Rebel Sabs. Playable or not?

By NeverBetTheFett, in Imperial Assault Skirmish

I feel like on the surface, these guys seem solid. However, they're never played. I realize that the errata basically killed them, but I recall many saying they were OP so maybe it was a bit too much of a fix? What does everyone else think? Have you seen any good lists with them? Will there be a buff to spies once the next wave is released?

My biggest issue for not playing them is that they although the elites have "priority target", how useful is it if you can't shoot well from far away (+3 accuracy but with a red and yellow die)? And if you dare get up close, they're not tanky enough to compete? Is is my own feeling, but again, what do others think? I'm still learning the nuances to this game and wonder why they're not on the table.

Anyone have any good list ideas? Future list ideas?

In the Troopers meta and the Hunter meta, the poor Sabs were just too squishy. However, with the advent of new Spy units (Ahsoka, Jarrod, and Clawdites most relevantly), the addition of new Heavy Weapon cards, and the ability of a Focused Sab to punch a stun through to the soon to be ascendant Vader and Han, I think the stock on the eSab is about to climb.

Back in the heyday I remember them being primary targets for a Focus from Gideon or C-3PO which helped with range, damage, Blast proc, etc. It seems much harder to treat them as a primary Focus recipients anymore (partly due to the nerf, partly due to more strong units and therefore more strong Focus candidates), so I wonder if that's part of the reason.

eSabs 5 speed is usable. The lack of range is the biggest limitation. Some maps will accentuate that limitation while others will minimize it.

Theyre a solid usable figure. Not tier 1, but can be good in the right group. Spy trait is still really useful.

I use them every now and then. 1st they are spies, which is really great with all those SoS, Blaze of Glory etc. floating around. 2nd a focused Sab hits like a truck. Blast or Stun galore.

But they indeed are a little squishy. On some maps, they are great, on others they are not, because of that.

Edited by DerBaer

Oh, and they need a Targeting Computer. That 1 DMG on the red die can be a real bummer.

I no nothing of how competitive they are, but they are a lot of fun, especially with 5 speed and the ability to stun.

But as mentioned above, they really need targeting computer (IMO) and their low health and white dice really don't help them much in terms of survivability, but again, they are a lot of fun.

Plus they have a cool model.

everything that needs to be said has been said

Regular - - never seen

Elite - - solid unit that needs a reroll,

I have been thinking a bit of playing them with Hera. Positioning may be a bit tricky, but they really should pair up pretty well.

Edited by Ram

eSabs are definitely playable. The big reason to play the regular Sabs prenerf was for all of the amazingly cheap pierce, now they just aren't as hot. eSabs are great as a control unit with their high speed, stun and spy trait. A set of eSabs gives you options on how to control the flow of the game, and they can do decent damage as a bonus. The new Heavy Weapon command cards are going to be fun for them as well.

An amazing way to help the eSabs in current rebel builds is to add Hera to a list. She fixes many of their weaknesses, and shoots at a similar range or one that is good from just behind them. She can also be a forward leader to use the leader command cards in a rebel list(New Orders, Battlefield Awareness, Inspiring Speech). Strength in Numbers with Hera and a group of eSabs can lead to some nasty surprises for your opponent.




They might pair well with Chewie, since your opponent will either have to take him down first or yield to Chewie's command card. I'll take that trade :-)

-ryanjamal

Edited by ryanjamal

Strictly speaking from a damage-output sense, I think eSabs are still lacking a bit of punch.

For a 2-die attack, eSabs have an decent chance to do at least 3 DMG against 1 black (53%) or 1 white (47%) die. This is mainly due to their ability to use SURGE for Pierce 2 multiple times, which'll push through nearly every unmodified single-defense die result. But eSabs are still behind other comparable units: Elite Jet Troopers have a 54% chance vs. black, 57% chance vs. white to do at least 4 DMG w/ Fly By. Elite Weequays have a 62% chance vs. black, 58% chance vs. white to do at least 4 DMG when Hidden.

If the defender can add at least one EVADE, the chance to do at least 3 damage reduces significantly (34% vs. black, 41% vs. white). It'll also be reduced if your Imperial opponent has Zillo Technique in play, which can negate one of your Pierce 2 modifiers.

Adding a reroll (via Targeting Computer or other method) does help the eSabs. Rerolling the red die on a 1 DMG or 2 DMG (but keeping 2 DMG 1 SURGE) increases the eSabs to a 65% chance vs. black, 56% chance vs. white to do at least 3 DMG. But you're still going to be capped around the 3 DMG mark, as percentages for at least 4 DMG don't raise significantly. Adding a Focus to an eSab is where it gets to punching much harder. But a Focused eSab that rerolls the red die on 1 DMG or 2 DMG results only has a 46% chance vs. black & a 39% chance vs. white to do at least 5 DMG. (This is presuming that the eSab can use SURGE to Pierce 2 up to twice w/ the available surges.)

Some existing cards and the new Heavy Weapon cards previewed in the HotE Skirmish news post will help increase the damage. Of course Hera will be able to assist at least one eSab attack into having an extra DMG or SURGE; getting additional DMG power tokens from Ko-Tun or a Command card will help as well.

The drawback is the amount of resources you're putting into your Rebel army to increase the potency of just one group of eSabs isn't being used elsewhere in your army. Focusing your eSabs takes that focus die away from heavy hitters like Han/JK Luke/Leia, who you'll need to do significant damage vs. the likes of IG-88/Vader/etc. If you have 2 deployment groups of eSabs, the resources to buff all of their damage output is spread even more thin.

--

Where I think the eSabs potential to affect gameplay is through Stun. Dropping 2 Stuns a turn through rounds 2 and 3 will negatively impact your opponent's gameplan. Applying those stuns only requires at least one damage suffered by the target. Hit percentages for at least one damage WITHOUT using any surges for Pierce 2 look like this:

  • vs. 1 black - 76%
  • vs. 1 white - 81%
  • vs. 1 black, reroll red die on 1 DMG or 2 DMG - 82%
  • vs. 1 white, reroll red die on 1 DMG or 2 DMG - 82%
  • vs. 1 black, Focused - 93%
  • vs. 1 white, Focused - 82%
  • vs. 1 black, Focused, reroll red die on 1 DMG or 2 DMG - 95%
  • vs. 1 white, Focused, reroll red die on 1 DMG or 2 DMG - 83%

How about vs. somebody like IG-88:

  • vs. 1 black, +1 BLOCK (IG-88) - 50%
  • vs. 1 black, +1 BLOCK, reroll red die on 1 DMG or 2 DMG - 57%
  • vs. 1 black, +1 BLOCK, Focused - 80%
  • vs. 1 black, +1 BLOCK, Focused, reroll red die on 1 DMG or 2 DMG - 85%

Or against two black dice w/ no reroll (Like a Rancor or a forgetful Vader):

  • vs. 2 black - 38%
  • vs. 2 black, reroll red die on 1 DMG or 2 DMG - 44%
  • vs. 2 black, Focused - 68%
  • vs. 2 black, Focused, reroll red die on 1 DMG or 2 DMG - 73%

You'll still have to commit some resources to Stun an important figure like IG-88, Darth or any figure that can add an Evade to the defense results (eJetTroopers, JK Luke).

Edited by cnemmick

They are focus-dependant and really need Targeting computer too.

In Europe, in the post-troopers meta, and because we didn't have Jabba yet, they were really strong and you could see 1 or 2 elite groups in every rebel list.

Right now, Rangers are way a better choice to focus on the rebel side, and Weequays just outrange Sabs everytime they want for the same cost.

I get the feeling that a lot of the people that analyse the sabs are focusing quite a bit at damage. For me it is actually a lot more about board control, how the sabs compicate positioning for the opposing units. For me, primary damage output feels secondary to the double surge blast damage threat. But maybe the general increase in unit HP has made that threat less of a threat...

I tried a list based on Rebel spies and CC control with:

Ahsoka

eSabs w TC

eEcho

Gideon

3PO w Trusted Ally

Hera

Mak

High Command

Balance of the Force

...............

Using spy cards, Maks card and Maks ability to control opponent's access to CCs. I went with High Command to get my Spy CCs faster. Might not be neccessary. It felt reasonably well. I don't think TA is neccessary and RHC could perhaps also go. Balance is nice to get the spy cards AND other strong cards. I want to try it with 2x eSabs with TC instead of the eEcho and get more Heavy Weapons cards as well. Then perhaps save TA and RHC for Chopper to punish them for trying to get more cards - or R2D2 to get more cards and more activations. I think Chopper is the better choice here.

If I were to play sabs I would proboably want to make them the smallest threat in the list. Something like:

Regular Luke
Obi-Wan
Han with Rogue smuggler
eSabs
Hera or Gideon (I would go with Hera)
Alliance Smuggler or chopper

No real synnergi of corse but pretty decent beats from most of them

I thought a long time about whether or not to buy them. In the end I did not.

But being as that they are among the ranks of the "cardboard heroes", it costs you nothing to experiment with them in lists at home and come to your own opinion.