Building with Jabba's Palace - We're gonna need more Lizards...

By fezthedruid, in Imperial Assault Skirmish

Hello all!

This is a list I have been practising with in preparation for Jabba's Palace release and an upcoming regionals. I would appreciate some feedback etc.

Deployment:
[7] Captain Terro
[5] Dewback Rider
[5] Dewback Rider
[2] Imperial Officer
[8] Royal Guard
[7] Snowtrooper
[6] Stormtrooper

Command:
[2] Cavalry Charge
[0] Element of Surprise
[1] Ferocity
[0] Fleet Footed
[3] Grenadier
[1] Negation
[0] Rally
[0] Recovery
[2] Reinforcements
[2] Reinforcements
[2] Size Advantage
[1] Strength in Numbers
[0] Take Initiative
[0] To the Limit
[0] Urgency

The way I've been using it recently includes moving the Dewbacks forward and trying to activate those last. They can normally get at least one shot each in the first turn due their free 3 movement, a move and then shoot. In the end game, they can move quickly enough and shoot to chase all but the fastest heroes and quickly reinforce each other to drive the enemy into a corner.

Any thoughts?

I'm not sure the Royal Guards will really be worthwhile.

Therefore I'd suggest dropping the regular Royal Guards (8) and regular Stormtroopers (9) ...

...and replace them with elite Stormtroopers (9), regular Jet Troopers (4), and Zillo Technique (1).

That's actually a pretty powerful-looking squad! lots of beef, lots of movement, recovery/healing benefits for your Dewbacks because of your Snowtroopers, and the command deck is also easy to build, since all of your main pieces have the Trooper keyword.

Pretty impressive!

I'm not sure the Royal Guards will really be worthwhile.

Therefore I'd suggest dropping the regular Royal Guards (8) and regular Stormtroopers (9) ...

...and replace them with elite Stormtroopers (9), regular Jet Troopers (4), and Zillo Technique (1).

That's actually a pretty powerful-looking squad! lots of beef, lots of movement, recovery/healing benefits for your Dewbacks because of your Snowtroopers, and the command deck is also easy to build, since all of your main pieces have the Trooper keyword.

Pretty impressive!

Thanks! I use the Royal Guards for the extra defence and the regular 'Troopers to complete missions. In hindsight, Elite troopers add extra firepower and support piece hunting and the jet troopers are possibly more manoeuvrable. I don't own Zillo Technique so will need a copy of that. The other cards you can use are the creature cards to get all the extra attacks from Ferocity. The Dewbacks have enough health to benefit from the Snowtrooper healing which is a huge benefit and may offset the lack of Royal Guard...

Hi John,

I've obviously seen your list in action, and I think it is pretty solid. The suggested switch above is worth testing. Zillo is silly good. But your original list is also solid as the Royal Guards are a magnet in the first few rounds, but also solid objective runners with their 5 move (arguably better than the jet troopers which fall over from any opposing unit).

I think I'd usually use one guard to protect my main force and send the other towards an objective.

The only other thing I would consider testing is switching 1 or 2 command cards.

Recovery and To the Limit I would consider switching. You have 1 point left anyway.

There are several replacement options: efficient travel (amazing with your dewbacks) or primary target. I also think deadeye is pretty good. It allows you to take more risk with dice as usually people go for minimum range shots (but if you are lucky, a +2 acc roll might be possible and thus you will make more of those shots with deadeye in hand, making your combat a lot better until you need to use the card). I can also see the use for to the limit with the flamethrower or shock Lance, but I think that is usually not worth it. But that is my opinion.

Now, please be gentle with me during regionals ;-p

Cheers and have a great new year, see you soon.

Harm

Edited by Soulflame

Now, please be gentle with me during regionals ;-p

Cheers and have a great new year, see you soon.

Harm

Hey Harm! The command cards are mostly based on what I own plus what I will have when I buy the dewbacks. Do you reckon it would be worth playing survival instincts? I'm always wary about playing overly defensive cards as they can be played around. I considered Feral Swipes but 3 attacks with 1 red dice each seems really strong against rebels (white dice) defence but very poor against black dice defence.

I wonder if it would be worth while looking at combining this list with the Rancor:

Terro, 2xrDewbacks, rSnow, 2xrOfficer, Zillo, Temp Alliance, Rancor?

I would definately fear having those 4 scary creatures bearing down on me in a match, especially with the snows to heal 3 of them and the officers to push them around. The only problem might be fitting it around the terrain.

Rancor would be good, I like the royal guard but they aren't great at causing damage and with the big bases on the dewbacks, the enemy may be able to target the space not adjacent to the Royal guard, making them less useful.

I'm not sure Capt terro card is worth 2 pts, covering fire actually makes your snowtroopers hit harder

Single purpose is good, marksman works to help movement, with those officers I like emergency aid.

Elite jet troopers with targeting computer or vader's finest is also good substitutes.

Edited by buckero0

Could it also be Blaise hidding those big dewbacks for more survavility. Just toying around with more combinations got to this.

Deployment:
[6] Agent Blaise
[7] Captain Terro
[5] Dewback Rider
[5] Dewback Rider
[7] Snowtrooper
[9] Stormtrooper [Elite]
[1] Zillo Technique

Command:
[2] Call the Vanguard
[0] Element of Surprise
[1] Ferocity
[0] Fleet Footed
[3] Grenadier
[0] Hard to Hit
[1] Negation
[0] Rally
[1] Rank and File
[0] Recovery
[2] Reinforcements
[2] Reinforcements
[2] Size Advantage
[1] Strength in Numbers
[0] Take Initiative

Could it also be Blaise hidding those big dewbacks for more survavility. Just toying around with more combinations got to this.

I consider Blaise for that exact reason but having never played with hide until yesterday when it was on Davith Kelso and amazing! The extra surges are so powerful! I'm not sure how much they add to the Dewbacks as they only have 3 surge abilities but for use with Covering fire it could be really dangerous. Now just need to pick up Blaise along with the 3 Dewbacks I ordered...

Rancor would be good, I like the royal guard but they aren't great at causing damage and with the big bases on the dewbacks, the enemy may be able to target the space not adjacent to the Royal guard, making them less useful.

I think you hit the nail on the head there Bucckero0, the Dewbacks can already be a pain to move without the extra requirement of considering a Rancor. Hopefully I can get my copy today and try this out though!

One more silly question, what do I need to buy to get Zillo Techinque?

Thanks,

Fez

It's Agent Blaise.

It's Agent Blaise.

Looks like I'm buying a copy of Blaise!

Elite jet troopers with targeting computer or vader's finest is also good substitutes.

I considered Jet Troopers but I really take the stormtroopers to complete missions, something the Dewbacks are not good for... Is this the correct line of thinking?

I think that's probably best. eJets live longer than eStormies due to health and defensive bonuses, but there are more of the eStormies and reinforcements makes 3=5 if you get to it.

I really like the list CDR made, it looks like a lot of fun, but you'd want to practice with Agent Blaise, he's a little different than most figures in activation

The other option I just thought of, is a variation on CDR's list, it may be less reliable, I don't know, but drop the Snowtroopers for feeding frenzy on the dewbacks and Terro and 2 officers. It increases your activations, but reduces your body count. The creatures heal themselves with the feeding frenzy surge and pile on the damage when they attack. It works really well when you shock probe them or flamethrower them beforehand. One of the dewbacks would be without feeding frenzy which gives you a point for Rule By Fear. Probably not as good as the snowtroopers because they are useful in their own right. Or cross training on your stormies which gives you some options for spy cards

Edited by buckero0

Just don't forget that Feeding Frenzy is adjacent only (at least the recover part is) .... Dewbacks actually have decent range so you might not be adjacent too often. The Flamethrower and Shock Lance are shorter range so they are certainly flexible, but it's something you have to be careful of when positioning (which can already be tricky with dewbacks.

The other option I just thought of, is a variation on CDR's list, it may be less reliable, I don't know, but drop the Snowtroopers for feeding frenzy on the dewbacks and Terro and 2 officers. It increases your activations, but reduces your body count. The creatures heal themselves with the feeding frenzy surge and pile on the damage when they attack. It works really well when you shock probe them or flamethrower them beforehand. One of the dewbacks would be without feeding frenzy which gives you a point for Rule By Fear. Probably not as good as the snowtroopers because they are useful in their own right. Or cross training on your stormies which gives you some options for spy cards

I considered Feeding frenzy instead of the rOfficer? In the end I think I preferred activations. Sometimes that +1 Damage is just overkill and I find it rarely makes a difference. The big benefit would probably come from having an extra surge option that heals, the Dewbacks almost always roll more surges than I can use.

Dewbacks actually have decent range so you might not be adjacent too often.

towards the end of the game, often I have backed my opponents into a corner and can begin to do some real up close damage. The weaken on the shock Lance and flamethrower is actually qiute strong against some rebel heroes who are are relying on the surges and the -1 surge block means I can get my shooting surges that much more often... I have some time to test this list as regionals isn't until February but I had intended to use it in the upcoming BoardWars.eu Vassal tournament...

thanks for all your feedback guys, it's all food for thought...

The range on the Dewbacks was what got me thinking about blaise, since you shoots cover a lot of distance it seems really valuable hidding your frontline.

I think i do also prefer an activation rather than feeding frenzy, and as also pointed out by @Inquisitorsz it is melee range going against the reasoning of blaise.

yeah, that's why I was thinking the snowtroopers would be better overall. Feeding Frenzy is an elite card so you can only take 2 of them as well. Having the extra health and a 3figure activation i think trumps the feeding frenzy limitations, especially in a list like this since the dewbacks are single figure activations.

Last night I tried out the following list:

Deployment:
[6] Agent Blaise
[7] Captain Terro
[5] Dewback Rider
[5] Dewback Rider
[2] Imperial Officer
[7] Snowtrooper
[6] Stormtrooper
[1] Zillo Technique

We played both of the Blaise missions, first mission I chose to deploy from the single tile deployment zone and the second I chose to deploy from the other. These deployment zones were drastically different, the second being totally unsuitable for the cumbersome Dewbacks and showing just how important it can be to get the right deployment zone. This can be seen from my near total victory in the first game, where my Rebel Twins opponent rolled 5 X's and I won, and in the second game where she rolled no X's and yet I was playing from the backfoot the whole time. I am a point down in this list and don't know what to take but I have some feedback and some questions.

Blaise:

How do you use him? The hiding was incredibly powerful, giving my Dewback's extra surges and occasionally making Leia miss as sometimes the yellow dice just doesn't roll the range you need. His shooting is powerful if you can get the surges which I find difficult against white dice. Interrogation is very powerful, if only to look at your opponent's hand. I question though if in this list he is worth 6 points. I don't run any other spies and I also don't own a copy of Cross Training. Is that considered mandatory?

Zillo Technique:

What is the best way to use this card? The card seems very deep but should you only use it to prevent a killing blow? does it also have value in preventing surges by preventing damage? Maybe against a list running 2 Jedi with Pierce 3 attacks it has less utility. why am I continually tempted to drop this and use the other point to buy another officer?

All in all, I am very happy with the Dewbacks and only get more pleased as I use them. I think against Scum if they remain the glass cannon faction they currently are, that I will be strong enough to beat them. Against troopers, hopefully the huge walls of flesh that are my Dewback can absorb lots of damage and Terro's flamethrower can make a mess of them in groups. Against Twins, this is my most practiced opponent and the list is mainly about target priority.

Am I way off the mark on any of this? Got more feedback? Please share!

you don't have to run spies, but they have some crazy good command cards to abuse. 1 pt gets you elite ISB troopers over the regular troopers. Better health, one less guy but some really nice surge abilities. A little harder to use but can actually get some really good damage going if they get hidden as well. Without elite troopers, I find the Reinforcements a little too much and maybe not worth it if you're still running this same command card deck.

Command:
[2] Call the Vanguard
[0] Element of Surprise
[1] Ferocity
[0] Fleet Footed
[3] Grenadier
[0] Hard to Hit
[1] Negation
[0] Rally
[1] Rank and File
[0] Recovery
[2] Reinforcements
[2] Reinforcements
[2] Size Advantage
[1] Strength in Numbers
[0] Take Initiative

there's about 5 cards you could swap out for spy cards with ISBs in tow. It sounds like you don't have the Bespin expansion though, am I right?

I trialled this list last night:

[9] Elite Storm Troopers

[7] Captain Terro

[7] ISB Infiltrators

[6] Agent Blaise

[5] Dewback Rider

[5] Dewback Rider

[1] Zillo Technique

It's only 6 activations which feels like a slight drop over my previous 7 but the eStormies are so much stronger than the regular ones and the ISB Infiltrators just shine so much! They feel really really strong! The option as well to hide a guy with Blaise the first time an opponent plays a Command Card each turn is incredible, especially if it's an offensive card in the first turn... Captain Terro and the Dewbacks (note: new band name) still continue to impress. As for command deck I took this:

[3] Covering Fire

[3] Grenadier

[2] Size Advantage

[1] Camouflage

[1] Ferocity

[1] Hit and Run

[1] Negation

[1] Rank and File

[1] Strength in Numbers

[0] Element of Surprise

[0] Fleet Footed

[0] Hard to Hit

[0] Recovery

[0] Take Initiative

[0] Urgency

there's about 5 cards you could swap out for spy cards with ISBs in tow. It sounds like you don't have the Bespin expansion though, am I right?

I now have the Bespin Gambit! Yay! I'm also considering running Feed Frenzy on Terro instead of Zillo Technique as he is often my most advanced Dewback.

Dewback Thoughts

I've found this list builds inevitability. As the game goes longer and units start losing their effectiveness, a 9 Health Dewback is still as strong now as it was at the beginning of the game. As most other units are on their last health, the Dewbacks are able to shoot and zap to hopefully get that last point of damage. It is very rare that I am out of range with the Dewbacks either, with the 3 movement to begin it also makes the end game very easy to just herd your opponent into a corner and zap and blast them to death. All in all, I am very happy to run 3, although most lists I've seen run 1 and Terro, and I should be getting mine on Thursday!!!

You really don't want to drop Zillo Technique. It is far and away the best card in the game, you just have to know when to use it. Usually it is worth losing a command card to keep a figure alive for another activation, and the pierce negation is more valuable than ever with the number of pierce 2 figures that came with this wave.

I went to my FLGS last night and played a few games with the new stuff! I made some updates to my list and I'd be interested to get some opinions on what people thought?

  • [7] Captain Terro
  • [5] Dewback Rider
  • [5] Dewback Rider
  • [7] eJet Trooper
  • +[1] Targeting Computer
  • [7] ISB Infiltrators
  • [6] Agent Blaise
  • [1] Zillo Technique
  • [1] Rule through Fear

This list performed reasonably well, I made a few tactical blunders as always happens with new lists but all in all I was happy with how it played. The big surprises for me was just how hard the eJets hit! Those guys zooming in, getting 3 dice and then hiding behind a Dewback are really strong and able to go very literally toe-to-toe with the likes of eWeequay's and the like. I'm beginning to wonder what place the spies in this list have. The ISB Infiltrators are handy with their Deadly surge and like the ability to hide a Dewback halfway through shooting when an opponent plays a command card with Blaise.

Strengths

I feel this list has loads and loads of 3 dice attacks which, short of a sudden [X] are nearly impossible to weather. It's super manouverable with the dewbacks and eJets both getting movement for free. It has a good smattering of Leaders for some cards like Inspiring Speech (which I need to wrestle off my fiancé) and Battlefield Awareness. The main way the list get's played is just by grinding up the board. The walls of lizard meat which are the Dewbacks are just way to hard to deal with for their 5 point cost, and with a weaken every turn, it's not long before you opponent is backed into their deployment zone. Normally I find if I haven't lost a Dewback and it's halfway through turn 2, I can take the game from there.

Weaknesses

So while the list is super manoeuvrable, it's also a pain to manoeuver. If any of you have seen the scene in Austin Powers where he is in the little orange trolley stuck between 2 walls, then you have an idea of what Dewback Car Park Synrdrome looks like. It takes a feet of geometric wizardry at times to even leave your deployment zone in a coherent manner, let alone set up firing positions and begin moving up the board. This is mitigated somewhat with the rotating out of Nelvaanian Warzone, that centre tile gives me nightmares, but still on some of the maps with the long, 2-wide corridors, you're better off sending the ISBs. The list also suffers from only having one activation at a time, making for some super swingy activations. Sometimes one Dewback is enough, 3 dice is a lot after all, but unlike with Trooper lists, if that dewback fails to do enough damage, you don't have anymore to have another go with unlike with Stormies. This is much more apparent in the mid-to-late game where a lot of figures are on one health, and you just need that last damage to control the point. This is offset by the shock lance but that yellow dice is a fickle mistress, I have lost count of the number of times that dreaded Surge has shown up at a crucial moment.

I have no weaknesses for the eJets, they are simply amazing and with a targeting computer, they give me tingles like I've never felt before.

Wrap-up

All in all, I feel the Dewbacks a very strong unit, they get crazy amounts of health, get free movement and sometimes just grind over your opponent like the slow lumbering pack animals they are. In other cases, you feel like your shots are wasted on low health models and so you rely on the shock lance, only to fail horribly. So far I have a positive record with this list and I'm going to keep trying to improve on it. Moving forward, I think Rule through Fear is a bad card and I would rather take an officer if I can find the other point. I keep taking Zillo but I'm kind of unsure why, sometimes it makes a difference, other times it just whiffs. I think the targeting computer is too important for the eJets and really helps them but I'm not sure which one to drop.

Comments and criticism is always appreciated!