Favorite combined Rebel/Scum list?

By FrogTrigger, in Imperial Assault Skirmish

Because the game extra 2hp is an important threshold that makes it harder to get 1 shot by other shooters. Also they get auto 1 pierce which is like +1 damage in most cases

Also the 4 troop cost lets you use call of the vanguard

Edited by frotes

Ya what frotes said, I love it when I get to activate my E. Rangers before the force users (if it makes sense) and watch my Imperial opponent struggle with burning Zillo technique on that measly one pierce that is giving me a free damage each attack. By the third Ranger attack you can just see him twitching, and if they DO burn it oh man that is just awesome now for my pierce 3 Jedi attack coming up.

The inherit 1 pierce is so powerful. Now being at 4 cost instead of 3 takes you out of re enforcement range, so that is definitely a big sacrifice, but it also opens you up for Call the vanguard, which gives you a free move and attack at the start of the round. That is a huge advantage, especially with the nerf to how we count points now.

Plus the elites get to re roll up to two die versus one, which on those pesky blue die can be extremely useful. I generally keep my rangers focused as much as I can so I've always got re roll options, even changing that green surge/damage to try for 2 damage if I'm already hidden or have a surge on one of the blues.

I definitely think the regulars have their place, but it would be in a trooper list. For me I don't have the points to get in reinforcements or grenadier with this list anyway, so I play my guys as high cost snipers from the back lines that can actually take a hit and have a huge tool box of cards to play around with. On the current maps my guys rarely get out far from the deployment zone. Perhaps on the landfill one might start moving up along the bottom, or go down the hallway to follow the force users, but mostly they just sit back, pick off targets at 10+ range and get re focused each round by my support.

If I was running the regulars I would want two sets and stack the trooper cards instead.

Edited by FrogTrigger
1 hour ago, FrogTrigger said:

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)

I ran this exact list in a tournament this past weekend (my first ever tournament, yay!), although my command deck was a little different.

Deployment:
[12] Alliance Ranger [Elite]
[2] Alliance Smuggler
[2] C-3P0
[3] Gideon Argus
[12] Luke Skywalker (Jedi)
[7] Obi-Wan Kenobi
[2] Rebel High Command
_____________________________________________
Command:
[2] Call the Vanguard
[0] Element of Surprise
[0] Fleet Footed
[2] Force Surge
[2] Heart of Freedom
[2] Heightened Reflexes
[0] I Can Feel It
[1] Negation
[0] Planning
[0] Positioning Advantage
[0] Rally
[3] Son of Skywalker
[0] Take Initiative
[2] Tools for the Job
[1] Tough Luck

I went 3-1, losing the very last game at the VERY last second by a Celebration kill on my Gideon that I foolishly left exposed (lesson learned, play around Celebration). I would have won the next activation. Oh well, lesson learned, and still finished in second.

A few thoughts on my command card differences between our lists:

+I Can Feel It: I prefer this over Mitigate/Hard to Hit, because it works on the two figures in my list that don't have rerolls built in, and it's a very flexible card.

+Rally: This was the last swap I made into my deck. Stuns and other conditions are absolutely killer for this list. With so few overall figures, you need every action you can get, and this card has saved me more than once.

-Urgency: I already had fleetfooted, and the fact that you have to use all of your movement points at once made this card much less flexible than I would like. There is something to be said about the surprise factor you get with Luke being able to move 6 and attack twice, but I found I very rarely had a chance to use this card to full effect.

-Assassinate: Honestly, I just didn't have this card at the time I built the list. But looking over what I have, I have a hard time figuring out what I would want to downgrade to add it in.

+Tools for the Job - I could see this being a cut (perhaps to fit Assassinate), but attacking from range 10 with B/B/G/R is hilarious

+Tough Luck - The meta for every faction is full of re-rolls right now. Weequays, Rangers, and eJets. I always find it hard to cut this card.

Anyway, those are just my thoughts. It's a great list and I'm in love with the Smuggler!

Awesome, thanks for the feedback. Curious though, why do you think with Urgency you have to use all of the movement points at once? The card says you gain movement points to your speed +2, so you are gaining those movements as part of your pool, no?

I could drop Assassinate and Hard to Hit for Tools/Tough Luck.. but man when you get that card on another Jedi Luke or other big name character the extra 3 damage always makes the opponent reel I find. Tough choices for sure, I'll have to do some more testing to figure out what I find the most useful. I really like my deck as it was before and I've found every card to be useful. But if I'm dropping BOTF for RHC (which I think is an upgrade) then cuts need to be made.

I've looked at Rally as well, nothing would suck more than having to burn one of Jedi Luke's actions to discard a stun, or even worse on Obi-Wan as there is no way he is useful that round afterwards.. which units did you find were giving you the most problems with conditions?

Edited by FrogTrigger
3 minutes ago, FrogTrigger said:

Curious though, why do you think with Urgency you have to use all of the movement points at once? The card says you gain movement points to your speed +2, so you are gaining those movements as part of your pool, no?

I thought this at first too. However, because the card is a "Special Action", the rules say that any special action that grants movement points need to all be spent at once. This is why Fleetfooted and Urgency are both worded differently. I know it's in the rules reference somewhere, I just can't remember off the top of my head. But here is a post explaining it, for reference:

As for assassinate, I totally agree, it's an awesome card. There are just so many awesome cards that it's hard to choose haha. At some point it just comes down to preference. I played quite a few games with this list, and that was just where I ended up liking it.

Wow, there you go, you learn something new every day! I can't think of a specific instance where I played this wrong, but still good to know.. sometimes with Jedi Luke you want to move 3 hit a target, then move again to hit the next with your second attack, so this is when that would definitely trip you up. The biggest one I would see is moving to get objectives, once you interact you lose any remaining movement points... that is huge.

Thanks for the advice on rangers.

3 hours ago, CruzinToVictory said:

[12] Alliance Ranger [Elite]
[2] Alliance Smuggler
[2] C-3P0
[3] Gideon Argus
[12] Luke Skywalker (Jedi)
[7] Obi-Wan Kenobi
[2] Rebel High Command

This is the only list I lost to with my Scum list at the Danish regional and before in practice games, everything else I just massacred.

Yea I would call this the new standard rebel list. Small variations in the supporting figures or possibly swapping Obiwan with another deployment card. Also changes in the CC list

But the core of JK Luke, eRangers, Gideon, C3PO is a very powerful

Now I need to hammer out the command cards though, I didn't have an opponent to test against last night so I was just doing hypothetical scenarios but I really enjoyed the double card draw. The elite Smuggler is going to be missed, but the fact I draw an extra card per round regardless makes getting to the terminal round one a little less important. I can drop Assassinate and keep Tools/Tough Luck, Tools is basically assassinate light, but with the Ranger re rolls I will basically never get stuck with one damage.. and as we've said in this thread the ability to negate a re rolled die that could potentially kill one of my units or possibly a blank re rolled into a dodge is game changing.

I don't really see anything else on my list that I would take out that is worth points:


Son of Skywalker (3)
Negation (1)
Heart of Freedom (2)
Force Surge (2)
Heightened Reflexes (2)
Call the Vanguard (2)
Assassinate (3)

Edited by FrogTrigger

20 hours ago, FrogTrigger said:

Wow, there you go, you learn something new every day! I can't think of a specific instance where I played this wrong, but still good to know.. sometimes with Jedi Luke you want to move 3 hit a target, then move again to hit the next with your second attack, so this is when that would definitely trip you up. The biggest one I would see is moving to get objectives, once you interact you lose any remaining movement points... that is huge.

I actually think you could do that in your example, since Heroic is not an action. You could use Urgency, move three spaces, attack with Heroic, finish your movement with Urgency, then use an action to attack.

Thoughts?

2 hours ago, Brigadierblu said:

I actually think you could do that in your example, since Heroic is not an action. You could use Urgency, move three spaces, attack with Heroic, finish your movement with Urgency, then use an action to attack.

Thoughts?

Hrmmm...

"Movement points can be spent before or after performing an action. If movement points are gained as part of a special action, they must be spent immediately during that action"

"Once during your activation, you may perform an attack without spending an action."

Technically you are right as the attack is occurring outside of the action and not acting as an interrupt. So in that case it still works. But for the purpose of retrieving objectives it definitely doesn't. Good catch.

One thing I have found tough is to adjust from the elite smuggler to the regular, the 2 less HP and 1 less movement (plus one less from the interact ability) has thrown me for a loop. What did you guys mostly use them for on your maps?

Edited by FrogTrigger

During your activation abilities can be performed before and after actions, but not during them (abilities/actions, page 2).

Urgency is a special action, you cannot perform Heroic inside of it.

You need to resolve Urgency fully first, any unused movement points are lost. Then you can perform Heroic.

Edited by a1bert

40 minutes ago, a1bert said:

During your activation abilities can be performed before and after actions, but not during them (abilities/actions, page 2).

Urgency is a special action, you cannot perform Heroic inside of it.

You need to resolve Urgency fully first, any unused movement points are lost. Then you can perform Heroic.

Thanks for clearing that up :)

Would you ever consider wookie warriors over obi wan in your list?

I made a list of:

Rancor,Shyla,Jabba,Vinto,Greedo

Temporary alliance

Gideon,C-3po

Beast tamer

I really like it, as Shyla and the Rancor can tank a lot of damage as they are large targets. They also are too powerful to be kept alive in some cases. Vinto and Greedo can deal damage, along with the Rancor and Shyla of course. Gideon, 3PO, and jabba are great focusers.

20 hours ago, player1730131 said:

Would you ever consider wookie warriors over obi wan in your list?

I have tested the Wookies and here is my hang up with them ,it handicaps your card draw. One of the best parts of Obi-Wan is that he controls a terminal when he is adjacent to it, no matter what, thanks to his Alter Mind ability. So with that and now RHC, I can draw 3 cards at the end of round 1. That means in one round I've got 6/15 cards with a 40% chance at drawing Planning for 8/15 cards, in one round! By the end of round 2 I've got 8-9/15 cards (depending if I move anyone up to control a terminal after Obi moves on/dies) and a 53-60% chance at drawing Planning for 10-11/15 cards... in the first three rounds. That is some severe card draw. I've also had matches where I stick a Ranger at terminal 2 and just pop people off from across the map to draw 4 in round 3.

So the Wookies are a great meat shield and you get two of them, they can clog up the terminals and soak damage while you move forward with the rest of your team. But they lack utility. They are just a pure meat shield with that black die. But Obi-Wan eats storm troopers alive with his built in evade, and when he dies it's great to focus the now over extended Jedi Luke with Into the Force. So ya I can see the merit for both sides, but in my testing I prefer the utility Obi-Wan brings. Also if you bring in the Wookies your command card shuffle gets even greater, do you ignore their trait? Obi-Wan doubles down on your force cards as well which is nice.

But again its up to your play style, if you like having the multi units better than maybe the Wookies are for you.. but even then I would look at the Echo Base troopers as they can at least hit from range, are still tanky and can use the Call the Vanguard card as well.

But I still don´t see the use of Planning, yeah you get to draw cards with Gideon, but i cost both a card in your deck and an action, so haven´t played with that in ages.

11 hours ago, GilDK said:

But I still don´t see the use of Planning, yeah you get to draw cards with Gideon, but i cost both a card in your deck and an action, so haven´t played with that in ages.

Son of Skywalker can be a game winner, so any way you can make it more likely to draw that card and to draw it early on the better. I always have it in a Luke list.

-ryanjamal

Ya pretty much that, it might not be as useful with RHC I will admit when I am already drawing double cards, but since most games average 3 rounds you really only get a few shots at drawing SOS, anyway I can increase that is worth the card slot imo..

Edited by FrogTrigger