Question about command decks

By swarsmike, in Imperial Assault Skirmish

Yeah, you might be right about Weiss.

Urgency is jus way more useful with the current map rotation. 2 extra spaces is the difference between picking up an objective on the first round and not having your opponent pick it up first.. 3 of the 6 current maps required you pick up something and run it away.

Fleet footed is great 2 but only if you got room.

Take Initiative- just crazy to not have. Its the difference between killing that group or it running away. Every point matters.

Urgency is not bad and it might be a smart choice depending on the specifics of your list; it's just not auto-include anymore. There is a lot of other and more flexible alternatives for gaining mobility. And considering that it is one of the most common command card rule mistakes I've seen at skirmish events (that and To The Limit), I think it is a good idea to not oversell it to new players that might overestimate its function.

That being said, I still think that the game was made unecessarily complex by having movement points earned from abilities and from a regular movement action work differently (and not just because it makes Urgency weaker).

Take Initiative- just crazy to not have. Its the difference between killing that group or it running away. Every point matters.

Unless you are playing a list with few and expensive deployment cards making it unattractive having to exhaust one of them.

I'm surprised Change of Plans sees so little play in Trooper lists. Being able to activate the same group in a round is so powerful, especially if you're only giving up a single figures activation to do it. I suspect a lot of players just don't understand how the card works. It's a great way to unexpectedly capture objectives in a round or get more attacks on one side of the board than your opponent was expecting, very similar power level to Son of Skywalker and more flexibility than New Orders, though that card is great too.

Provoke is another favorite hidden gem of mine for Trooper lists, a great card for chaining your activations together so your opponent can't just run away to deny you points.

I'm surprised Change of Plans sees so little play in Trooper lists. Being able to activate the same group in a round is so powerful, especially if you're only giving up a single figures activation to do it. I suspect a lot of players just don't understand how the card works. It's a great way to unexpectedly capture objectives in a round or get more attacks on one side of the board than your opponent was expecting, very similar power level to Son of Skywalker and more flexibility than New Orders, though that card is great too.

Provoke is another favorite hidden gem of mine for Trooper lists, a great card for chaining your activations together so your opponent can't just run away to deny you points.

I agree, although I don't really play trooper lists ( I play against them though) Provoke seems way harder to judge although a real strategist would be able to use it effectively. You're probably a better and more practiced player than me

Yeah the thing about Urgency is I find it pairs better with some other cards too.... like Grenadier... It's great to suddenly move a trooper 6 and throw a grenade 3 spaces. It comes back to that unexpected surprise. Something your opponent simply can't plan against.

Element of surprise is another one that combos well. You get that extra movement to reach some of the juicy back line targets like Leia or Gideon or something, and really go for the kill by taking away the defense dice.

I do love provoke but I've usually found I get most use out of it with Guardians than Troopers. Throwing RGC into the middle of the enemy list, killing one or 2 figures AND THEN forcing a bad activation is amazing. Lets you use another strong unit to kill off something else before the RGC can take return fire.

Unfortunately outside of Royal Guard and the Champion, the only other melee guardian is Gaarkhan.

But there are quite a lot of times (especially with reinforcements) where I'm more than happy to sacrifice a trooper to play a risky grenade or even to double move and play provoke. If you can use it well (on a support unit like C3PO or a wounded unit that's not going to hurt you much) it can effectively be two strong activations in a row with no reply. Activate a hard hitter and troopers before your opponent can do anything... or both trooper units. It's certainly tricky to use, but very powerful.

Gamoreans Guards will be Brawler/Guardians

Wing guard as well and Onar will be able to provoke. I like Onar and Gamoreans just cause they're more likely to be adjacent to something . Usually troopers are going to be as far away as they can be

Yeah I didn't mention Wing Guard as they are troopers already anyway. It could be a great card for Onar to protect him a bit once he goes deep.

Gamoreans could be good too but I think they have reach so gotta be careful there as well.