Help me Optimize this list

By buckero0, in Imperial Assault Skirmish

This is a list I've been playing a bit and I'm trying to optimize it. I find that I either don't have enough command cards or the right ones at the right time to keep my guys alive or make my shots powerful enough. Or maybe I don't have enough(aren't used to) the number of activations.

eSentry x2...eJet x2...Officer x2...Zillo ...Targeting Computer

2 Overrun

3 Covering Fire

1 Fuel Upgrade

3 Grenadier

2 Call the Vanguard

0 Urgency

1 Shared Exp

0 Targeting Network

0 Celebration

0 planning

2 Inspired Speech

0 Ready Weapons

1 Negation

0 take initiative

0 element of surprise

34 minutes ago, buckero0 said:

3 Covering Fire

1 Fuel Upgrade

3 Grenadier

0 Targeting Network

0 Ready Weapons

I'm a big fan of "Brace for Impact" and not the ones above. You could even throw in "Stealth Tactics" to help with prolonging your figure's lives. Good thing about a zillo list is every card is "useful". "Blitz" is also a new fave of mine for some good offensive boost.

Edited by NeverBetTheFett

Thanks Fett, Some other cards I really want are Hunter Protocol and Change of Plans for when 1 of the 4 dies, you can reactivate the other 2 with either jets or sentries.

Covering Fire has super potential with both since they seem to often have too many surges (especially the jets)

Grenadier is nice, but I'd almost rather take the shot unless someone gets too close, so that maybe the expendable point.

Targeting Network is pure zillo bait, so I don't care about that. I was thinking of dropping the targeting computer for Rule By Fear because I never reroll on the guys that have it but always want to reroll on the jets that don't have it.

http://tabletopadmiral.com/imperialassault/9a8d31311a1a5c7073730000000000705b47947792a941b6c12b87359c1c

Reasons behind this:

  • 2 sets of eSentries are too much of cost. I'd rather replace one of them with Palpatine, this move gets to you to gain 2 points which i actually spent on Rule By Fear and a second Targeting Computer for your second Jet group;
  • Rule by Fear is terribly good at the moment, it's mandatory on every imperial list i'd say and helps you a lot both to mill your deck and to draw and get your hand stronger;
  • 6 activations for the Empire is the retailed number at the moment, nothing bad on it;
  • Palpatine is a shiny diamond, he does so many things you can't even realize how good he is until you actually play him;
  • Your command deck has some cards i've replaced due not to being optimized for imperials, 1st of all inspiring speech.
  • Covering Fire does perform so bad for 3 points in this meta, it's so hard for it to see the light.
  • Imperial lists usually don't run Celebration due to being very strong in contesting objectives with their units.

I will definately try this.

I guess I don't see how the Imperials can contest objectives without getting their pants shot off. My officers don't seem to carry much weight after the first turn is another problem, sometimes they can help re-position but sometimes do very little outside of holding a terminal

11 minutes ago, buckero0 said:

I will definately try this.

I guess I don't see how the Imperials can contest objectives without getting their pants shot off. My officers don't seem to carry much weight after the first turn is another problem, sometimes they can help re-position but sometimes do very little outside of holding a terminal

It's definitely not easy. You're best to focus more on picking up points on round 2. In the meantime, also try to focus on taking away their activations. You can attack and move towards an objective as a late round move.

I agree. I have issues with Officers. They're still the best 2 pt figure in the game, but man do they often seem awfully useless after round 1.

Edited by NeverBetTheFett

It's usually 1 Officer only going after the terminal, the second one can be kept attached to Palpatine since he moves by 3 only.
Imperial fifures contest better objectives because of Zillo mostly, which makes them the most defensive in the game.

1 hour ago, NeverBetTheFett said:

They're still the best 2 pt figure in the game

Better than the Alliance Smuggler????? Might be an interesting debate haha. Also might be hard to compare in a vacuum.......

I've not ran the 2x Sentries in an Imperial list yet, but I've heard that they really suffer from not being able to get focused. As mentioned above, Palp and Vader don't need focus to be productive, same with Jets and Riots. Sentries can be productive of course, but will they make up there 20 pts of value?

21 minutes ago, wannabepudge said:

Better than the Alliance Smuggler????? Might be an interesting debate haha. Also might be hard to compare in a vacuum.......

Twice I've embarrassed myself today. You are correct sir. The Smugglers is way better for 2 points. I'll correct myself and say best 2pt Imiperial figure (the only one...lol).

1 hour ago, NeverBetTheFett said:

I agree. I have issues with Officers. They're still the best 2 pt figure in the game, but man do they often seem awfully useless after round 1.

I know of a slightly OP protocol droid who would argue this...

*Edit: Smugglers are good too

Edited by Fightwookies

The issue with Covering Fire, is that your jets will struggle to have more than 1 surge. They already have one really good surge (2 damage), and they just won't consistently have another surge available. It's potentially more worthwhile with the sentries also, as they're more likely to have an available surge, and they can get multiple attacks. The card sounds good in theory, it's just really hard to get any value out of it. Part of that is that the beginning of round trigger makes it tough to play. You may lose some troopers before you can play it, you may have to play it sooner than you want and not have figures in position to actually get an attack off.

I'll echo Fett's sentments about Brace for Impact and Stealth tactics. They're really flexible and good. Those cards will further increase the survivability of your figures, and combining those with Zillo is just gross (in a good way).

38 minutes ago, NeverBetTheFett said:

Twice I've embarrassed myself today. You are correct sir. The Smugglers is way better for 2 points. I'll correct myself and say best 2pt Imiperial figure (the only one...lol).

I think @Fightwookies, has proven you are not alone in the embarrassment haha.

my jets always have 2 surges, sometimes 3, it doesn't matter if I reroll or not. That's why I thought it would be useful. eSentries average about 2.5 surges with a reroll and stun as well as +2( which is cumulative ) seems pretty good for a turn 2 boost.

52 minutes ago, buckero0 said:

my jets always have 2 surges, sometimes 3, it doesn't matter if I reroll or not. That's why I thought it would be useful. eSentries average about 2.5 surges with a reroll and stun as well as +2( which is cumulative ) seems pretty good for a turn 2 boost.

the ejets and sentries are pretty solid choices if you want to run it, a lot of people just have trouble getting value out of it. the beginning of round timing makes it hard. there are some other cards that could add flexibility.

One of the great things in this game is taking something that previously wasn't very useful, and finding a new use for it. If you like Covering Fire, and want to try to get some value out of it, go for it.

Covering Fire is something I've always wanted to fit into a Jets/Sentries list. It's a great ability, the biggest downside the 3 pts it uses up.

2 hours ago, Fightwookies said:

I know of a slightly OP protocol droid who would argue this...

*Edit: Smugglers are good too

Does he speak Bocce?

17 hours ago, NeverBetTheFett said:

Does he speak Bocce?

It's like a second language

#Star Wars Nerds

18 hours ago, NeverBetTheFett said:

Does he speak Bocce?

41 minutes ago, buckero0 said:

It's like a second language

#Star Wars Nerds

Shut him up or shut him down! ;)

I tested something similar http://tabletopadmiral.com/imperialassault/9a8d3131321a5c7000000000000000 (however cant rembemer the command cards but they were similar to yours)

It worked really well.

Palp works really good with esentries, because (obviously) they are the main target of Emperor. It not only lets you sometimes perform double move and attack round 1 (which on jabbas palace can lead to taking down figures right from enemy deployment zone from N10 Vassal Space - the one perpendiculary adjacent to stash on the middle of the map next to blocking terrain) but also seriously increases their damage output. Also it is important, that the enemy who starts to attack you has to consider does he want to attack Palp OR eSentries, wchich is the question i would never want to answer myself ;) Another thing is when you start a round with esentries, your enemy cannot ignore them and go for unacticvated jet troopers, because there is still the possibiolity of bonus attack, wchich leads you enemy to killing your activated figures, which is totally cool :)

Also, rjets are one of the most underrated imperial groups atm. They are very good objective grabbers duo to mobility + can benefit from grenades, overrun and all others juicy stuff (like being "stun meat" for concentrated fire)

Edited by Szycha