useful, and makes pierce an even weaker ability than it already is. Losing one command card to save a figure to make another attack or deny points is just crazy valuable.
TL;DR: Rebel Troopers suck, Imperials rule (by fear)