Favorite combined Rebel/Scum list?

By FrogTrigger, in Imperial Assault Skirmish

I've been playing with a lot of Temp Alliance Rebel/Scum lists and I feel like combining the most powerful cards of both factions would be a top list. Curious what others think and what lists they have thought up/used.

6 Jabba

8 R.HK

8 Shyla

7 E. Weequay

5 Vinto

1 Temp Alliance

3 Gideon

2 3CP0

My thinking here is that you get your Weequays and HK's focused up 3/4 round one and just let them pick off targets from a safe distance getting re focused in the back while Shyla and Vinto move in to engage the enemy. Positioning Shyla to be the juicy target but Vinto close enough with his speed 5 to utilize his two attack action and have them contesting terminals/objectives. If they need support the Weequays are beefy enough to back them up. Command cards would be the standard hunter cards that are all the rage right now. You could potentially have a HK rolling 5 die with the right card.. or a Weequay rolling 3 greens and a red to take down bigger targets. And of course Jabba is in the back helping you cycle through those command cards at an accelerated rate. Or instead of the HK's you could just do 2 sets of elite Weequays and Devious Schemes, Black market.. etc.. trying to figure out a build that doesn't require two Jabba's Realm boxes though.

Another variation would be to bring in either the E. Alliance Rangers/Luke and Gideon. Giving you even more fire power but still access to focusing and this would vary your command card range from just the strong hunter cards.

6 Jabba

7 E. Weequay

5 Vinto

4 Greedo

1 Devious Schemes

1 Black Market

1 Temp Alliance

12 Jedi Luke/E. Alliance Rangers

3 Gideon

Thoughts? Are there any tournament reports with lists similar to these that I have missed? Has anyone tried lists similar to these in a tourney? What were the strengths/weaknesses?

Edited by FrogTrigger

My first list with the new set was the same as the first one you listed except ePig over HK

It worked very well at a local store tournament but some take aways was that, it was trying to do half and half (melee group with brawlers and range group). It couldn't brawl as well as full melee lists but it also can't put sniper a full sniper list. Also no devious is too much of a mistake in the current meta. Shyla was a bit exposed with only 1 group of pigs so either go for 2 groups or cut her

the 2nd list is more along the lines of something I'd expect to see these days. Temp Ally for JK Luke or eRangers + Gideon. Fill out list with appropriate scum good stuff. Use devious

Edited by frotes

That's a good idea about the Pigs but you're right it would split the group and brings in a whole other area of command cards you are trying to squeeze in there.

Shyla seems pretty tanky with 12 HP and the built in evade but I guess not having that extra action to move in/out like Luke can makes a huge difference. I was hoping to be able to keep a bit of distance with her and use the whip to bring enemies to me, closer for sniping as well.. might have to do some more testing. Thanks for the insight though very good points.

I played against Bantha with a motivational Jedi Luke at the Exeter Regionals and it was disgusting. That could be an option...

[1] Devious Scheme

[1] Beast Tamer

[1] Temporary Alliance

[1] Motivation

[12] Jedi Luke

[9] Bantha

[8] ePigs

[4] Hired Guns

[3] Gideon

20 minutes ago, FrogTrigger said:

Shyla seems pretty tanky with 12 HP and the built in evade but I guess not having that extra action to move in/out like Luke can makes a huge difference.

I think evade + black or block + white was extremely tanky in the eST meta. But now with so many 3 dice attacks and hunter CC cards, singled out obiwan/shyla figures just melt (once CC are played). JK Luke survives well because of his HP and 8 move before attacking puts him out of range of a lot of attacks before he runs in with SoS. He would drop in power by a lot if he didn't have SoS

So either need enough melee bodies so that if 1 falls, the rest can leverage enough of an advantage and clean up. Or go for more range attacks and play carefully with the melee you do have

Or run Bantha/Rancor and just throw them into the fray :D

On 27/02/2017 at 4:57 PM, RoyalRich said:

I played against Bantha with a motivational Jedi Luke at the Exeter Regionals and it was disgusting. That could be an option...

[1] Devious Scheme

[1] Beast Tamer

[1] Temporary Alliance

[1] Motivation

[12] Jedi Luke

[9] Bantha

[8] ePigs

[4] Hired Guns

[3] Gideon

Hey Rich,

We played a game at Exeter Regionals and my list was not disgusting at all, quite fun actually (and you did win the game :))

My list was as below. I found the Bantha really good at control and Luke was the center piece. My losses on the day were all linked to mistakes from my side, not the list.

Thanks again for our game, I had a great time!!

Deployment:
[9] Bantha Rider
[1] Beast Tamer
[3] Gideon Argus
[8] HK Assassin Droid
[12] Luke Skywalker (Jedi)
[1] Motivation
[1] Temporary Alliance (M)
[5] Tusken Raider

For sure mate, I meant that in a good way! The potential output end of turn 1 into turn 2 was crazy! :D

I think I was very fortunate to come back from that but I was chuffed you and Matt both made the cut mate! Look forward to seeing more of the Bristol crew around in the future :)

Thanks ! I really had a great time at Exeter and looking forward to the next one (I learned a lot during this day, more than by watching even the best YouTube battle reports :) )

I had posted my list before the event, asking for advice :

My next list is probably going to be Rebels only...

I got 2nd place at a store tournament in Paris two weeks ago with the following:

2x Bantha

Beast Tamer

Hired Guns

Temporary Alliance

Gideon

JK Luke w/ Motivation

It was a really fun list to play and would have been undefeated if not for a clutch play in which my opponent at the end of the very last round (time had been called) played Data Theft to play Ferocity from my discard pile to finish off Luke's last 5 hp with a massive attack from Captain Terro. I think I might try swapping Luke for E Alliance Rangers but I'm not convinced they wouldn't be better in Rebel where two of them can consistently get focused each round instead of just one. Plus the Alliance Rangers have too many awesome command cards that compete with the awesome Bantha command cards.

Fun fact about JK Luke: his deflect ability triggers if an adjacent ally is targeted by a ranged attack, even if the targeted space is not adjacent to Luke!

Here is the list I lost the regional final with against a JK Luke, Obi, E Rangers, Gideon, C3PO, Smugler and Rebel High Command, just missed the last Damage on Obi and then lost 42-36 from the Cameras on the ISB map.

But I seem to win most other games, its the only list I have a loosing record against, mostly due too the Rangers damage output and the fact I have to focus fire on at least one Jedi.

http://ia-armies.com/army/ZdXgQsem

Interesting list, thanks for sharing. You find the Smuggler is worth it over C3P0's focuses and defense bonus? I guess he is your Hired Guns sub?

2 hours ago, FrogTrigger said:

Interesting list, thanks for sharing. You find the Smuggler is worth it over C3P0's focuses and defense bonus? I guess he is your Hired Guns sub?

Not trying to speak for him, but why I might take him over C3PO is that there are two maps (ISB and Anchorhead Cantina) that have doors four or three spaces away that will immediately expose a figure to attacks, and I tend to open those first turn, probably with one of my first activations. The smuggler can not only open those doors, but he can survive by moving out of LoS with his extra two movement points. Otherwise, he'd have to offer up an eQuay to open the door, and that's an expensive unit to offer up to the slaughter. If I were to take C3PO I would want a set of regular Weewquays or Hired Guns.

Just my two cents.

-ryanjamal

On 2/27/2017 at 0:06 PM, frotes said:

I think evade + black or block + white was extremely tanky in the eST meta. But now with so many 3 dice attacks and hunter CC cards, singled out obiwan/shyla figures just melt (once CC are played). JK Luke survives well because of his HP and 8 move before attacking puts him out of range of a lot of attacks before he runs in with SoS. He would drop in power by a lot if he didn't have SoS

So either need enough melee bodies so that if 1 falls, the rest can leverage enough of an advantage and clean up. Or go for more range attacks and play carefully with the melee you do have

Or run Bantha/Rancor and just throw them into the fray :D

I think of Shyla more as a melee ambusher and setup artist than a proper tank. I try to put her somewhere on the first turn so that in the middle of the second turn she can run and pull a figure closer to eWARPIGS or eWeequays to finish it off.

The important thing though is to protect her... and not open a door to let frotes' WARPIGS in to say hello. :D

On 3/2/2017 at 5:50 PM, ryanjamal said:

Not trying to speak for him, but why I might take him over C3PO is that there are two maps (ISB and Anchorhead Cantina) that have doors four or three spaces away that will immediately expose a figure to attacks, and I tend to open those first turn, probably with one of my first activations. The smuggler can not only open those doors, but he can survive by moving out of LoS with his extra two movement points. Otherwise, he'd have to offer up an eQuay to open the door, and that's an expensive unit to offer up to the slaughter. If I were to take C3PO I would want a set of regular Weewquays or Hired Guns.

Just my two cents.

-ryanjamal

More or less exactly this, the smugler is faster and can indeed open and get out of the way, shoot and with the -2 accuracy He is a harder target to shoot from a distance, with anything cheap.

Great on the ISB map, to open the door and get back to the terminal, so if my opponent opens His door, I can then attack first.

Ya so I started testing the Smuggler in 'my' list replacing R2D2.. Jedi Luke/E. Rangers/Obi-Wan/C3P0/Gideon/E. Smuggler.

I like it.. I lose a bit of card cycling with R2, hes usually left to his own devices at the terminal and scomping every round is great, usually generates 2-3 extra cards per mission. But the utility of the Smuggler when it comes to doors/objectives is nice. I can open up a door and burn an activation and still have my three Rangers to shoot at stuff.

So its a trade off.. just trying to figure out if its a worth while trade off.

It's a great list. I prefer reg smuggler and rebel high command for cards currently. R2 and diplo mission is also possible but I think the current map rotation favors smuggler more since only on ISB can R2 scomp terminal R1

Exactly, I would always try to get High command in, and reg smugler is enough, since most of the time he just needs to get a terminal open a door and be used for take initiative.

Ya so I have been running the smuggler in my practice sessions and really enjoying it.. I think it might be a better pick than R2 given the current map rotation. I am struggling between the regular and elite though.. the elites utility for the trash compactor is great, he can either open the door and still make the bottom terminal, or get a package back in one turn. But I don't think the regular has enough movement for either? So you have to choose, open door round one or get to terminal for extra cards..

▪ Luke Skywalker (Jedi)
▪ Obi-Wan Kenobi
▪ Gideon Argus
▪ C-3PO
▪ Balance of the Force
Elite Alliance Ranger
Alliance Smuggler
▪ On a Diplomatic Mission (on Gideon)

Command Cards
------------------------

Element of Surprise
Planning
Take Initiative
Urgency
Son of Skywalker
Negation
Heart of Freedom
Tough Luck
Force Rush
Force Surge
Tools for the Job
Positioning Advantage
Heightened Reflexes
Call the Vanguard
Assassinate

Or drop Diplomatic Mission and BoTF and upgrade to an Elite, then drop Heart of Freedom and Tough Luck for a few more 0 cost cards like Mitigate and Toxic dart..

Heart of Freedom is a lot better than Tools for the Job in that list in my opinion. Tools have an average damage increase of ~2 damage (slightly more when red, less if other colour).

The mobility and health from HoF is a lot more valuable I think, surprising your opponent by reaching stuff with your Jedi that seemed out of reach.

Another option for deployments of your list is 2 regular smugglers. That gives you 7 activations, ensuring you have the last activation 1st turn against all 6 deployment lists. And an extra figure for objectives or as cannon fodder.

Hrmm interesting.. 2 eh.. that actually would be pretty potent.

I love tools for the job, I find that I will use it for more than just the red die. A specific instance came the other day in a game, my opponent had Jedi Luke down to 1 health with 1 activation left, his only activation was his elite heavy with 1 HP left (thanks to deflect). All of my other units were to far away or dead, except the elite smuggler and his great mobility. But with green/yellow he was out of range, so I used tools for the job to throw in a blue die and made my shot, killed the stormie, won at the end of round with a crate. If he got that activation he had a good shot at killing Luke to win the game on a regular attack, and he definitely would have done it with heavy firepower in his hand for the +4 damage (barring a dodge). So I know most people just throw it in with the red die on the hunters for that extra impact, but I find it has a lot more utility, especially now that I am packing a smuggler (or 2?). I've also used it to add another blue die to make sure I hit a 12 + range shot on a Ranger.

But not arguing HOF isn't great, especially for ditching a stun on Jedi Luke and still getting his full utility. I've also had it save Ben's life early on and allowed me to retreat him out of range for the rest of the match to deny points that would have eventually won my opponent the game. So definitely merit for both. However with Force Rush, Urgency and Jedi Luke able to double move and still attack I find my team is pretty mobile.

I view HoF as an auto include, though I love tools for the job as well. The issue is that Tools for the Job doesn't work for all of your figures, so there are some games that it will be worthless in your hand. HoF is always awesome, and sometimes game changing. If it means that Luke gets one more activation, that's two attacks you might be gaining from one card.

But for your two point conundrum, I would drop Balance and OaDM and get Rebel High Command. This list will be fishing for SoS, and the more ways you have to get that the better. For that reason I would add devotion as well. That gives you two cards in your deck that get you SoS on your first turn.

-ryanjamal

My problem with devotion is that basically during or after round 2 Jedi Luke is gone off across the map and no way C3PO can catch him. So that card could potentially be useless in my hand if I don't draw it in the first few rounds. Similar argument to what you said about Tools for the Job..

But ya RHC is a good suggestion over BOF and OADM, it also makes losing R2D2 a bit easier to take..

Yeah, that's a fair point. I have Lando in my list, so devotion can be used for him if Luke is too far away or has already drawn SoS.

-ryanjamal

Tooling around with the cards now, finding it hard to get enough 0 cost cards that I love.. thinking maybe switch out Mitigate for Celebration.

But I do like this list with the RHC and Smuggler, I'll have to test it out.

Deployment Cards
---------------------------

▪ Luke Skywalker (Jedi)
▪ Obi-Wan Kenobi
▪ Gideon Argus
▪ C-3PO
Elite Alliance Ranger
Alliance Smuggler
▪ Rebel High Command

Command Cards
------------------------

Element of Surprise (0)
Planning (0)
Take Initiative (0)
Urgency (0)
Son of Skywalker (3)
Hard to Hit (0)
Negation (1)
Heart of Freedom (2)
Force Rush (0)
Force Surge (2)
Positioning Advantage (0)
Heightened Reflexes (2)
Mitigate (0)
Call the Vanguard (2)
Assassinate (3)

Edited by FrogTrigger

I'm also trying to figure out a list with rangers and can't decide which version to go with. Why take e rangers over the regular version? Could you use that 3 points to bring in r2?