Competitive Imp lists

By FrogTrigger, in Imperial Assault Skirmish

During attacks, abilities with the same timing are resolved in the order of core/mission rules, attacker, defender.

The link contains the relevant rules and all attack-related abilities to date. Also see the attack reference I built from the core rules material. https://www.boardgamegeek.com/image/3458198

Power to Shields: (last chance just before step 7 for Pierce, and anytime during step 7 for other of the listed keywords)

AttackReference.jpg

Edited by a1bert

For whatever reason I can't download the image from that link, and I can't find it under the IA Files.

You need to be logged in to BGG to see the large versions. I have added the attack summary sheet above.

(Edit: on my site now, so should work.)

Edited by a1bert

Final list with comments from the tournament:

Deployment cards:

8 Terro w/ Survivalist (the 1 health recover saved his life twice through out the day)
8 E. Jets with TC
8 E. Jets with TC
6 Dewback Rider w/ Feeding Frenzy
4 R. Jets
2 R. Officer
2 R. Officer
1 Zillo Technique
1 Rule by Fear

Command Cards:

3 Grenadier
2 Cavalry Charge
2 Squad Swarm
2 Inspiring Speech
1 Ferocity
1 Change of Plans
1 Roar
1 Fuel Upgrade
1 Single Purpose
1 Survival Instincts
0 Urgency
0 Planning
0 Take Initiative
0 Mitigate
0 Element of Surprise

So this list ended up performing really well once he got a good understanding of how to play it. Not a strong objective list, but great mobility and a lot of offensive power that lets you split your forces and still be effective. On trash compactor map splitting between the top and bottom and just ignoring the Dianoga leaves the enemy over whelmed on both fronts.

Some effective command cards really make charging directly into enemy fire possible like Cavalry Charge and Survival Instincts, this makes Terro practically invincible or if you only get to play one, at least very formidable to take down. And even so he soaks a lot of damage with his high health. Then bringing in the jet troopers for their 2 space blue die, targeting computer re roll and added surge is an incredibly strong combination. Single Purpose was also great for hitting support that were hiding behind offensive troops when Terro was able to back door or charge up to the enemy line. I think at one point he was able to target 4 units with it twice in a row, which resulted in a ton of damage and command cards being discarded.

All of this combined with Zillo technique and the lists high health made them a frustrating to take down opponent that was right up in your face the whole time. I think three major tweaks would be dropping Fuel Ugprade for Negation, Mitigate for Position Advantage and Squad Swarm for Call the Vanguard (this was built out of my deck so we only had 1 copy for two of us of each). Also less necessary since the Jets can convert a block to an evade if necessary. Urgency maybe less important as well with the lists great mobility. Maybe Roar could be replaced as well I don't think he had many chances to use that one, Tough Luck would be a great fit there.

All and all though seems like a pretty solid list.

Edited by FrogTrigger