So, the same list won both the North American and Nationals tourneys (Gen Con and Nova), and it featured the controversial Ugnaut swarm: 4 rUgnauts, 2eUgnauts, Iggy, and Onar.
If you haven’t played against this list, you may be wondering what the fuss is about. The problem is several fold, IMO. First, the list allows for a player to risk nothing with their attacks. The junk droid can be in your deployment zone from across the map by its second activation, so if you ignore it, your support units will soon die during round one, perhaps before they move. All of this happens without the Ugnauts having to expose themselves at all. The second issue is that it becomes more powerful the closer you come: you’re more in range of the junk droid, so it can reach you quicker, and if you’re in sight and range of the Ugnaut, you can be attacked three times in a single activation (once with the junk droid, assuming it’s been spawned, a second time with the Ugnaut, who will also respawn the junk droid, and then the new junk droid can attack again). Iggy and Onar balance out the list perfectly with their high health and damage output, and also because they also grow more powerful as you get closer.
It just isn’t a very fun list to play against. I enjoy losing to lists that I feel outplay mine, or when I feel it comes down to the dice gods, but I personally do not enjoy losing to this list. It takes away many of the things I love most about my Imperial Assault play experiences.
There are some things that help in countering the Ugnaut swarm, but I think down the line the Ugnaut might be nerfed. And here I stress might. It’s a bit early to think about nerfs, but I’m curious what nerfs could come out that would reign the unit back fairly. It may never get nerfed, but it might be interesting to speculate, so here goes:
1. Limit the number of regular Ugnauts you can have in an arm to two.
Would this be enough? You still have the issue of the Ugnaut killing back-row support units potentially the first round, but this way targeting the junk droid makes more sense because it will get fewer activations, and you might have enough time to get into their deployment zone to slaughter some of the Ugnauts before it get’s too horrible.
2. Rule that the junk droid can only activate after the Ugnaut.
This would mean that the junk droid could only activate once per deployment card. That seems fair to me.
3. Rule that the junk droid can’t interact or be counted for the purpose of control.
The junk droid is super powerful on missions like Raining Freight on Nal Hutta. Some might even say too powerful J
4. Cast the Ugnaut back into the fiery chasm from whence it came!
Lol J
What do you guys think? Do any of these sound fair (by themselves or combined)? Any other suggestions?
NOTE: The purpose of this thread is fun speculation about junk droid nerfs. The purpose of this thread is NOT to insult specific players who used this list. Please adhere to this. This is a great corner of the internet where we come together around this passion of ours without the normal horrors of the comment section; let’s keep it that way J
-ryanjamal