New to Skirmish - Rebel List Advice

By Tunk, in Imperial Assault Skirmish

Hi all, I've played through a couple IA campaigns but I've just started trying out skirmish. Got my third game coming up. I tried out the imperial troop / spy list which won the world championship in my first game and used a luke / leia rebel list in my second. I'm keen to try out the rebels again but this time taking a different route. Please let me know what you think of this list and anything I can do to sharpen it up. In particular, i'm not sure about covering fire in the command deck.

I went with lots of movement tricks in the command deck to give me best opportunity to use fenns ability to assault and give a nearby trooper assault also. fenn and the echo base troops take up position over the main combat zone. Gideon is primarily going to baby sit fenn, the 2 smugglers cap terminals. jynn goes where required, but generally tries to keep safe and get into good positions to use her interupt shot.

Any advice would be greatly appreciated! Thanks!

Fenn Echo Troops | 40 points
Deployment Cards
---------------------------
▪ Fenn Signis
Elite Echo Base Trooper
Elite Echo Base Trooper
▪ Jyn Odan
▪ Gideon Argus
▪ C-3PO
Alliance Smuggler
Alliance Smuggler
▪ On a Diplomatic Mission
Command Cards
------------------------
Change of Plans
Covering Fire
Element of Surprise
Fleet Footed
Grenadier
Planning
Provoke
Rally
Reposition
Take Initiative
Negation
Field Tactician
Hit and Run
Heart of Freedom
Tough Luck

As much as I love Jyn, if your looking for ways to improve, I would drop her and Diplomatic Mission for Lando. Add another Leader & a great offensive piece if you've got him. You could drop field tactician or reposition for his Gambit card or whatever it's called.

I'd drop Jyn and an alliance smuggler to upgrade your other units some. The problem with elite echoes is that their figure cost is four, which means you can't use reinforcements, one of the most powerful cards in the game and something you should strive for for a trooper list. With those seven points you could upgrade one echo to an elite rebel trooper (and then add two reinforcement cards to your command card deck) and add in Lando. Of course, I'm biased toward Lando (see my other thread about Davith for more on that)... This list falls apart some without Fenn, but it should be fun to play.

-ryanjamal

Inspiring Speech. if you have 3 leaders in there, you should try to get Inspiring speech. the Echo Base troopers hit as hard as a stormtrooper unless you're really close (if you're close you can get killed quicker) so getting your focus on multiple figures for a harder punch might make their activation more effective.

To "echo" others, I like to run the Echo Base Troopers as regulars due to the ability to play Reinforcements, and even at regulars they do pretty good. I like Fenn and I keep trying him, but I feel like in the three casual skirmish games I've used him in, he averages only using Assault once per game and giving the Troopers Assault once or twice per game.

I hope they make a 3-4pt command card that let's you have an ability like the new Luke, to gain a "free" attack or extra attack. I think that would be a great swing card for one time use only. I"m not sure how to word that, but put something in to make it permanently discarded (can't use it with Leia, Blaise's ability)

Hi all, some great feedback thank you! I've made some changes and really like the result. By dropping the echo base troops down to regulars I can make use of some very strong command cards - Reinforcements as was mentioned, but also Strength in Numbers. I put Lando in there since he is so highly rated. His 6pt cost also fits nicely with Strength in Numbers.

My opponent is using a Bantha list I think. I will report back on how the list performs after tonight's game!

Fenn Lando Echos | 40 points
Deployment Cards
---------------------------
▪ Fenn Signis
Echo Base Trooper
Echo Base Trooper
Echo Base Trooper
▪ Lando Calrissian
▪ Gideon Argus
Alliance Smuggler
Alliance Smuggler
Command Cards
------------------------
Change of Plans
Element of Surprise
Fleet Footed
Grenadier
Planning
Provoke
Rally
Reinforcements
Reinforcements
Strength in Numbers
Take Initiative
Negation
Hit and Run
Heart of Freedom
Cheat to Win

Cool list, very thematic. It looks like something I would play. Luke may give you more bang for your buck as he provides rerolls for everyone and hits pretty hard himself. You may try an iteration of this list with him. I wonder which would be more effective, the extra attacks or rerolls from Luke

I prefer Luke, but Fenn is a more thematic fit and so I sometimes try to squeeze him in. But I would try to get C3PO back in. Focus Is quite powerful, and the extra evade is useful as well. Your echoes will push forward farther than C3PO usually does in my lists, but still I think he would be useful. But maybe see how this list goes and go from there.

-ryanjamal

Hi all, I played a game tonight using the 3 echo base trooper list. I won, but it was a very close affair. My opponent used imperial spies (the list which won the world championship) and we played the mission where all the crates are in the trash compactor and you get 4vps for returning a crate to your deployment zone or the far terminal.


I got off to a good start. I was able to kill Blaize in T1 using Lando, a unit of EBTs and change of plans to get a second activation on the EBTs. For the next few turns however my opponent got on top. I made a strategic error of splitting my forces too evenly and I ended up losing all 3 of my EBT units for not much in return. I didn't get to use Reinforcements once - my opponent discarded one copy of it with Intel Leak and I drew the other one after all of my units were dead. I had control of the center but was losing on both flanks. Worse, I dragged two crates to the far terminal and my opponent was able to kill the guys carrying them before I could claim them and subsequently claimed them himself.


Despite a poor mid game I hung in there. The alliance smugglers were great for this mission and I was able to scramble some VPs and stay in touching distance. Whilst all my troops were down, my heroes were mostly unscathed and they whittled down the imperials to be point where I had a VP lead by round 5. By round 6 it was clear my lead had become unassailble and my heroes had cleaned up most of his units so we called it.


We weren't playing with a time limit. Can someone tell me how time / round limit works in competitive play? From what I can tell each round is 65 minutes and when time is reached you finish the round you are on and whoever is ahead on VPs wins. How many rounds do people generally get in 65 minutes? My opponent and I were playing at a very leisurely pace.


We had a tricky rule question come up that had a significant impact on the game. My opponent played Take Initiative, I played Negation to cancel it and he wanted to cancel my Negation with Comm Disruption. Couldn't find a definitive answer googling. The rules reference states that in the event of a timing conflict the player with initiative gets first action. On this basis we played that since negation and comm disruption where both interupts at the same point in the timing sequence, the player who had initiative would have theirs occur first. This meant negation took place and there was nothing for Comm Disruption to cancel. Did we play this correctly? I imagine this has come up plenty of times before but we couldn't find anywhere that spelled out how it should be played. The way we played it worked in my favour and could well have been the difference between winning and losing.


As for the list itself, I was very glad I got to play against an imperial list that was similar in style to what I was running. The imp list basically could do everything my list could do, but a little bit better. It wasn't that my list was bad, just that imperials can do a trooper list better. Yes I managed to win eventually, but I was on the right side of a tight rules call and if the game ended between round 2 and 4 I would have lost. That's not to say troopers don't have a place in rebel lists, but I think their strengths lie elsewhere.


Next game I think I will give Mercs a shot. I haven't played them yet. Any tips on what a competitive merc list looks like?

Because the trigger for Negation and Comm Disruption are different, the timing resolution rules do not apply. The cards are played in sequence, Comm Disruption cancelling Negation and its effects.

I.e. When Take Initiative (0-Cost) is played, it is a trigger for Negation (1-cost). Playing of Negation is a trigger for Comm Disruption. Playing of Comm Disruption then cancels Negation and its effects (as long as there is 1 figure with the Spy trait on the map to be able to cancel Negation), leaving Take Initiative to resolve normally.