Jet Trooper Air Cavalry

By buckero0, in Imperial Assault Skirmish

In my efforts to try all the new stuff and maybe play something completely different than what I normally play I came up with this

because I don't play Imperial as much though, I could use some help with strategy, cleaning up redundancy and of course, the command card deck

7 eJet Trooper

2 Vader's Finest

7 eJet Trooper bigshot with 4 dice after self focus

2 Vader's Finest

4 rJet Trooper sit on terminals, Overrun/Grenadier triggers

7 rSnow Trooper - healers

7 Capt Terro bigshot mobile lizardrider (there wasn't a jet trooper character)

2 regOfficer support/ extra activation, Planning, Emergency aid trigger, terminal obj sitter

1 Zillo Tech protection/extra armor

1 Rule By Fear get my cards asap

  • Celebration 0
  • Covering Fire 3
  • Element of Surprise 0
  • Emergency Aid 2
  • Grenadier 3
  • Overrun 2
  • Planning 0
  • Take Initiative 0
  • To the Limit 0
  • Negation 1
  • Fuel Upgrade 1
  • Tough Luck 1
  • Disorient 0
  • Positioning Advantage 0
  • Call the Vanguard 2 works well on Terro and the eJets

The idea is that all of the figures are very mobile and can sally forth, hit hard, then retreat back and get healed or reconditioned.

it looks like a very strong list overall. If you wanted extra firepower you could add eStormtroopers and an extra officer vs the snows and rjets. Healing up the Jets could be pretty useful considering how good they are at defense, but the problem is one gets focused down and the damage isn't spread enough for the snows to get their maximum potential value out of heal. Still, it's creative and I like it, I'd need to see it in action.

thanks for replying

I originally had the eStormies in there but without points for Reinforcements (if I drop Covering Fire I might be able to squeeze it in)

I'm hoping my 4 dice outweigh the benefit of Targeting Computer's reroll. So many times I reroll and get the exact same result, plus I like the extra movement and the self focus on Vader's finest.

I still think that Covering Fire is really meant for Rebel Troopers with all of the excess surges that they can roll, and it pairs with all of the other rebel units that can cause stun. While it can be useful on the imperial side, you will more often than not use the surge you get on damage or range instead of a stun.

I have concerns about the rJet troopers as you already have 4 points going to terminal sitters(officers). You also have regular snowtroopers to help sit back and heal you units. If you could find a spare point to move them up to an elite probe droid or another dewback that could help with damage output and you would have the ability to be forward in combat. That said I do love basic storm troopers, and rJets are pretty comparable, minus the reroll. If you decide to keep them let me know what you think about them.

Edited by HeliosLancer

Maybe I'm the only one, but I'm going to have to switch to targeting computer, I love the extra movement of Vader's finest, but there's only one useful surge and I'm averaging 3 surges on 4 dice. I think I'll keep them cheaper and run with the computer, anyone else have this problem with the Jet troopers?

Maybe I'm the only one, but I'm going to have to switch to targeting computer, I love the extra movement of Vader's finest, but there's only one useful surge and I'm averaging 3 surges on 4 dice. I think I'll keep them cheaper and run with the computer, anyone else have this problem with the Jet troopers?

That's why people tend to run them with Sorin and ACS so they have access to cool surges (and don't have to focus up first turn, they can Focus by attacking).

How do you get Sorin close enough? Or do you mean TC with Adv Comms Sorin and run a little mosh pit of imperials up the battlefield? I've run the list above which is great for moving in and out of 2 range .

The problem with every Sorin list is Sorin himself. He's just too **** vulnerable. E-Jets by themselves look great though

I agree, I'm not sure how they priced him more than 6 pts, he doesn't have the versatility of the elite officer, less surges, less defense, and more health is all and the droid/vehicle help but only adjacent

I thought the consensus (from Worlds) on Sorin was that he's okay now with Adv Comm? Same goes for Kayn although to a less effective degree now

I thought the consensus (from Worlds) on Sorin was that he's okay now with Adv Comm? Same goes for Kayn although to a less effective degree now

Cos he did so well at worlds... How many of the top 16 included Sorin again?

All the overpriced figures will continue to be overpriced no matter what "fix" they will just be more effective, but still overpriced

Maybe I'm the only one, but I'm going to have to switch to targeting computer, I love the extra movement of Vader's finest, but there's only one useful surge and I'm averaging 3 surges on 4 dice. I think I'll keep them cheaper and run with the computer, anyone else have this problem with the Jet troopers?

Going back to earlier, I think TC is really good on the Jets. It helps them tremendously at greater than range 2, bringing their shot up to par with an E.Stormtrooper(with reroll), but without being dependent on other troopers positions. That can really help them still get that move in and out feel, while shooting well. Even at range 2 it helps them become more consistent in their damage output.

I would probably use E. Jets with T.C. as a default state because it lets them shoot from range 4 or 5 without having to sacrifice position, but when there are close quarters maps with blocking/difficult terrain and lots of corners, I would still take a hard look at V.F.

All of that said, I agree that the V.F. can roll too many surges that can't be used well. I totally didn't think of that part with the Covering Fire command card comment earlier.

I honestly have played Imperials the least out of the 3 factions (I do slaughter stormtroopers for breakfast, lunch and dinner at our tournies though) so my experience is limited and fairly naive. With the new scoring, I think I'd rather stay at range and use the eJets anyway. 7health is hard to do with most activations, especially with their defense squashing an evade. People were talking about how 6 health is so much better than 5 health when comparing eWeequay to HK, but my experience, especially with the newer figures it 7 is the magic number. 6 damage is pretty commonplace, 7 is almost impossible unless you're Obiwan or Bossk or one of these Big Hitters like that or you look at max/min rolls.

If I'm dropping the Vader's Finest and the mobility, I may substitute a Heavy Stormtrooper for one of the eJets and see how they play, with Targeting computer they are about the same price and I think I have enough officers to do that. Or I could just keep the Heavies with Vader's Finest, that way they have BGR to shoot with, they seem to have good surge abilities and like to have extra accuracy.