Inside the Palace

By DerBaer, in Star Wars: Imperial Assault

24 damage by one granade? Wow, that's both impressive and also the result of awful spacing against a trooper list. But the good news for me is that those three point cards aren't really in consideration for the same lists (at least, the ones in my head). I plan on fielding mainly the new hunters and brawlers from the next wave, so I won't have other three-cost cards to worry about (I think. We'll see what else gets spoiled). I definitely plan on leaving room for assassinate. To potentially knock off a high-costed figure that they calculated I would be unable to is pretty devastating.

-ryanjamal

No, not awful positioning.

Training Ground, Trooper list, initiative on turn one, starting zone without the door, first card draw Grenadier, Officer moves Stormtrooper1 towards the door, opponent passes, Stormtrooper2 moves and shoots the door, Stormtrooper3 moves and shoots the door, Stormtrooper1 shoots the door open, uses Fleet Footed and throws grenade into the opponent's starting Zone, rolling three damage. Game Over in 2 activations.

Edited by DerBaer

Well Im confused why you wouldnt use Assassinate?

1st Son of Skywalker and Grenadier are in 2 diff types of lists. Bounty Hunters and Trandos and HK Assassins rarely r in the same army as Luke. And yet while you can mix Troopers with them now more easily, its spreading your army a bit anyways. So to me, any army that consists of Hunters is mostly going to be mixed with Brawlers/Guardians than Troopers/Luke.

But thats how Id build it, not saying you cant.

~D

But we're getting Boba's kid sister!

Wait. I thought that was Clara Oswald from Doctor Who!

In the interview that boardwars did with the designers they acknowledged that certain units are to high cost and never see play and that they were 'working on it'. They also revealed how long this takes, Jabba's Realm is a year in the making, so change doesn't happen fast but I am ok with them taking their time to do it right. They have started already by releasing two different cost cards for skirmish and campaign with Ben and now the new class for Imperials in campaign.. so they are headed in the right direction. Patience, we must have.

I'm always short on points when making my command deck. If I take a 3 Points Card, it has to be a potential game breaker like Grenadier. I've seen 24 damage dealt by one grenade.

+ 3 Damage is not a game winner.

But it is a game changer. You play it when it ensures you kill a model instead of wounding it. It makes one shotting Leia with Bossk or Boba Fett fairly plausable. You play it when you can take out Luke or that last trooper in a unit when you know your opponent is sitting with reinforcement in his hand. +3 damage is a massive swing and the card has no conditions you need to meet, it is as good as grenadier in my opinion and it is definatly a 3 pointer.

Imagine, if you will, a focused greedo with this card. His output for his 4 points is already monstrous, with this card he can take out a model double his cost in a shot, I mean, if he gets one surge through hes guaranteed 6 damage before adding damage from his dice. So thats like 10+ damage average, from your 4 pointer. I can see a lot of value in that.

With the amount of straight up +dice +damage +defense -dice -defense Command Cards coming lately I'm starting to wonder if the design team is running out of ideas for Command Cards...

It's not like these cards aren't good. But they're not exactly the most interesting and creative.

Actually, I think it's kind of filling in some gaps. The original sets of command cards are actually missing some simple, but effective options - like a couple of the ones previewed: +1 damage while attacking, and +1 block while defending, each for 0 points. Super simple stuff, but the kind of thing that you might want to run, even in just for beginners who might have trouble seeing the value of something more complicated like "Take Initiative" or "To the Limit". Also, they're in the same category as simple cards like "Fleet Footed" and "Deadeye" - maybe not great cards, but the type that you want to see in a card game, building blocks that allow for creative combinations, exploration, and accessibility for newcomers.

Yeah, I just don't get how Assassinate is really competing in a command card deck against Son of Skywalker (almost ever - bring him into scum though and he could have some fun) or Grenadier (sure, use it with some Wing Guards but there's lots of lesser cost cards in scum command decks).

As a hunter only card it's definitely filling a huge gap in their command deck - something that actually punches hard for that type.

You can also play it after dice have been re-rolled and you know it's the punch that puts them over the top and dead and there's nothing they can do about it (they can't x-man after you play this)

In a game where every action/attack counts and average attacks are what, 2-3 damage? Yeah that's a free action/attack that when you play it is guaranteed to hurt your opponent (and you hopefully saved it for a time where it keeps you from wasting a second attack on someone and you can use it on someone else)

And...the figures that get access to this are going to be a blast to use it on, not to mention any of them can use it if you have multiple hunter deployments. Oh, I've got a little focused HK 8 spaces from your Luke with 5 damage? Headshot...Assassinated.

Sure it's no Son of Skywalker or mass nuclear damage crazy grenadier (I pity the poor soul that nuke you described was against, well done!) but it sure seems like a card well worth playing in almost any Hunter heavy list.

Focused, Wild Attacking, Assassinating HK Assassin droids!

RGBBY with +3 damage, and you can reroll a defense die, so you can steal a dodge on the free white you give them with Wild Attack.

Okay, it's probably overkill, but I really recommend Wild Attack in any list with HKs, especially if you can get them focused.

Edited by Engine25

Focused, Wild Attacking, Assassinating HK Assassin droids!

RGBBY with +3 damage, and you can reroll a defense die, so you can steal a dodge on the free white you give them with Wild Attack.

Okay, it's probably overkill, but I really recommend Wild Attack in any list with HKs, especially if you can get them focused.

Dont forget Tough Luck too to make them reroll but then take it away.

~D

No, not awful positioning.

Training Ground, Trooper list, initiative on turn one, starting zone without the door, first card draw Grenadier, Officer moves Stormtrooper1 towards the door, opponent passes, Stormtrooper2 moves and shoots the door, Stormtrooper3 moves and shoots the door, Stormtrooper1 shoots the door open, uses Fleet Footed and throws grenade into the opponent's starting Zone, rolling three damage. Game Over in 2 activations.

-ryanjamal

No, not awful positioning.

Training Ground, Trooper list, initiative on turn one, starting zone without the door, first card draw Grenadier, Officer moves Stormtrooper1 towards the door, opponent passes, Stormtrooper2 moves and shoots the door, Stormtrooper3 moves and shoots the door, Stormtrooper1 shoots the door open, uses Fleet Footed and throws grenade into the opponent's starting Zone, rolling three damage. Game Over in 2 activations.

Ha ha, that's awesome :-). Not very likely to get that off, but oh man that's so devastating.

-ryanjamal

No. 3 elite Stormtroopers with 4-5 damage each (rerolls!) usually is enough for that door.