Dewbacks, jet troopers and attachments

By draco193, in Imperial Assault Skirmish

As I've been trying to put together some new lists, the growing set of potential attachments has me a bit flummoxed what to take.

Both of the newest wave and big box imperial units can take a wide variety of attachments thanks to their dual types.

Dewbacks have access to Cross Training, Vader's Finest, Survivalist and Feeding Frenzy. Any could be a big help to the vaunted mounted trooper. Vader's Finest would give them 5 movement points and allow them to potentially shock lance and attack in a single activation. Cross training helps add extra spies to the board, and could help boost defense since the large size leaves them in the open a bit more often. Feeding Frenzy ups the damage potential and pairs nicely withstood lance. Survivalist is a bit of a sleeper, but getting mobile can really help these guys get around on the board.

Jet troopers can take all of the above, swapping feeding frenzy for targeting computer. Survivalist I think does not fit them well though, since they're already mobile. Targetting computer benefits both the regular and elite versions nicely, and especially the elites to get a re-roll on an extra blue die to fish for surges. Vaders finest grants them potentially a lot of movement around the board as well.

Does anyone have any other thoughts?

I'm not sure you need any attachements for those. Keep in mind it makes the figure both more expensive and worth more points if killed. Of all of those there are only 4 options I'd consider:

1) Dew backs with feeding frenzy (or even better Terro with it).

2) Jet Troopers with targetting computer (that is effective)

3) Jet Troopers with vaders finest (really lets them hit and run every turn)

4) [most likely] Not take any attachements

Cross training is not good for Jet troopers as it doesn't work well with their agile ability. For beast, it isn't great either because he's likely to be out front and easy to pick off. Cross training really works well with 3 figure groups that like to shoot from medium to far range.

Survivalist is a mixed bag, but doesn't work well with either of these figures - nor does it work well in the current map rotation.

I'd avoid Vader's finest on the dewback as it makes a 5 point figure worth 7 points. Too expensive for the little utility. It'd be better to take an officer to push the dewback around instead of VF.

In general look to what units you can bring, then if you've got a point or two leftover, thats when you turn to attachements. In most cases more units or better synergizing units is worth more than a single upgrade to an existing unit.

Thanks for the response @roman2440

I tend to agree about attachments, but I've finally been able to get some games in with the new stuff and I always like to try to revisit my thinking with cards and make sure I'm not missing something. Our group for IA is pretty small, so the variation in lists tends not to hit all the combos

On your reply I do have a few questions. On cross training, I'm not certain why youd limit it to mid range shooters with 3 figures? Wouldn't the Dewbacks find some utility in trying to mitigate a potential big roll from a heavy hitter while they're up front? I could see it not always meshing well with Agile, but you're only typically get one or two blocks on a black die anyways. So you'll often end up the same as with a white die correct?

I've found in limited play that the Dewbacks suffer quite a bit from their large size base in getting clogged up in some the narrow hallways on current maps. Which is where I was seeing utility with Survivalist rather than the 1 point health regen. Have you been able to avoid this?

You are right about dewbacks, however I find that cross training is really more for the utility of the spy cards than the white die. Mathmatetically the black die and white die are very very close with some swings depending on what you are facing. You are paying a point for cross training, it needs to do better than neutral. To get better than neutral it becomes about the ability to play cards like intelligence leak or comm disruption. The issue is if that is your goal (the spy cards), then you are vulnerable to losing a spy by losing the single 5 point figure, whereas on stormtroopers they have to kill all 3 in a group for you to lose your spy. On top of that the Dewback rewards forward play (shorter range [no acc surge], shock lance range 2, useful for blocking LOS to other figures behind him) which the cross training makes it even more of a target.

As for clogged hallways - survivalist only helps when moving through enemy figures or rough terrain. In the current map rotation rough terrain really is only the trash compactor (it was more usefull in Nelvaaian). Moving through enemy figures isn't something I tend to do very much. In most cases I'd just lance them and attack and just use my 3 bonus MP.

Ultimately while there are use cases for each of these that would make them worth their while, I don't see them coming up often enough for me to put it into a tourney list.

As far as I'm concerned, Elite Jet Troopers are an 8-point card with the Targeting Computer ability written on it ;)

Personal preference, but for me the consistency provided by the reroll is well worth the extra point.

Yeah, I've tried both and was way underwhelmed with Vader's Finest, even with the extra die. The movement is awesome, but I don't need 3 surges on 4 dice when I'm 2 spaces away, I need to reroll for more damage. If the jet troopers had pierce 1 or some other useful surge, I might lean the other way. Until then, Target Computer all the way even though it really makes them a 9 pt loss if they die.

Frotes and I had a match where he was using Vader's Finest on the Jet Troopers and I was playing Targeting Computer. We both agreed Targeting Computer is way better for them, as the 2 blue/1 green plus a re-roll is actually a very nice damage dealer.

I haven't played with the dewbacks/terro enough yet to answer the other questions

I know that TC is good on them but I know some people really like VF too. I haven't tested VF enough to say

It can be good if you can focus and get into the fight by R2 but it's just that your opponent can play around your range in R2. And if you aren't taking a 2 range shot, then BGG isn't better than BBG with reroll

VF is more maneuverable but I'm not seeing the need for that on the current maps except landfill.

try testing out 1 TC group and 1 VF group, might be a good mix