Competitive Imp lists

By FrogTrigger, in Imperial Assault Skirmish

My Nephew wants to play in an upcoming tournament using my kit, I've got my Rebel list locked down but I definitely have more than enough to build him a secondary list with a good command card hand. He prefers Imperial, I am trying to push him towards Mercs as they are so powerful right now.. he had a list he made before with Sorin and the Jets that he liked, just curious what others think and what they have found works. I've got one of each expansion so I can't give him a card like Negation unfortunately and some others are limited.. but I still think he should be able to build a competitive deck.

Sorin list:

I think this list is a lot stronger with 2 E Jets, but I only have one copy of Jabba's Realm, which limits Change of Plans to basically only being used to burn the elite Stormies for the E Jets, or E jets for regular jets which I don't think I would do even if it was a 1 for 2 swap. Ahh already I just realized I forgot TC on the Jet troopers, would be worth dropping the Officer for and still having 6 activation's.

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

▪ General Sorin
▪ Advanced Com Systems
▪ Zillo Technique
Elite Jet Trooper
Jet Trooper
Elite Probe Droid
Elite Stormtrooper
Imperial Officer
Probe Droid

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

Celebration
Change of Plans
Deadeye
Element of Surprise
Grenadier
Inspiring Speech
Planning
Rally
Reinforcements
Reinforcements
Take Initiative
Urgency
Squad Swarm
Optimal Bombardment
Mitigate


Edited by FrogTrigger

My son plays Imps almost exclusively. He tried a Soren build with Jet Troopers, and we found it difficult for the JTs to be close enough to Soren (even with Advanced Coms) to use his surge stuff while also getting close enough to utilize Fly-By. I've had good success using elite JTs as ambushers and regular JTs as objective runners. Maybe you guys can figure out a better way to use them with Soren.

We've found the Dewback Riders are awesome ambushers and temporary tanks for their cost. You could get a good creature list going with Temporary Alliance. My son keeps trying to figure out a good Kayn & Terro build -- he's going to realize he can drop one of them, pop in 1-2 Dewbacks and be just as dangerous.

For local/store tournaments, you'll likely be able to borrow a deployment cards in case you guys want to do 2 eJetTroopers. Or you can ask to proxy deployment and command cards like Negation. I don't think you can do that for a Regional tourney, though.

Edited by cnemmick

Ya the group I play with is extremely casual so I thought of that, but I also don't want to hurt sales for the store owner where we play all of our tournaments. If someone buys a few packs for cards they need for the tournament then at least he is breaking even on the store kit.. but borrowing definitely works.

That's a great point about the jet troopers getting to far away though, Sorrin moving up in the battle field becomes a pretty easy target to pick off.

Can always try HK droids with Sorin

I like

Terro w Feeding Frenzy

2x E Jet Trooper w Targeting Computer

2x Reg Officer

E Wing Guard (Could swap for 2x E dewback, E Stormtrooper w cross training, or E Snow trooper)

Temp Alliance

Rule by Fear

Zillo

Honestly, I think the difficulty here is Sorin: he's just not good. I'd say he's about a B- at best (and with Adv Comms)...whereas Captain Terro is an A- at worst. I'd suggest starting with Terro. Additionally, Terro works well with Jet Troopers, since they all have good movement and they also like to be relatively close to the opponents for best attack results.

  • 8 Terro (I'd suggest including Survivalist for 1pt)
  • 8 eJet Troopers (definitely with Targetting Computer)
  • 8 eJets with TC again, if possible.
  • 2 Regular Officer
  • 1 Zillo Technique

...that's 27 pts, which allows you 13 for whatever else you'd like: 2 more Dewbacks (though I'd say you'd do fine with just one), perhaps Stormtroopers, perhaps another rOfficer. See if he likes the idea, and then if he likes it, see what he'd enjoy the most to fill out the rest of the space.

19 hours ago, cnemmick said:

My son keeps trying to figure out a good Kayn & Terro build -- he's going to realize he can drop one of them, pop in 1-2 Dewbacks and be just as dangerous.

I agree with you that a couple Dewbacks could be just as or more competitive than Kayn, but I really enjoy playing with Kayn and trying to make him work.
May have shared this with already but I've been having some pretty good success with this list:

[10] Kayn Somos
[1] Advanced Com Systems

[7] Captain Terro
[1] Feeding Frenzy
[2] Imperial Officer
[7] Jet Trooper [Elite]
[1] Targeting Computer
[3] Probe Droid
[7] Snowtrooper
[1] Zillo Technique

The regular Jet Troopers are great objective runners and I have subbed them for the Probe Droid and Feeding Frenzy, which frees up the officer to support Kayn. But... Feeding Frenzy on Terro can come in pretty handy. On the more objective heavy maps, the rJets are probably the way to go.

Edited by leacher

If you really want to make Kayn work then I wish you the best. At best, I think he's kind of a B- or C+ character (with Adv Comms).

And I agree with leecher: while they're not great at combat, the rJets are an excellent choice for objective-running and opening doors, etc, with their Mobile ability and low cost.

Sorin with Advanced Comms and Droids will always be competitive if played right. I like the HK and elite probe droids(some go for all probe droids and no HK and take estormies for objectives) . Yes, Sorin may be overpriced in a vacuum, but no one can deny the competitiveness of multiple 4 dice attacks with modifiers. I think this list may get better with the new droid command cards coming out soon, but it is effective now.

Dewbacks and especially Terro are really good. EJets are good with targeting computer. I think Kayn and Sorin together are too tied to two weaker figures and it is too easy to take one of them out and then be up a creek or lose the potency of your list.

It depends on who likes to play what in your neighborhood and really depends on what your Nephew is comfortable with. I believe, especially in local tournaments that those who do the best are those that have practiced the most and are aware of what the list is capable of and not capable of. Knowing strengths and weaknesses takes out a lot of guesswork from the game or randomness.

Ejet Troopers are pretty awesome with vader's finest as well if you haven't tried it. That's first turn self-focus, second turn potential 4 dice attack. With a minimum of 4 movement points afterwards.

Edited by Darkace
2 hours ago, Darkace said:

Ejet Troopers are pretty awesome with vader's finest as well if you haven't tried it. That's first turn self-focus, second turn potential 4 dice attack. With a minimum of 4 movement points afterwards.

Yes, I played against this combo a few weeks ago. It's very powerful, especially considering that you often don't have any attacks to make during the first round anyway (and so it can be well-used for the focusing ability from VF). My opponent rolled 4 dice and my eyes almost popped out of their sockets! The extra movement on every attack (from VF) is also very handy, and adds even more mobility to what are probably some of the most mobile units in the game.

After rolling 3-4 surges several times and minimal damage, I gave up the costly Vader's Finest for targeting computer and have never looked back.

i strongly believe a well-played spy list should still do well in today's atmosphere. A lot of the spy cards can be recycled and used to counter a lot of uber Hunter cards that people go ga-ga about. You can even cross-train Capt terro. Comm Disruption on son of Skywalker usually = dead Luke

Edited by buckero0

[8] General Sorin
[1] Advanced Com Systems

[7] Jet Trooper [Elite]
[7] Jet Trooper [Elite]
[1] Temporary Alliance (E)
[8] HK Assassin Droid

[8] HK Assassin Droid

While I'm also uncomfortable with Sorin being close enough that the eJets can use his abilities when they attempt Fly-By, I've found that simply having him hang back and command the HKs on long range while the eJets battle for objectives or perform ambush hits works pretty well. Remember the pass rule when you can get away with it, 5 activations runs out fast. Use stuns as often as possible, that wrecks squads.

4 hours ago, buckero0 said:

After rolling 3-4 surges several times and minimal damage, I gave up the costly Vader's Finest for targeting computer and have never looked back.

i strongly believe a well-played spy list should still do well in today's atmosphere. A lot of the spy cards can be recycled and used to counter a lot of uber Hunter cards that people go ga-ga about. You can even cross-train Capt terro. Comm Disruption on son of Skywalker usually = dead Luke

This is exactly why I wait until they're down to two spies before using SoS if I can help it. Curse you spies!

-ryanjamal

15 hours ago, buckero0 said:

After rolling 3-4 surges several times and minimal damage, I gave up the costly Vader's Finest for targeting computer and have never looked back.

i strongly believe a well-played spy list should still do well in today's atmosphere. A lot of the spy cards can be recycled and used to counter a lot of uber Hunter cards that people go ga-ga about. You can even cross-train Capt terro. Comm Disruption on son of Skywalker usually = dead Luke

What are you running in a spy list? Mostly cross trained troopers or ISB agents?

11 hours ago, ryanjamal said:

Curse you spies!

I have always assumed that is what your penguin was yelling...

Awesome, thanks so much guys for all the responses. Lots of helpful tips. Tomorrow night we are going to get together and test out some lists to see what he likes, I think I will suggest looking at Terro and go from there. He did really like the E. Jets last time we played, so I don't think I would have to try to hard to sell that.

8 Terro w/ Feeding Frenzy
8 E. Jets with TC
5 Dewback Rider
4 R. Jets
2 R. Officer
2 R. Officer
1 Zillo Technique

Is a great base, already at 6 activations and 10 points left to spend. Great mobility and damage up front with support in the back. I think I'd fill this out with some E. Stormies for that extra punch and Rule by Fear for command card shuffle.

Then the CC list gets a bit more interesting, grenadier, reinforcements now has a lot more use with the E. Stormies.. but isn't tied just to one deployment card..but it doesn't take advantage of some of the better cards out there like Change In Plans. Being limited to just the 1 set of E. Jets really limits this list.. doubling up on them with another TC instead of the E. Stormies would look a lot better. I could probably borrow an E. Jets card from a friend. And add in some regular Jet troopers as objective runners.

8 Terro w/ Feeding Frenzy or Survivalist
8 E. Jets with TC
8 E. Jets with TC
6 Dewback Rider w/ Feeding Frenzy or Survivalist
4 R. Jets
2 R. Officer
2 R. Officer
1 Zillo Technique
1 Rule by Fear

10 minutes ago, FrogTrigger said:

8 Terro w/ Feeding Frenzy or Survivalist
8 E. Jets with TC
8 E. Jets with TC
6 Dewback Rider w/ Feeding Frenzy or Survivalist
4 R. Jets
2 R. Officer
2 R. Officer
1 Zillo Technique
1 Rule by Fear

Ace! I'd run that! 7 activations and 10 figures is plenty. Lots of utility and mobility. Good firepower too...try to use the cavalry guys first in the round so that they can apply their Weakened conditions so that your troopers' attacks can then be more effective.

Awesome, thanks for the feedback. Question, do the movement points from Mounted have to be used right away at the start, or do they go into a pool? I thought I saw a ruling of this somewhere but can't find it in the RRG.

All I can find is this that pertains to Urgency:

Quote

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.

I noticed on a stream I watched for a tournament at Sentry Box the TO ruled that the points could only be spent at the start. @a1bert

Same for Fly By with the Jet troopers, can you say attack, gain the movement points, then interact with something and then move?

Edited by FrogTrigger

Mounted gives movement points during the figure's activation, so they go into the movement point pool and can be spent before or after actions during the activation. Just like the movement points from performing a move by Beast Tamer go into the movement point pool and can be spent before or after actions. Neither are special actions and both are during the figure's activation.

The TO should read the rules more carefully.

Edit: the same applies to Fly-By, which is an ability, not a special action. During the figure's activation Fly-By puts the mp into the pool. If performed outside of the Jet's activation (for example Executive Order) they must be spent immediately when gained among the other after the attack resolves abilities of the attacker.

Edited by a1bert

As far as command cards go, we are building off of one CC set so I will have Negation, Call the Vanguard and Position Advantage in my deck.


3 Grenadier
2 Squad Swarm
2 Cavalry Charge
2 Inspiring Speech
2 Overrun
1 Change of Plans
1 Roar
1 Strength in Numbers
1 Single Purpose
0 Celebration
0 Element of Surprise
0 Planning
0 Rally
0 Take Initiative
0 Urgency

Others I thought of Repair, Fuel Upgrade (once things are nitty gritty), Tough Luck, Mitigate.

I always played that they go into the pool

39 minutes ago, FrogTrigger said:

8 Terro w/ Feeding Frenzy
8 E. Jets with TC
5 Dewback Rider
4 R. Jets
2 R. Officer
2 R. Officer
1 Zillo Technique

I ran something similar and threw in a rancor just for fun to play some creature cards, but honestly Ithink your list below is very worthwhile. If you have multiple dewbacks, I always feel with the command cards, the more extra attacks you can get, the better.

2 hours ago, draco193 said:

What are you running in a spy list? Mostly cross trained troopers or ISB agents?

I haven't played a true spy list like what I'm thinking of, but it's probably the list I fear more than anything because it takes so much out of your hands as far as the command cards go. I would think Blaise, Cross-trained stormtroopers and now cross-trained Terro would be the basis. I haven't had the consistency with ISB as I have with the stormtroopers (lack of 3rd shot and body hurts and the white die is fickle) but I've seen them also do pretty well when played smartly. I think a list like this would love to have Balance of the Force as there would be a lot of really good cards to include. I could be wrong though.

Curious, for the timing of Zillo Technique, can someone play say Position Advantage to add a damage after you choose to discard a card or not for the block?

Now I believe you, I just want to be able to point to proof:

Apply Modifiers: If players have any effects that gain or remove icons or Accuracy, they are applied at this time. This includes spending F (evade) results to remove B results. Any B abilities that provide modifiers are not resolved until step 5.

So it defaults in order of attacker first, then defender?

I've never noticed this but spend surges is actually after apply modifiers.. so you can wait to say what your surges are for until after your attack uses zillo? What about Power to Shields?