One more "My First Tournament" thread

By ManateeX, in Imperial Assault Skirmish

Hey folks, I play a lot of campaign but for one reason or another I've never been able to make it to any of the store tournaments in my area. That finally changes this weekend, though, which means I need to come up with a list. I've got one built but I think it could maybe still use some tweaking and I was hoping that some of you long-time vets might be able to give it the once over.

First off, the full list w/ command cards is here: http://tabletopadmiral.com/imperialassault/0908053c4e000000000000000000008f941719571c870596772b9c333592

The figures are:

  • Murne Rin
  • Jedi Luke
  • eRangers
  • rRangers
  • Gideon

I was looking to do something different from the usual variations on Merc Hunters, but I also want to have something that's still somewhat decent since I'll be up against people who have played a lot more than I have and I don't want to get completely run over. I decided to go with a Murne list, both because I really like the idea of the spy card shenanigans and because I really like the paint job I did on her :P. I particularly like the 'Data Theft' command card, so I tried to build the rest of my list to be able to use the most popular of the powerful command cards after my opponent discards them (Son of Skywalker, Hunter cards, Trooper cards to a lesser extent).

I do have a few concerns, though, notably the fact that it only has five activations. I'd also like to be able to better leverage Murne's Field Report ability which lets her give out the hidden condition if I have more command cards in hand than my opponent. To that end I think it would be helpful to squeeze in something like R2 or Rebel High command, but I'm not sure what I could drop in order to make that happen. I thought of replacing the rRangers with something like R2, Hera and C-3P0, which would solve both my card draw and activation count issues, but at that point I'd have essentially 16 points of support figures and I just don't think I'd have enough offence to get anything done. I also thought of maybe replacing the rRangers with R2 and some rSabs, but in my very limited skirmish experience I've just never been able to get enough out of the saboteurs to justify their cost. Maybe R2 and Davith/Lando?

So what do you guys think? Again, I'd really like to keep Murne in the list along with cards like Data Theft and Intelligence Leak, but changing anything else is fair game. Is this workable as-is, or should I look for more activations/more card draw somehow? Or is this concept just doomed from the start?

Since you've expressed some good reasons for wanting to keep murne I think you'll be fine with your list... You might get stomped and you might surprise yourself and do well. Two sets of rangers with Luke can pack some punch.

You seem pretty aware of the general weaknesses in the list---card draw is certainly the biggest issue. If you want to mess with the deployment cards I'd deal with that first. You are on the right track with RHC and/or R2 (I'd be preferential toward RHC). Elite rangers and Luke are just expensive and limit a little bit of what can be done.

I'd always drop force rush and put in urgency so you can use it on any figure (remember you have to use all of he movement points from urgency at once). Either way have fun and if you bring that list remember the pass rule!

I'd replace the rRangers with C3PO, Hera a Smuggler and maybe diplomatic mission. The smuggler is really good for doors and objectives and can often get more than his cost from those. Also Rangers are a lot better with another focus from c3po. Heras ability is almost like a third focus you can give away while attacking. The ERangers can shoot really far with her and focused.

4 hours ago, Knallhase said:

I'd replace the rRangers with C3PO, Hera a Smuggler and maybe diplomatic mission. The smuggler is really good for doors and objectives and can often get more than his cost from those. Also Rangers are a lot better with another focus from c3po. Heras ability is almost like a third focus you can give away while attacking. The ERangers can shoot really far with her and focused.

I'd probably do this as well, BUT if you're happy with the rRangers, just keep passing until you can't pass anymore, then bring the pain with 6 ranger shots! Youch.

I'm not sure how viable Murne is these days with the majority of everybody's units being 4-cost or higher.

Edited by caseycheesecake

Agreed on 4 cost + being an issue for Murne, shame really she's a cool character with an interesting ability

Thanks very much everybody. I'm going to play a few test rounds tonight, some with the rRangers and some with RHC, Hera and 3P0 to see which style I prefer.

And yeah, I realize that Murne is unfortunately not in the best place right now. I just really happen to like her, so I figured I'd try something out. As it's my first event I don't really have much in the way of high hopes to begin with, so I figured I'd just pick something fun to see where it takes me.

I would seriously consider rRangers. They are not much weaker then elites, BUT with double rangers list, you will struggle, when your enemy gets close and personal with you - even elites can deal 1-2 damage without rerolls, and regulars can end up with 0 dmg attacks. On top of that only one focus REALLY hurts, because plain eRangers aren't that scarry.

I met eRangers, Luke, Murne, Gideon, R2D2, C3PO, Hera during last store and it did well. However, if You fail to do some significant damage with Luke You end up with just one strong activation and lots of meat to slaugther for your enemy.

If u plan to play Murne you should SERIOUSLY consider Strategic Shift. I haven't seen this card in too many lists, but played round 2 it WRECKS all those pesky Hunters.

I just want to say thanks to everyone for their advice. I ended up going with this list, which was similar to my original but with Hera/3P0/RHC/Balance of the Force added in place of the rRangers. I went 3-1, only losing in the final thanks to an absolutely boneheaded mistake on my part on the last turn, leaving my 1-health Luke in a vulnerable position when I didn't have to. That, coupled with my opponent making a great move and using Chopper's Ram to push his last attacking figure just far enough to be able to get line of sight on my Luke, cost me a match that I was ahead in for most of the game, but I've certainly learned from it and won't be making that mistake again :)

Murne ended up actually pulling her weight better than I thought she would. She didn't ever use her false orders, but Rebel High Command got me enough of the fun spy command cards that I was still able to do a lot on her turns without ever bringing her out in harm's way. Strategic Shift was especially great in the match I pulled it in my initial draw (thanks @Szycha!). And sure if all I'm doing is playing cards I could maybe use someone cheaper like Mak, but her ability to hide my units came into play a few times and she was also left at 1 health in two of my four games (where Mak would have died).

Also, thanks to @seef1033 for both pointing out the need for more card draw and for recommending that I replace Force Rush with Urgency. I barely scraped out one of the wins by playing that and having just enough movement points to deliver a 10 point box in the Anchorhead map.

In any case, all and all I had a really great time. I don't think I'll abandon the campaign side any time soon, but I enjoyed the skirmish and list-building a lot more than I had thought I would when I bought the game.

Edited by ManateeX

Congratulations! The Emperor has forseen it :)

How did Data theft work for you? I always thought, that it should do great job in hunter/spy lists, but - since I don't play them - never had a chance to see it in action :)

Edited by Szycha
43 minutes ago, Szycha said:

How did Data theft work for you? I always thought, that it should do great job in hunter/spy lists, but - since I don't play them - never had a chance to see it in action :)

That's the one card that I really wanted to see work, but unfortunately it just never really came up. The first time I drew it was the same game that I played the turn 2 Strategic Shift, so my opponent was card-starved and never played anything worth copying. The second time I drew it my opponent had actually played Son of Skywalker (which is pretty much the ideal situation for me) but that game was already all but decided at that point and I ended up hitting 40 that turn without needing to use it.

In my other two games it was discarded, once from strain and once from Shoot the Messanger.

With all that said, even though I didn't get to see it in action I still think that I'd bring it along again if I were to play the same list. While it's possible that it's just too situational to come up all that often, I still think that for a 1-pt card it's got enough potential to be a game-changer that it's worth keeping around. If I keep playing this list I'll let you know what comes of it.