Covering Fire

By CruzinToVictory, in Imperial Assault Skirmish

I'm working on perfecting my Spy/Trooper list, and I'm curious what people think about the Covering Fire command card. For context, here is my list:

  • Agent Blaise
  • eStormtrooper (Cross-Training)
  • eStormtrooper (Cross-Training)
  • Imperial Officer
  • Imperial Officer
  • The Grand Inquisitor
  • Zillo Technique

Definite command cards:

  • Comm Disruption
  • Element of Surprise
  • Espionage Mastery
  • Force Surge
  • Hunt them Down
  • Intelligence Leak
  • Planning
  • Strategic Shift
  • Take Initiative

Considering Command cards:

  • Fleet Footed
  • Urgency
  • Covering Fire (obviously)

Trying to round out from here. So onto my question:

So Covering Fire gives your troopers Surge for Stun (or +2 damage if the target is already stunned). I've played a few games with it, and I've never really been able to use it effectively. My troopers don't consistently roll surges, and when they do, they already have +2 damage on surge. Stun is useful, of course, but it hasn't come into play that much.

What has your experience been with this card overall?

Really good with rebel troopers as they generally toll more surges than they ever need and could do with the +2 damage.

I'd take grenadier over covering fire all day long. Covering fire just doesn't come into play often enough, and the few times you can use it you are torn between more damage and stun. The best use I've seen of it was Rebel troopers because their surge is a pierce (not a +2 damage). I imagine it might be workable for snow troopers for the same reason - however I would still take the grenade over the covering fire as the grenade is a lot more reliable.

OK good, that's pretty much what I was thinking as well. It seemed underwhelming. Now to find me a Rebel Trooper expansion!

I think covering fire can work in a Terro + Jet trooper/targeting computer list, because they roll a lot of surges.

I think the best use of covering fire is regular trooper builds. It enhances their weaker attack and evens out some weaker rolls for a round. They'll also just throw more dice, giving you more opportunity to go for stuns. It's a bit redundant on most elite troopers, who typically already have a +2 damage surge and aren't likely to roll multiple surges on most attacks, even with rerolls. To wit, regular Rebel Troopers are the most enhanced by this card, due to their higher propensity for surges amidst middling dice. Proper use of Aim could make them a force to be reckoned with for a turn, but then you are running regular Rebel Troopers for the rest of the game, to your detriment.

Even after the nerf, I would still take reinforcements, maybe two, and I'd echo what was said earlier about needing to add in grenadier. I would definitely take Urgency, as the Inquisitor needs extra movement to be effective, and late game if he's still alive he won't be around the officers most likely. Also, I would definitelly take the new command card that adds a surge if you have it, as well as negation and one of the newer cards that allow for rerolls (Mitigate and Battlefield Awareness).

This was my list for a while, by the way. I like it quite a bit, though I worry that the rule change and the Jabba swarm will hurt it some. I think it can still be top tier, though.

-ryanjamal

Edited by ryanjamal

I have taken Covering Fire in lieu of Grenadier in my Terro/2xDew/2xeJet list with absolutely amazing results. All of my Troopers are rolling three dice and they often have extra surges. In some cases, it helps the Dewback Riders hammer home extra damage. In one particular game, I completely shut down a Scum melee list (2xePigs/2xeTuskens/Bantha) right at my doorstep by hitting each figure with Stun and some Weaken.

I think you should stick with Grenadier if you are running eStormtroopers. I expect Covering Fire will start to see more play with the Dewbacks and Jet Troopers though. In that case I recommend it wholeheartedly. It can likely save you from an encroaching Jedi Luke, Bantha, or Rancor.

Edited by Smashotron

Great discussion here. Covering Fire had pretty much fallen off my radar screen such that it hadn't even occurred to me to give it another look with the Jetties and Dewboys. I love how the recent releases and changes are bringing back some cards and strategies that had previously been mostly written off.

Yeah, the different style of movement, and the way more troopers can be adjacent to dewbacks, make this a much better card with them in play. I sort of forgot about that, but I've seen it in action against me, and it sucked.

-ryanjamal

I've got a buddy thinking bout

12-E alliance rangers

12-E alliance rangers

9-E rebel troopers

4-Gideon on a mission

2-C3P0

1-Balance of the Force

And one of the cards he's pushing is covering fire. The plan would be to use it second round after focusing up. It'd be 9 troopers (3 rolling yellow) and your rangers would have surge for +2 and +2 if shooting a stunned guy!

Not sure if it'll work well or just be a gimmick but it sounds like it could be deadly and you still have good soldiers after that round.