Is the Rancor really the standout unit from Jabba's Realm?

By Georgepalpatine, in Imperial Assault Skirmish

I'm not seeing Luke being a power piece. No matter how many cool abilities or HP you stack on him, he's still a 12 point melee unit that can only attack once per turn (Heroic only states he can attack without using an action, not that he can break the "1 attack per turn" rule).

There is no 1 attack per turn rule. There is only one action containing attacks per activation rule.

Any number of attacks can be performed during an activation as long as your second action does not perform any attacks. You can perform any number of attacks from one action (also when you need to spend two actions to perform it), and any number of attacks from abilities that are not actions.

See for example here: https://community.fantasyflightgames.com/topic/227004-jedi-luke-heroic-and-attacks/

Luke Skywalker (Jedi Knight) can do an Attack action to perform an attack, then use Heroic to perform an attack. It is not breaking any rule. It is also working as intended.

Edited by a1bert

I'm not seeing Luke being a power piece. No matter how many cool abilities or HP you stack on him, he's still a 12 point melee unit that can only attack once per turn (Heroic only states he can attack without using an action, not that he can break the "1 attack per turn" rule).

There is no 1 attack per turn rule. There is only one action containing attacks per activation rule.

Any number of attacks can be performed during an activation as long as your second action does not perform any attacks. You can perform any number of attacks from one action (also when you need to spend two actions to perform it), and any number of attacks from abilities that are not actions.

See for example here: https://community.fantasyflightgames.com/topic/227004-jedi-luke-heroic-and-attacks/

Luke Skywalker (Jedi Knight) can do an Attack action to perform an attack, then use Heroic to perform an attack. It is not breaking any rule. It is also working as intended.

Guess I'm wrong then lol. I still think you're paying too much for a single figure, but Luke is much better than I thought. I'll have to include plans for him in my plotting...

eSabs work well with him. They stay right next to him to take advantage of his deflect ability or be right behind and shoot through him. And then when he charges forward and makes them focus their fire on him, the sabs can continue to unload. I love Leia, but she doesn't pair well with Jedi Luke, so i dropped her (I played a little with some proxies this week), but Lando also works well with his variable range. I brought Obiwan as well, but i don't think two melee characters worth almost half your list is a great idea. Right now I'm thinking about

-Jedi Luke

-Lando

-eSabs

-Gideon

-C3PO

That's 30 points, but I'm not sure how I'll fill out the last 10. Proabably another group of sabs, an alliance smuggler or RHC, and Diplomatic Mission for Gideon.

-ryanjamal

rRangers, that's how to fill it out! :) 6 activations, and plenty of damage output. Then you have 1 pt left for On a Diplomatic Mission or some other useful upgrade.

I tested out Jedi Luke and the new Skum units tonight. Luke and the rancor are definitely the standouts. The rancor is so devastating. Whats interesting is that I'd take old Luke right now since the rancor will be so prominent for the first few months (and I'm sure afterwards, but more so right after the release). I want as far away from the rancor as possible.

-ryanjamal

Actually, when we were playing around with this at home, we found that either one can devastate the other. It's all a matter of timing. If Luke can get in there (push 2 from Gideon, move 4 or 6 with Urgency/Rush, etc) and attack twice at the end of a round, the Rancor will die the next round...Pierce 3 is a big deal vs Black dice. But if the Rancor can get in (Beast Tamer!) to use Brutality (with Cleave 2!) on Luke and someone else, then Luke will drop pretty soon afterward too...especially if the Rancor is going last in one round and first in the next round.

So either one can win. And to me, one of the coolest things is that it does NOT come down to dice rolls! Rather, it's all about the timing...'Cause you know I'm all about that timing, 'bout that timing.... At least in our own testing here at home, tactics and timing seem to be the primary indicators of who will win the pit fight that takes place beneath Jabba's throneroom.

eSabs work well with him. They stay right next to him to take advantage of his deflect ability or be right behind and shoot through him. And then when he charges forward and makes them focus their fire on him, the sabs can continue to unload. I love Leia, but she doesn't pair well with Jedi Luke, so i dropped her (I played a little with some proxies this week), but Lando also works well with his variable range. I brought Obiwan as well, but i don't think two melee characters worth almost half your list is a great idea. Right now I'm thinking about

-Jedi Luke

-Lando

-eSabs

-Gideon

-C3PO

That's 30 points, but I'm not sure how I'll fill out the last 10. Proabably another group of sabs, an alliance smuggler or RHC, and Diplomatic Mission for Gideon.

-ryanjamal

rRangers, that's how to fill it out! :) 6 activations, and plenty of damage output. Then you have 1 pt left for On a Diplomatic Mission or some other useful upgrade.

-ryanjamal

it just illustrates how crap AT-STs and tanks are...

I wouldn't write off the tank. You can attack twice and it's got a virtual 2nd-defence dice (~50% chance of getting it anyway if you actually rolled a 2nd def), and you can choose which to apply after dice are rolled.

I've been using it like a mobile E-Web and it's pretty good. It will die to unprotected focus fire, so you want to either (1) double-tap it, (2) move it into position to double-tap next round and surround your troops to punish all enemy that comes near, or (3) hit-and-run, can be problematic due to 2x3 Massive

but yeah AT-ST is definitely being phased-out in tournaments (and maybe General Weiss lists too). Houserule the ATST to be 10 (same as Tank) if you're playing casually

AtSt at 10-12 is fine, the tank really needs more health for its point cost

Luke is going to be great I think the built in dmg offsets the R vs B die mostly. It would be nice to have the +2 surge, but Pierce 3 is probably his go to surge. Frankly, his Deflect ability, he's going to make you hurt for shooting in his general direction. MHD healing him and Obiwan even once each, will let them live long enough to make you pay in most scenarios. Unless a dodge is rolled, both of these guys are going to take out a figure a turn, Luke sometimes 2 figures. You could run a list with them and some rangers or smugglers to run around and open doors, lift crates, etc and these guys can run in and beatstick the enemy.

I do like the Gamorrean Guards though, they require concentration to bring them down.

Chompsmall.gif

Just wanted to pop back and say, right or wrong, this is the best first response to the OP that there could have possibly been.

it just illustrates how crap AT-STs and tanks are...

I wouldn't write off the tank. You can attack twice and it's got a virtual 2nd-defence dice (~50% chance of getting it anyway if you actually rolled a 2nd def), and you can choose which to apply after dice are rolled.

I've been using it like a mobile E-Web and it's pretty good. It will die to unprotected focus fire, so you want to either (1) double-tap it, (2) move it into position to double-tap next round and surround your troops to punish all enemy that comes near, or (3) hit-and-run, can be problematic due to 2x3 Massive

but yeah AT-ST is definitely being phased-out in tournaments (and maybe General Weiss lists too). Houserule the ATST to be 10 (same as Tank) if you're playing casually

AtSt at 10-12 is fine, the tank really needs more health for its point cost

Luke is going to be great I think the built in dmg offsets the R vs B die mostly. It would be nice to have the +2 surge, but Pierce 3 is probably his go to surge. Frankly, his Deflect ability, he's going to make you hurt for shooting in his general direction. MHD healing him and Obiwan even once each, will let them live long enough to make you pay in most scenarios. Unless a dodge is rolled, both of these guys are going to take out a figure a turn, Luke sometimes 2 figures. You could run a list with them and some rangers or smugglers to run around and open doors, lift crates, etc and these guys can run in and beatstick the enemy.

I do like the Gamorrean Guards though, they require concentration to bring them down.

Minor correction: make that "...offsets the R vs B die entirely." :) A Blue with an automatic +1 is actually slightly superior to a Red (because it has the exact same results, only with +1 surge in the end):

IA_dice.png

Red:

3 dmg

3 dmg

2 dmg

2 dmg

2 dmg & 1 srg

1 dmg

Blue:

3 dmg

3 dmg

2 dmg

2 dmg

2 dmg & 1 srg

1 dmg & 1 srg

So it's just as if Luke has the highly valued RYG attack pool (RGC, Obiwan, Inquisitor, Focused Saboteurs, etc), but he also has a slightly higher chance of getting a surge.

Edited by thereisnotry

Captain Terro is the clear winner for best of the wave, but as far as inside the box, I'm really betting Vinto comes out as the sleeper hit and most popular figure.

The Rancor will be popular early and is absolutely a contender, but its use will be nuanced like the Bantha. It will find its niche and stay there.

Vinto is aggressively priced, solid if not great HP point for point, but same attack dice as a trooper, very strong surges, two attacks per turn with a free damage on a bystander and a command card that allows an additional attack. Point for point, he's the best figure in the box.

But again, Terro has little competition as the best figure if the wave point for point.

Edited by Engine25

Captain Terro is the clear winner for best of the wave, but as far as inside the box, I'm really betting Vinto comes out as the sleeper hit and most popular figure.

The Rancor will be popular early and is absolutely a contender, but its use will be nuanced like the Bantha. It will find its niche and stay there.

Vinto is aggressively priced, solid if not great HP point for point, but same attack dice as a trooper, very strong surges, two attacks per turn with a free damage on a bystander and a command card that allows an additional attack. Point for point, he's the best figure in the box.

But again, Terro has little competition as the best figure if the wave point for point.

Luke is expensive, but man is it debilitating to have him move through your lines cutting down figures left and right. Son of Skywalker kills, deflection turns some of your activations into suicide missions. I think both Luke, Jabba and Capt Terro could argue about this for days and all be right. Rancor is the scariest out of the box, Vinto is the most Jack-of-all-trades, elite Gamoreans are the sleeper hit.

Edited by buckero0

Captain Terro is the clear winner for best of the wave, but as far as inside the box, I'm really betting Vinto comes out as the sleeper hit and most popular figure.

The Rancor will be popular early and is absolutely a contender, but its use will be nuanced like the Bantha. It will find its niche and stay there.

Vinto is aggressively priced, solid if not great HP point for point, but same attack dice as a trooper, very strong surges, two attacks per turn with a free damage on a bystander and a command card that allows an additional attack. Point for point, he's the best figure in the box.

But again, Terro has little competition as the best figure if the wave point for point.

Jabba may have something to say about that, he literally elevates everyone on his team, makes you pay for taking troops, makes Bossk and the Rancor way better due to command card independent Ordered Hit. He'll make his points back in a hurry

Luke is expensive, but man is it debilitating to have him move through your lines cutting down figures left and right. Son of Skywalker kills, deflection turns some of your activations into suicide missions. I think both Luke, Jabba and Capt Terro could argue about this for days and all be right. Rancor is the scariest out of the box, Vinto is the most Jack-of-all-trades, elite Gamoreans are the sleeper hit.

Oh Jabba is certainly top tier. There is a wealth of great stuff in this wave. That I won't argue with. He may find himself alongside Gideon anyway but Jabba will squeeze into a LOT of lists. Preliminary testing has shown that this is likely the wave with the highest percentage if competitive figures. Most or all are competitively priced and could find a niche in a list here or there. Terro and Vinto are the clear favorites among my play groups, to be sure, but there is a bunch of good stuff. New Luke is probably the biggest disappointment. Can't seem to find a lot of good reasons to play him over the original version. But even the Weequay and Jet Troopers have some potent strategies and combinations to exploit and haven't really heard much talk about them online.

I agree that this will be a heck of a wave for Skirmish. The only units with little to no use in Skirmish are the regular Jets, Weequay, and Piggies. Everything else seems well priced and exciting to play. I'm so hyped to see how it shakes out.

Jet troopers are going to have a place. They might take over the heavy troopers spot. 3 attack dice, mobile and a lot of movement is a lot plus the command cards look good for them like overrun.

Jabba has been amazing. Being able to draw cards/focus/allow extra attacks has been solid in my playtesting.

Luke is a beast. I compare him to Vader: either you deal with him immediately, or you play around him.

I also really like Black Market, as it's an easy way to get extra cards/points. I just add wounds to Jabba since he never seems to get attacked.

Indentured Jester creates a nice companion token that can deal 2 damage per turn if set up correctly.

Vinto has really held his ground and has been able to dish out a lot of good wounds/status conditions.

Here's what I've been running, though I feel I need something better than the regular Weequay Pirates:

13 Boba Fett, Infamous Bounty Hunter

1 Prey on the Weak (attached to Boba)

7 eWeequay Pirate

5 Weequay Pirate

5 Vinto Hreeda

6 Jabba the Hutt, Vile Gangster

1 Indentured Jester (attached to Jabba)

1 Devious Scheme

1 Black Market

I would double up on elite Weequay before I took the jester or black market or boba fett for that matter. Shyla is so much better point for point than boba. She needs to be a bit closer, but not much, and she consistently does more damage and leaves 5+ pts leftover for several other options

I would double up on elite Weequay before I took the jester or black market or boba fett for that matter. Shyla is so much better point for point than boba. She needs to be a bit closer, but not much, and she consistently does more damage and leaves 5+ pts leftover for several other options

Thanks for the feedback. I cut the reg Weequay & Jester to try Onar. I'm still in that interesting phase of a new release where I'm attempting to use the new figures while still build solid teams. Playing around with Onar was to try out another hero. At this point, Shyla is the only one I haven't used yet. My builds typically don't double up on elites and stuff that I only have 1 card of, though I did eBay some extra Nexu and elite Tuskens. It seems getting extra minis/cards for the non-core figures is a bit more difficult/expensive.

I'm super biased against Boba, as I'm a huge fan, and I really enjoy playing him. It appears we're still struggling with the older characters still being overcosted, though I continue to try and play around that.

Boba's cost isn't what bugs me as much as his penchant for rolling poorly and not having access to surge abilities. I should have be able to recover and +2 dmg and weaken or whatever every attack, not just when I play a 3pt card. I've had him roll 3 surges and no damage so many times that mixed with his constrictive high point cost and necessity to be at medium range, he needs to be able to recover as well to justify taking up 1/3 of your point cost and only be able to shoot once.

Shyla is really good, almost as defensive, almost as mobile (without being mobile) and her abilities make her almost always a fantastic attack. (dodge is a dodge) Her command card is useful and only 1 point and I'd rather have her and Jabba 12pts everytime vs. 13pt Boba.

Onar can be a beatstick, but I find him to be a slow Greedo,

Greedo can usually do more damage than expected and he's going to get 2 solid attacks, sometimes 3. Onar does the samething but needs a little prodding to get himself in position. You also know he's probably going to die real quick, so if you can get your 2 attacks in then you don't feel as bad when he bites the dust so quickly. I really think he could have been 4-5pts or have 20 health for 6pts.

I've only played a few games so far, but initial impressions are as follows:

Rancor is OK but probably needs feeding frenzy like a Bantha needs Beast Tamer.

I found troopers chewed him up pretty quickly unless he's Trained, in which case his attack gets much less scary. At that point he becomes a low range, cheaper AT-ST. Jabba is better than an elite Officer for making him attack again, and while I like AT-STs.... they aren't exactly super popular.
Rancor seems to be best held back a bit and charge in late turn 2 rather than late turn 1 like the Bantha.

Elite Piggies are surprisingly awesome. Their damage is solid and consistent, and the reach is very handy. They can take a hit pretty well. Might be fun to combine them with Wing Guard.

Elite Wequay's were a little disappointing. I think I need a bit more testing with these guys.

Captain Terro. Bargain at 7 points. Not sure why you would ever not use him. Maybe in a Sorin list? Otherwise he's gold. His command card is probably not worth it though unless you're running Heavies I guess.

Regular Dewback - not bad. The loss of speed and health does hurt it a bit. It's a great filler just like an eProbe but I was having trouble maneuvering two dewbacks together so their effectiveness might vary depending on the map. They are a nice cheap screen for other squishier units though, and do hit pretty hard.

That's all I've tried for now.

Edited by Inquisitorsz

I put together this list about an hour before our regular meet up and play this past Friday:

Jabba

Rancor

Elite Weequay x2

Regular HKs

Beast Tamer

Feeding Frenzy

I played two games. The first game was a little slower played since this was pretty much all new stuff to figure out how to best play except the HKs. Won the first game 24-8 over 4 rounds against Jedi Luke, Leia, Jyn, regular wookies, elite Sabs. Coolest plays were baiting the wookies to come after my HKs, they killed one of them, but then had the Rancor tear into them, killing both with the help of the other HK. Focused and hidden Weequay one shotted Leia with Tools for the Job. She rolled an X but I made him re-roll it with Weequay's ability and she died.

Second game I won 40-0 against Inquisitor, Elite Troopers, Cross Training, Elite ISB, Agent Blaise, Imperial Officer, Elite Officer, Zilo. I took out a Trooper and an ISB agent on turn one with the Rancor. Blaise went down turn two with the HKs. Other Troopers and ISB agent taken out also in round two from two hidden Weequays and two hidden and focues Weequays. Rancor munched on Inquisitor round two and then again at the end of round two with Ferocity. Inquisitor went down beginning of round three, then it was just two officers for the taking.

I like the HKs but I don't know if it need them in this list, or what I would swap them out for, maybe Gamorreans. I love their re-roll abilities though and combined with the Weequays re-roll ability it makes for a really consistent dice rolling list. Rancor put out a ton of damage, and being able to move 8 in conjunction with Beast Tamer and still use Brutality, with Reach, is amazing. I also really like Feeding Frenzy on him for the extra damage and healing ability. I still have to get used to Jabba. Rarely did I ever have him move, he mainly just stayed put to draw a card and focus someone. I completely forgot about the sacrifice 2 VPs to get an extra attack option.

Overall I really like the squad, especially the Weequays and Rancor, and will play with it a bit more for now.

I'd be very surprised if Jabba ever moved. There's simply no reason to. He'll never outrun anyone with speed 2 and he's got plenty of other things to use actions on.
If someone gets close he can use Bully and attack, but not move.

There's even spots in deployment zones of current tournament maps where Jabba can't actually move once placed.

On ISB Headquarters he can't walk down the left hand stairs and he can't get out of the top short corridor.
He also can't move around the left flank from the bottom.

On Landfill, one corner of the outside deployment zone would lock him in place, and he can't be placed on about half of that tile at all.

On Nelvaanian Warzone, he has more freedom but isn't moving much through all the difficult terrain.

Edited by Inquisitorsz

I've been playing Jabba (6), Shyla Varad (8), Onar Koma (6), Greedo (4), Black Market (1), Elite Gammorean Guard (8), Elite Weequay Pirate (7). I went 0-2 vs. my son last night because I kept trying to split up my forces to prevent objectives and effectively reduced my firepower too much. Next time I will have them all closer together. But man, I sure do love those eGammoreans; my son was forced to attack them 1-2 more times than a standard Guardian type.

My son was playing Captain Terro (7) with Feeding Frenzy (1), Kayn Somos (10) with Advanced Com Systems (1), Elite Jet Trooper (7), Stormtrooper (6) with Cross Training (1) and Elite ISB Infiltrator (7). He figured out Feeding Frenzy on Terro was pretty worthless. He did a really good job of running the E Jet Troopers in and out of combat.

Edit: Text formatting was weird!

Edited by cnemmick

I've been playing Jabba (6), Shyla Varad (8), Onar Koma (6), Greedo (4), Black Market (1), Elite Gammorean Guard (8), Elite Weequay Pirate (7). I went 0-2 vs. my son last night because I kept trying to split up my forces to prevent objectives and effectively reduced my firepower too much. Next time I will have them all closer together. But man, I sure do love those eGammoreans; my son was forced to attack them 1-2 more times than a standard Guardian type.

My son was playing Captain Terro (7) with Feeding Frenzy (1), Kayn Somos (10) with Advanced Com Systems (1), Elite Jet Trooper (7), Stormtrooper (6) with Cross Training (1) and Elite ISB Infiltrator (7). He figured out Feeding Frenzy on Terro was pretty worthless. He did a really good job of running the E Jet Troopers in and out of combat.

I've been playing Jabba (6), Shyla Varad (8), Onar Koma (6), Greedo (4), Black Market (1), Elite Gammorean Guard (8), Elite Weequay Pirate (7). I went 0-2 vs. my son last night because I kept trying to split up my forces to prevent objectives and effectively reduced my firepower too much. Next time I will have them all closer together. But man, I sure do love those eGammoreans; my son was forced to attack them 1-2 more times than a standard Guardian type.

My son was playing Captain Terro (7) with Feeding Frenzy (1), Kayn Somos (10) with Advanced Com Systems (1), Elite Jet Trooper (7), Stormtrooper (6) with Cross Training (1) and Elite ISB Infiltrator (7). He figured out Feeding Frenzy on Terro was pretty worthless. He did a really good job of running the E Jet Troopers in and out of combat.

if feeding frenzy worked on Terro's gun it would be amazing. Those guys seem to roll a lot of surges. Some of that can be mitigated by target selection. I'm having a hard time finding a place for Feeding Frenzy honestly.

if feeding frenzy worked on Terro's gun it would be amazing. Those guys seem to roll a lot of surges. Some of that can be mitigated by target selection. I'm having a hard time finding a place for Feeding Frenzy honestly.

I thought it was supposed to match well on the Rancor?

if feeding frenzy worked on Terro's gun it would be amazing. Those guys seem to roll a lot of surges. Some of that can be mitigated by target selection. I'm having a hard time finding a place for Feeding Frenzy honestly.

I thought it was supposed to match well on the Rancor?

It kinda does, but lets break it down into its two components:

1) +1 dmg when the target is damaged. Well that isn't too huge for the rancor, it can add some damage against tougher troops and may work well with other units doing aoe damage, but most of the time the rancor's targets are full up to start.

2) If adjacent gain surge to heal 2. This is what people want feeding frenzy for on the Rancor. Rancors tend to generate plenty of surges. Problem is it doesn't play well with Reach. If you use reach to attack, you don't gain the surge to heal.

So it can be very useful for the Rancor, but my gut says that just makes the Rancor even more suspectable to being focused down right away - thus throwing away 1pt.

I think feeding frenzy is a must for the rancor just because it gives him that little bit more survivability.

Right now, with one black dice, he goes down to focus fire too easily. With 2 dice, he's a cheaper, short range AT-ST.
But with brutality and feeding frenzy he can recover 4 per turn (and more if Jabba makes him attack again). Yes reach is an issue (otherwise it would be too strong) but he's massive and he can be adjacent to quite a lot of things. Don't forget that massive stuff still displaces other figures and since Beast Tamer isn't an attachment you can take that AND feeding frenzy.
I think if you're running rancor, you need to go all in on him. Take both FF and BT.

Otherwise..... feeding frenzy is quite clearly intended as a fix/boost for Wampas. They don't roll many surges, but they also don't rely on them for damage.

It also goes well on an elite Nexu. They can be killed quickly if they blank the white dice, but usually they soak a lot of fire, especially from troopers. Being able to recover on a Nexu would be super funny.