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.