How do you Chewie?

By Tvboy, in Imperial Assault Skirmish

2 hours ago, Fightwookies said:

...And let the Wookie wreck fools

I strongly feel that the Wookies need a Command Card named Wreck Fools . Who do we have to bribe to make this happen?

@Tvboy , completely off topic, but when ever I read one of your posts, I always picture it being read by Mike Teavee from Willy Wonka and the Chocolate Factory haha.

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As you were.............

Edited by wannabepudge

That's funny, I actually got my sn from a show called FLCL when I was a kid. I really liked the robot character.

Got to play a couple of games with the furball last night. First game I sent Chewie into the fray and was only able to use Debts thanks to having the Evacuation card in my opening hand, and ditched 3po. My opponent felt like 1 VP was a small price to pay for the damage Chewie was able to cause, including 2 Slams, but I was down a command card and Hera had to give up her attack for the round.

2nd game I didn't have Evacuation in my opening hand. Chewie went in to mix it up in the shield generators, but he inevitably died, and wasn't able to use debts repaid since my opponent had initiative killed one of my sabs before Chewie could activate. So for the rest of the game Debts sat dead in my hand, and then I drew evacuation which was also dead, and the only discard outlet I had, Black Market Prices, was the 4th card from the bottom of my deck.

I would say that Chewie felt right for his points cost, but only if he is using that free Slam every turn. His unfocused attack didn't really impress me for an 11pt figure, but when he slammed his damage output felt right. But that meant that he really wanted to be up close and personal to the bad guys, which made it really easy for him to eat a bunch damage and die early without triggering Debts.

And as I thought, Debts felt like a huge liability. Both games I felt starved for command cards, compounded by including cards that were only there to enable Debts. If Chewie has to hang back in the early-mid game where he can't use Slam and only has middling range but still also has to activate early in the round, then I feel like he's not getting his points worth, but I will try that strategy when I next use him.

Edited by Tvboy

Was able to play Chewie a bit this weekend in the following "Smuggler's Choice" list on Nal Hutta Swamps & Anchorhead Cantina:

  • Chewie + Wookie Justice League
  • Han + Rouge Smuggler
  • Jyn Odan + Smuggler's Run
  • Hera
  • Chopper
  • Gideon
  • Threepio
  • Balance of the Force (so I could afford Han's card, Prepared for Battle, Tools for the Job & On the Lam)
  • Heroic Effort

Given my results this weekend, I don't think you can run Chewie without him paired up with some other big target, like Han, JK Luke, Drokkatta, etc. Debts Repaid is what it is -- both you and your opponents know that it's there. You're gonna run Chewie at the end of the 1st round and probably be the first activation on the 2nd round so that you can play Debts Repaid if your opponent takes out somebody else. You also have to have Heroic Effort, so that you aren't stuck with Debts Repaid in your hand when your opponent does commit to killing Chewie.

So since Chewie is going to be played in a predictable manner, I wanted to give my opponents more big threats to worry about. To do so, I had Gideon and Threepio focus Han and Jyn. Then I would run Jyn up to a flanking position where she could be a threat with Hair Trigger on the 2nd round and possibly run into the opponent's deployment by round 3. I would also run Han up close to Chewie and into positions where I would ensure Han would be able to shoot at the end of the round.

Having Slam as a free action is nice, in case he can reach somebody in the 1st round when he double-moves. On Nal Hutta, I ended up using Hera's and Gideon's free movement on Chewie, so that he could move within bowcaster range of Lane D ( this post has a map with the Nal Hutta lanes labeled ) where objective runners were already waiting for death. Versus an IG-88 or JK Luke who haven't activated before him, I might not commit Chewie directly into Lane D unless I absolutely felt like I needed to contest the point.

My only real complaint about Chewie is that I wish he had a built-in defensive reroll. Even if it was limited to just his white die it would increase his survivability just enough against non-hard-hitting figures to keep him around for round 3 or 4.

Edited by cnemmick

I think the forced Command Card ability is really the thing that's going to end up holding Chewie back. If he wasn't forcing you to draw a useless command card that takes up 3 of your points, he would be a really fun frontline tank/brawler, but the fact that he wrecks your starting hand feels like a punishment. I really hope they errata this in an FAQ to make it optional.

Just now, Tvboy said:

I think the forced Command Card ability is really the thing that's going to end up holding Chewie back. If he wasn't forcing you to draw a useless command card that takes up 3 of your points, he would be a really fun frontline tank/brawler, but the fact that he wrecks your starting hand feels like a punishment. I really hope they errata this in an FAQ to make it optional.

What happens if you just don't bring his CC in your CC deck? You then can't draw it at the beginning, and therefore you could run him as you suggest. I wouldn't think bringing Chewie, requires that you bring his CC.

1 minute ago, wannabepudge said:

What happens if you just don't bring his CC in your CC deck? You then can't draw it at the beginning, and therefore you could run him as you suggest. I wouldn't think bringing Chewie, requires that you bring his CC.

I asked this in the rules forum, his ability specifically says you draw 1 less command card and this is not dependent on adding Debts to your hand. So you would start the game with 2 cards without Debts. This needs to be fixed.

3 minutes ago, Tvboy said:

I asked this in the rules forum, his ability specifically says you draw 1 less command card and this is not dependent on adding Debts to your hand. So you would start the game with 2 cards without Debts. This needs to be fixed.

I guess I would disagree with that logic:

During setup, search your Command deck for Debts Repaid, reveal it, put it into your hand, and shuffle your deck. Then, draw 1 fewer card into your initial hand.

"Then, draw 1 fewer card into your initial hand." to me would be contingent on you finding Debts Repaid, and being able to reveal it. If you don't, then you aren't satisfying the "if,then" situation.

1 hour ago, wannabepudge said:

I guess I would disagree with that logic:


During setup, search your Command deck for Debts Repaid, reveal it, put it into your hand, and shuffle your deck. Then, draw 1 fewer card into your initial hand.

"Then, draw 1 fewer card into your initial hand." to me would be contingent on you finding Debts Repaid, and being able to reveal it. If you don't, then you aren't satisfying the "if,then" situation.

There is not an if ,then in there, there is only a then. The entire ability is not optional as there is no "may" in it. So if you don't put Debts in your command deck, you will have to search your command deck for Debts, fail to find it, shuffle and resolve the rest of the ability as much as you can.

The wording we are looking for here is "During setup, you may search your Command deck for Debts Repaid, reveal it, put it into your hand, and shuffle your deck. If you do, draw 1 fewer card into your initial hand."

Agree with Tvboy here, it's not optional and you must perform as much as possible. If you don't have Debts Repaid then:

During setup, search your Command deck for Debts Repaid = not happening
reveal it = not happening
put it into your hand = not happening
shuffle your deck = this can be performed, so it'll happen regardless if you got Debts Repaid or not
Then, draw 1 fewer card into your initial hand = can be performed, so it'll happen