Captain Terro Up!

By tomkat364, in Star Wars: Imperial Assault

I don't think 7mp non-massive/non-mobile Large-figure movement is strictly better than 4mp for small Mobile figure. The Dewbacks can move in straight lines, but they are less agile when running corners.

It's pretty rare when the Dewback's more MP won't be better than the doid's flexible movement. The 3 alone will often be enough to get it into position to do the shock lance and attack, and when it isn't, 7 is enough to take a shot and get into cover. The size is also good for blocking LoS or just making the wall of flesh to prevent enemy movement.

I do worry about wasted surges on the dewback. If you're attacking a black die defender, you could easily end up with 3 surges a couple of times a game. The regular dewback is good for 5 points but not incredible. (This is a good thing, I like having multiple-similarly priced units that are worthwhile in a list instead of really good unit >>>>>>>>other units)

I love that they've provided a fantastic unique figure in Capt terro. He's like Blaise, but more to my liking. Lots of folks complain about the lack of imperial themed figures, but I would disagree, I think all of the imperial figures they've introduced in this wave are worth running regular and elite. I really can't say the same for the mercenary faction which this wave is focused on, they seem to have been caught in the campaign slumps with some of their figures. I think sometimes the designers get tired or run out of time, or worry more about the campaign points instead or making a worthwhile skirmish unit

Edited by buckero0

It's no different than a probe droid's extra surges. Just prioritize white die targets with them. If you're playing campaign and plan on playing Dewbacks a lot take the Bespin deck and 3 surges = free probe droid or eStorm reinforce. A lucky probe droid with hide and/or focus can 5 surge out a Dewback. It's the cycle of Life/Rebel screwjob.

Edited by Union

Two packs are the go, but I think three might be excessive.

I do worry about wasted surges on the dewback. If you're attacking a black die defender, you could easily end up with 3 surges a couple of times a game. The regular dewback is good for 5 points but not incredible. (This is a good thing, I like having multiple-similarly priced units that are worthwhile in a list instead of really good unit >>>>>>>>other units)

I love that they've provided a fantastic unique figure in Capt terro. He's like Blaise, but more to my liking. Lots of folks complain about the lack of imperial themed figures, but I would disagree, I think all of the imperial figures they've introduced in this wave are worth running regular and elite. I really can't say the same for the mercenary faction which this wave is focused on, they seem to have been caught in the campaign slumps with some of their figures. I think sometimes the designers get tired or run out of time, or worry more about the campaign points instead or making a worthwhile skirmish unit

There's a lot of good stuff for Scum here. The Rancor, Jabba, and Vinto Hreeda are tier 1, Weequay might end up surprising people, and Gammorreans are hardy wit Reach. The Gamorreans have the most questionable value among the Scum units. The other heroes are okay, but you'll see Vinto everywhere.

I think the elite Gamoreans will be okay, especially in a list built around them. Rancor is a big step up from Bantha Rider, just no Jundland terror type of card, as far as we know, Jabba and Vinto are awesome, I agree. But after playing in a tournament and reading up on these recent Worlds and Regionals happening, there is very little to rival estormies, that I keep coming up against.

elite Weequay aren't bad at all, they just don't compare to HKs for a point more. I think the card is awesome, but for their point cost, they just aren't worth it over HKs. I think these were designed for campaign and not for Skirmish honestly. I see that they didn't want to underprice them at 4/6 but really they don't provide anything that can challenge stormies. If they had given the Weequay trooper (I know they wanted to get away from troopers, but they should have finished the cycle and given the scum another trooper to help the Wing guard which are gutless stormies essentially) instead of smuggler they would have been a more Echo Base type of deployment and would have really boosted the Merc Faction and still give a unique feel to the expansion with all the Hunters and smugglers, etc.

Funny, because I disagree entirely on the eWeequays. I think they look excellent. They got +1 HP, not a lot, but still better than HKs and combined with their ability to Hide, can make them pretty safe I think, compared to HKs. They are smugglers, which gives them some abilities CC-wise over droid. Maybe not much, depending on what the box have for those.

When they fire from Hiding, which should be relatively easy, they average out more damage at range 5 than HKs (not accounting for rerolls, which probably put them on par with the HK having reroll on both). If you Focus HKs, they probably get more surges than is useful, while the Weequays with a Focus should be able to make a serious long-range shot.

And you even save a point to boot. I'm not saying the are stricly better than HKs, or anything, but I think they are fairly similar with a little more survivability. I'm looking much forward to try this squad:

Jabba 6

Greedo 4

rTrandoshans 7

eWeequays 7

eGamorreans 8

Boosk 8

Unfortunately no room for nice upgrades, but I think it's a solid scum list with lots of figures and good hard hitting units on long range, mid range and short / melee range. Positioning will be important for this squad, but I think it looks strong and flexible.

//edit: I think the rWeequays can be a nice filler and compete with Hired Guns (though they probably already lost to Greedo). The rGamorreans, I can hardly see a use for. The -1 damage really kills it.

Edited by aermet69

HK range avg 7.2 vs 5.4 eWeequay

HK dmg avg 3.2 vs 2.6

HK surge avg 1.4 vs 1

Hide takes an action making it harder to get into position or move out of position to attack, but hurts the enemy's accuracy but surges can be blocked

+2 dmg is a way better for a surge, pierce 1 is the same, weaken is gravy

Movement same, reinforce neglible (although I've played 3 units of regular HK) health and cost is 1better, but this is where targeting computer + versatile weaponry makes up the difference.

They may be close than I think, I will definitely play them, I just don't know if I'll buy multiples of the Jabba's realm and run the Weequay over HKs. Regular Weequay may have an argument for some use at 5 but I wouldn't compare them to Hired Guns, they play different roles. I think both are a half point too expensive honestly, probably too good for a full point cheaper although at 4/6 they would rock and you could make whole armies of them

But after playing in a tournament and reading up on these recent Worlds and Regionals happening, there is very little to rival estormies, that I keep coming up against.

I'm interested to see if Jabba changes this aspect of the meta. With his extra VP per figure killed, the three-figure deployments might take a hit. It certainly seems designed to counter this, and already it's swaying me. I currently run a list with two eStormies, and the extra 4 or so (and potentially 8) VP he might get off me gives me pause. I guess we'll see.

-ryanjamal

Very good point - I've wondered about Jabba's influence. He's not your normal Leader as I think in several situations, it would be hard to keep him close enough to use the normal leader cards (New Orders, Inspiring Speech, Emergency Aid) Planning and Reposition (less so) is still solid, but with his abililty, I'd almost drop all the leader cards that my Imp Officers or Gideon or even Lando might use.

"I'm interested to see if Jabba changes this aspect of the meta. With his extra VP per figure killed, the three-figure deployments might take a hit. It certainly seems designed to counter this, and already it's swaying me. I currently run a list with two eStormies, and the extra 4 or so (and potentially 8) VP he might get off me gives me pause. I guess we'll see."

-ryanjamal

and we're getting several bigger troopers that may make more of an appearance like the elite Jump Troopers and dewbackers instead of estormies because of that.

I think eProbes are as good as Dewbacks. They are different, though.

  • eProbes play well with Sorin, Dewbacks don't. Dewbacks are Troopers and Creatures, that's great, too.
  • Both are fast, the eProbes because of Mobile, the Dewbacks because of mounted. Lots of terrain and corners: eProbe is better / lots of long corridors: Dewback is better.
  • Both have good attacks: byy with reroll for the eProbe / bgy for the Dewback with no reroll but a possible second "attack".
  • Both are durable: Lots of health for the Dewbacks, Recover for the ePorbes. If the opponent can kill you, before you get the chance to Recover, then the Dewback is better. If you can Recover at least two damage, then the ePorbe is better.

2x eProbe

2x Dewback

2x eStormtrooper

Zillo

Rule by Fear

;)

Edited by DerBaer
On 2016. 11. 11. at 5:59 PM, subtrendy said:

One other thing I noticed- check out the map tiles (I'm assuming they're from this expansion, I don't know the symbols well).

06B's upper left corner is almost entirely blocked off by blocked and impassable terrain. This could make for some really interesting situations, especially with Jet Troopers on the way.

Or a dewback with jetpack attachment.

On 4/1/2018 at 9:48 AM, NagyLaci said:

Or a dewback with jetpack attachment.

You're responding to a 16 month old post. Always good to check the dates before you necro a thread.

49 minutes ago, Tvboy said:

You're responding to a 16 month old post. Always good to check the dates before you necro a thread.

You are too. But thanks.

Edited by NagyLaci
1 minute ago, NagyLaci said:

You are too. But thanks.

Nope, I was responding to your post from yesterday. :)