1st Skirmish played, few questions

By VAYASAN, in Imperial Assault Skirmish

Played our first skirmish other night using the suggested lists and command cards. I played Imp, wife played Rebels.

A Few questions if I can

1- We played the Map where you have to pick up holocrons and move them to a communication thing. I think it takes an action to pick up...and also to put the holocron in the communication relay?

2- What do you think of the balance of the 2 suggested first game lists? (Vader, Royal Guards, 2x Storm troopers vs Ghakaarn, Luke, Fen, Jyn and Diala)? Using Vader and a Royal Guard next to him..he smashed the rebels.

3- Can a group of 3 storm troopers split up? Not sure if im missing something but I sent 2 troopers forward and had one hang back and then run if needed...to stop the enemy getting the points for killing all. I realise that reduces the firepower somewhat.

4 At this point where we play for fun...should we worry about stuff like the vader fix card?

5- Is there a random force generator anywhere? We will play for fun...but cant see my wife going through lists to try find a perfect force etc ;p

Edited by VAYASAN

I think you played Lost Knowledge:

03-halfres.jpg

  1. It takes a Retrieve action to pick up a Holocron but none to discard for points.
  2. The starting lists are intentionally underpowered to encourage you to improve them; but the Rebel one might more underpowered
  3. Stormtroopers can split up
  4. Totally up to you what errata you want to play with, some like the Vader fix, are important to balance the game but that will only be apparent after you play another 5-10 games, so I wouldn't worry about those at first.
  5. I think you're asking about pre-made lists, you can see recent community lists on Tabletop Admiral or IA Armies, though they will likely include content from across all the expansions.
Edited by nickv2002

The Rebel list would benefit a lot from cutting Gaarkhan and Diala for elite Rebel Troopers and Elite Rebel Sabateurs, although those cards don't come with the core set.

If you're just going to be sticking to the core set for now, you can cut the wookiee and jedi for gray Rebel Troopers, gray Rebel Saboterus, Gideon and Rebel High Command. A focused Rebel Saboteur should be able to stun Vader which makes it a lot harder for him to wreak havoc.

Edited by Tvboy
2 hours ago, VAYASAN said:

I sent 2 troopers forward and had one hang back and then run if needed...to stop the enemy getting the points for killing all.

Just FYI, Skirmish scoring rules have been FAQ'ed so that you score Victory Points for each model as they are defeated, based on their Figure Cost, so multi-figure groups like Stormtroopers or Rangers cannot run away and save 9-12 points.

1 hour ago, Smashotron said:

Just FYI, Skirmish scoring rules have been FAQ'ed so that you score Victory Points for each model as they are defeated, based on their Figure Cost, so multi-figure groups like Stormtroopers or Rangers cannot run away and save 9-12 points.

Ah I read that points are awarded when all troops are killed in original skirmish guide. Points per figure would avoid what I did I guess so much better.

So 2 points per storm trooper kill yeah?

6 hours ago, VAYASAN said:

Played our first skirmish other night using the suggested lists and command cards. I played Imp, wife played Rebels.

A Few questions if I can

1- We played the Map where you have to pick up holocrons and move them to a communication thing. I think it takes an action to pick up...and also to put the holocron in the communication relay?

2- What do you think of the balance of the 2 suggested first game lists? (Vader, Royal Guards, 2x Storm troopers vs Ghakaarn, Luke, Fen, Jyn and Diala)? Using Vader and a Royal Guard next to him..he smashed the rebels.

3- Can a group of 3 storm troopers split up? Not sure if im missing something but I sent 2 troopers forward and had one hang back and then run if needed...to stop the enemy getting the points for killing all. I realise that reduces the firepower somewhat.

4 At this point where we play for fun...should we worry about stuff like the vader fix card?

5- Is there a random force generator anywhere? We will play for fun...but cant see my wife going through lists to try find a perfect force etc ;p

Assuming you actually played Lost knowledge as Nick said above:

1. Correct on first part, but to drop it off you just have to be adj to the comm relay, no action required

2. Yes I think there was a poll before saying the default list favors Imperial, note the errata on RG though

3. Yes, note the errata though: it's now point-for-kill, so 2pt per rStorm or 3pt per eStorm, no longer "6pt at once" or "9pt at once"

4. imo everything after (and including) wave 8 is on a new power curve, so stuff like Vader fix, IG-88 fix, Jedi Luke, eRanger, eWeequays. When I play at home I just say "look either we play with everything or we exclude the wave 8+ stuff". Really your choice but don't be surprised if you clear the table using fixed Vader

One of my previous game (was against a newbie but still) and he insisted that we play with everything, so I specifically told him he might want to take some wave 8+ stuff (he didn't) and even told him that I'm taking Vader w/ fix (he ignored that)

5. If you're playing at home, just throw together whatever you want for fun & proxy the card if you don't have it. It's not allowed in tournaments though

You can find all erratas on the FAQ doc https://images-cdn.fantasyflightgames.com/filer_public/cf/09/cf09c884-fc95-4ccf-94e5-15a9322618ce/swi_faq_v23_high_res.pdf

Edited by ricope

Thanks all.

I wont ever get round to playing skirmish in anything other than at home for fun.

I havnt ever looked at errata and not sure which the 8+ waves are but the most recent figures I have are Chopper and Hera (not used them yet) but I will ge the newer stuff...they are just too hard to resist!!!

I am unsure what to do regards the newer cards and fixes...Vader for example, so iconic im sure he will get plenty of plays...but I dont want to spoil the fun. from what I understand, his 'fix' makes him tougher.

I just checked the errata listed above, how I will remember it all is beyond me hehe...one question. For the Royal Guard for example, how do you 'fix' it? Do people change the card somehow?

Hmm looked at Royal Guard errata, seems my Cards are correct already (that came with the core). Is this right?

My RG currently is-

Reach Surge = Stun Surge = Pierce 1

Sentinel: While a friendly non-Guardian figure is defending, and you are adjacent to the targeted space, apply +1 to the defense results. Limit Sentinel or Protector ability per attack.

Vengeance: When an adjacent, friendly, non Guardian figure is defeated, you become Focused.

Have I got an updated version or something....sounds good but just leaves me baffled as to what changed I need to look out for and whats already incorporated.

When something gets an errata, FFG is obligated to integrate it to any future printings of the game/expansion.

The Royal Guard / Imperial Officer / Rebel Saboteurs errata were about the first, so they have had time to propagate, but you can't be certain without checking the printing revision number or date.

The .zip file in the link in the spoiler protect above has the current known deployment card errata, so you can compare to those.