Let's Build A List: Core + 1 + 4 Challenge

By cnemmick, in Imperial Assault Skirmish

(Stealing a post topic idea from @ThatJakeGuy )

I'd like to see us to put together lists from the following sources:

  1. Core Set
  2. Maximum of one of the modern expansions (Jabba's Realm or Heart of the Empire)
  3. Maximum of four Ally/Villain Packs

Obviously none of these lists would be "The Meta" (tm) but hopefully something that would be fun to play in local tournaments.

Edited by cnemmick
Changing the topic heading to Core + 1 (expansion) + 4 (A/V Packs)

Endor Troublemakers

Materials: Core + HotE + Emperor Palpatine + Han Solo + Alliance Rangers + C-3P0 & R2-D2

  • Han Solo + Rogue Smuggler
  • Elite Alliance Rangers
  • Ko-Tun Felaro
  • Gideon
  • R2-D2
  • C-3P0
  • Mak

  • Armed Escort
  • Call the Vanguard
  • Concentrated Fire
  • Devotion
  • Element of Surprise
  • Field Supply
  • Heightened Reflexes
  • I Make My Own Luck
  • Inspiring Speech
  • Officer's Training
  • Prepared For Battle
  • Ready Weapons
  • Take Initiative
  • Terminal Network
  • Urgency

This list would get outpunched by proper Hunter lists, but it does have some teeth to it. It makes Gideon get a Focus and get out and fight. Plus card milling options to get Han's and Ko-Tun's command cards out.

Merc Hunters on Training Wheels

Materials: Core + Jabba's Realm + Jabba The Hutt + Greedo + Jawa Scavenger + IG-88

  • IG-88 + Focused on the Kill
  • elite Weequay Pirate
  • Jabba the Hutt
  • Onar Koma
  • Greedo
  • elite Java Scavenger
  • Black Market
  • Devious Scheme

  • Assassinate
  • Blaze of Glory
  • Blood Feud
  • Deadeye
  • Element of Surprise
  • Extra Protection
  • Fleet Footed
  • On the Lam
  • Planning
  • Price on Their Heads
  • Primary Target
  • Shoot the Messenger
  • Take Initiative
  • Tools for the Job
  • Urgency

The lack of Rebel Care Package here limits the raw damage output you'd see from a proper dual eWeequay list. But this list isn't *that* far off from the Hunter lists that dominated skirmish when Jabba's Realm first came out.

Han's Wookiees

Materials: Core + HotE + Han Solo + Chewbacca + Alliance Smuggler + C3P0/R2

  • Han Solo + Rogue Smuggler 10
  • Chewbacca + Wookiee Avenger 11
  • Drokkatta 9
  • Gideon 3
  • R2-D2 3
  • C-3PO 2
  • Alliance Smuggler 2

Command Deck

  • Debts Repaid 3
  • Maximum Firepower 3
  • I Make my Own Luck 2
  • Heart of Freedom 2
  • Collateral Damage 1
  • Smuggled Supplies 1
  • Armed Escort 1
  • Single Purpose 1
  • Marksman 1
  • Fleet Footed 0
  • Urgency 0
  • Celebration 0
  • Element of Surprise 0
  • Take Initiative 0
  • Planning 0

Went for a Han/Chewie pairing cause I love the duo. This list sure does look formidable with 3 titans alongside some great support. Drokkatta would spread out enemies with splash damage threat while Han and Chewie would pick them off. R2 is your card-milling terminal sitter leaving 3PO and Gideon open to move, Focus, protect and shoot if necessary. It lacks strong HP and the Smuggler trait suffers in CC options without Jabba's Realm.

Up Close and Personal

Materials: Core + HotE + Luke Skywalker (Jedi) + Ahsoka Tano + Obi-Wan Kenobi + R2-D2/C-3PO

  • Luke Skywalker (Jedi) 12
  • Ahsoka Tano 8
  • Obi-Wan Kenobi 7
  • Jarrod Kelvin 5
  • Gideon Argus 3
  • R2-D2 3
  • Rebel High Command 2

Command Deck

  • Son of Skywalker 3
  • Knowledge and Defense 2
  • Force Surge 2
  • Blitz 1
  • Force Push 1
  • Pummel 1
  • Right Back at Ya! 1
  • Celebration 0
  • Element of Surprise 0
  • Fleet Footed 0
  • I Can Feel It 0
  • Planning 0
  • Positioning Advantage 0
  • Take Initiative 0
  • Urgency 0

A highly mobile melee group with some Force synergy. Low defense on Luke and Ahsoka means you gotta hope for some dodges. Very few enemies would be outta reach of this team though and this list would hit hard with all the Pierce. R2 and RHC would hopefully get SoS and all the Force shenanigans into hand.

Great choice of theme, @cnemmick ! Absolutely love it! Shows how far the skirmish game has come and how awesome lists can be made with limited content nowadays.

Edited by The Archangel
Forgot deployment costs in melee list

I build a list on Stele TV with just the Core and Jabba's Realm. It worked fine - the main problem was missing all those essential command cards.

Core + the Imperial Set + Palp can get you an ok Vader/Palp list. Pick up ... Blaise? for Zillo and you're set.

54 minutes ago, pheaver said:

I build a list on Stele TV with just the Core and Jabba's Realm. It worked fine - the main problem was missing all those essential command cards.

Core + the Imperial Set + Palp can get you an ok Vader/Palp list. Pick up ... Blaise? for Zillo and you're set.

Yeah. For Imperial lists, I'm really trying to resist having this become the "Core Set + 1 + 3 + Blaise Challenge". But Zillo is so Zillo.

I feel like you'd have to be a pretty cheeky player to consistently win with Imperials without it. I feel like its the opposition to rebel/merc focus. But maybe that's because I have yet to find the tact to make the Imperials work, even with zillo haha.

Tattooine Zoo

Materials: Core + Jabba's Realm + Maul + Bantha Rider + Hired Guns + R2-D2 & C-3PO

Deployments:

  • Rancor
  • Bantha Rider
  • Maul
  • Onar Koma
  • regular Hired Guns
  • C-3PO
  • Temporary Alliance
  • Beast Tamer

Command Cards:

  • Close the Gap
  • Crush
  • Deathblow
  • Element of Surprise
  • Extra Protection
  • Face to Face
  • Ferocity
  • Looking for a Fight
  • Oppotunistic
  • Parting Blow x2
  • Pummel x2
  • Rally
  • Urgency

For this list (especially on Nal Hutta), I deploy all the small figures near the exit in front of the Bantha Rider and Rancor. Then overlap-run the two massive figures as straight as possible at the enemy -- Trained Rancor first, then Beast Tamer triple-move Bantha Rider -- without opening them up to too much 1st Round gunfire. Then try to get one of them into the enemy's encampment while Onar and Maul rush the object runners of the opponent.

This might be a list that will lose consistently, but you'll have fun losing with it.

In this list, I'm cheating a little: Jabba's Realm and Heart of the Empire don't have *anything* for Rebel Force Users. So I chose Bespin Gambit instead.

New Jedi Order

Materials: Core + Bespin Gambit + Jedi Luke Skywalker + Ahsoka Tano + ISB Infiltrators + R2-D2 & C-3PO

Deployments

  • Luke Skywalker (Jedi Knight)
  • Ahsoka Tano
  • Davith Elso
  • Gideon Argus
  • Mak Eshka'rey
  • R2-D2
  • C-3PO
  • Balance of the Force
  • Unshakable

Command Cards

  • Camoflauge
  • Comm Disruption
  • Devotion
  • Fleet Footed
  • Force Illusion
  • Force Jump
  • Force Push
  • Pummel x2
  • Shadow Ops
  • Son of Skywalker
  • Strategic Shift
  • Take Initiative
  • Urgency
  • Vanish

This will be an admittedly tricky list to play. Given the Spy lean, I ended up taking ISB Infilitrators for Comm Distruption instead of Maul and his Brawler cards. JK Luke can be plugged into nearly any Rebel list and be effective with Son of Skywalker, so I wanted to do something a bit more Force User/Spy.

The Emperor's Heavy Metal

Materials: Core + Heart of the Empire + Emperor Palpatine + BT-1 & 0-0-0 + Hera Syndulla & C1-10P + Agent Blaise

Deployments

  • elite Sentry Droids
  • AT-DP
  • Emperor Palpatine
  • BT-1
  • regular Imperial Officer x2
  • Scavenged Weaponry
  • Trusted Ally
  • Zillo Technique

Command Cards

  • Armed Escort
  • Brace for Impact
  • Collateral Damage
  • Concentrated Fire
  • Dark Energy
  • Force Lightning
  • Forward March
  • Heavy Ordanace
  • Maximum Firepower
  • Planning
  • Shared Experience
  • Take Position
  • Targeting Network
  • Unlimited Power
  • Urgency

AT-DP + Palp lists are showing up big time in Regionals. In this C+1+4 format, we can't have Jet Troopers with the AT-DP (which would trait synergize better). Instead, we'll lean more on the new Heavy Weapon cards for BT-1 and AT-DP, and expect Palpatine to get into the middle of the battle in the 2nd round (instead of waiting until the 3rd). Targeting Network and Shared Experience fuel the Zillo machine.

Core + Jabba + 3 blisters

Looks Fun.

Deployment:

◄13▪ Boba Fett
◄7▪ Maul
◄7Weequay Pirate
◄5▪ Vinto Hreeda
◄4▪ Greedo
◄4Nexu

Command Deck:

◄(3) ▪ Assassinate
◄(3) ▪ On the Lam
◄(2) ▪ Run for Cover
◄(2) ▪ Tools for the Job
◄(1) ▪ Primary Target
◄(1) ▪▪ Pummel
◄(1) ▪ Jump Jets
◄(1) ▪ Draw!
◄(1) ▪ Wreak Vengeance
◄(0) ▪ Element of Surprise
◄(0) ▪ Planning
◄(0) ▪ Stroke of Brilliance
◄(0) ▪ Shoot the Messenger
◄(0) ▪ Looking for a Fight
◄(0) ▪ Celebration

As a new player, this is actually a really helpful thread to look at. I only just picked up IA stuff 2 days ago because the store I was at actually had some on low clearance (sounds bad, but it's the only store in our area that has them at clearance). If some of you could actually build something from what I picked up + a box expansion and 2 or 3 more ally/villain packs (because I know the 2 rebel and imperial packs I got might not go together well), I'd be interested in see what ideas you can come up with so I can maybe narrow down what I want to buy next.

I got the Core, Captain Terro, General Sorrin, Lando Calrissian, and Echo Base Troopers. This is literally all that the store had, so I didn't have other choices to buy, but I can acquire anything else from other stores going forward.

Edited by RStan
19 minutes ago, RStan said:

Lando Calrissian, and Echo Base Troopers

Lots of opportunities here. The main problem you'll run into is that the fix for chewie, Vader, and Han are in Heart of the Empire.

My recommendation would be for that to be your next purchase. In the meantime, you can always proxy the fix. That will let you try it ahead of time and save some credits as well.

27 minutes ago, ImperialOfficer said:

Lots of opportunities here. The main problem you'll run into is that the fix for chewie, Vader, and Han are in Heart of the Empire.

My recommendation would be for that to be your next purchase. In the meantime, you can always proxy the fix. That will let you try it ahead of time and save some credits as well.

HotE is likely going to be my expansion purchase because I'm looking at a Sorrin ATDP/Droid squad to build on the Imp side and I get all the fix stuff for the other characters I'm looking at using in the future such as Han. I know Jabba's Realm opens up Scum for me that I'm also really interested in, but with what I've started with, I'd assume I'll have to invest more $$$ into trying out Scum than Rebels and Imperials.

Edited by RStan
4 minutes ago, RStan said:

HotE is likely going to be my expansion purchase because I'm looking at a Sorrin ATDP/Droid squad to build on the Imp side and I get all the fix stuff for the other characters I'm looking at using in the future such as Han.

It's a really good expansion. It's great seeing the list coming out of Regional tournaments and seeing how much variety there is.

So many options right now.

2 hours ago, RStan said:

As a new player, this is actually a really helpful thread to look at. I only just picked up IA stuff 2 days ago because the store I was at actually had some on low clearance (sounds bad, but it's the only store in our area that has them at clearance). If some of you could actually build something from what I picked up + a box expansion and 2 or 3 more ally/villain packs (because I know the 2 rebel and imperial packs I got might not go together well), I'd be interested in see what ideas you can come up with so I can maybe narrow down what I want to buy next.

I got the Core, Captain Terro, General Sorrin, Lando Calrissian, and Echo Base Troopers. This is literally all that the store had, so I didn't have other choices to buy, but I can acquire anything else from other stores going forward.

You can go in a lot of different directions with what you got if you're looking to add one of the expansions with 2-3 more blisters. Imo, your next purchases should focus on the faction you want to play the most.

Heart of the Empire is a great for Rebels. It has the fixes for Han and Chewie with some good Rebel heroes for skirmish. Alliance Smugglers, Hera/Chopper and R2/C-3PO are excellent buys for awesome support. You'd be able to run Smuggler combos with Han, Chewie, Lando, Hera and Jyn all synergizing. The really good Smuggler command cards are found in Jabba's Realm though. The Alliance Rangers are another very popular Rebel blister too.

HotE is also pretty good for the Empire. It has the Riot Troopers, AT-DP, Sentry Droids and Vader's fix. Again, Jabba's Realm has the Empire staple figure in the Jet Trooper. Palp is an excellent figure that pairs well with the AT-DP and Vader. The last critical Empire card called Zillo Technique is found in Agent Blaise's blister. You really shouldn't need a ton more to field a lot of good Imperial lists outside of the big exansions.

Scum is relatively straight forward. Jabba's Realm is a must. It has the Weequays, Onar, Vinto and Shyla. IG-88, the Jawa Scavenger, Jabba the Hutt and Greedo are essential pick ups as well to flesh them out. Pretty much any combo of these units will be a handful for your opponent.

So it's kinda pick your poison. Haha! Both big expansions are great for skirmish and together they provide a lot of options. I highly recommend getting both sooner rather than later for skirmish play. As for lists, naming a faction and maybe a favorite unit you want to play will help us get you some ideas!

53 minutes ago, The Archangel said:

You can go in a lot of different directions with what you got if you're looking to add one of the expansions with 2-3 more blisters. Imo, your next purchases should focus on the faction you want to play the most.

Heart of the Empire is a great for Rebels. It has the fixes for Han and Chewie with some good Rebel heroes for skirmish. Alliance Smugglers, Hera/Chopper and R2/C-3PO are excellent buys for awesome support. You'd be able to run Smuggler combos with Han, Chewie, Lando, Hera and Jyn all synergizing. The really good Smuggler command cards are found in Jabba's Realm though. The Alliance Rangers are another very popular Rebel blister too.

HotE is also pretty good for the Empire. It has the Riot Troopers, AT-DP, Sentry Droids and Vader's fix. Again, Jabba's Realm has the Empire staple figure in the Jet Trooper. Palp is an excellent figure that pairs well with the AT-DP and Vader. The last critical Empire card called Zillo Technique is found in Agent Blaise's blister. You really shouldn't need a ton more to field a lot of good Imperial lists outside of the big exansions.

Scum is relatively straight forward. Jabba's Realm is a must. It has the Weequays, Onar, Vinto and Shyla. IG-88, the Jawa Scavenger, Jabba the Hutt and Greedo are essential pick ups as well to flesh them out. Pretty much any combo of these units will be a handful for your opponent.

So it's kinda pick your poison. Haha! Both big expansions are great for skirmish and together they provide a lot of options. I highly recommend getting both sooner rather than later for skirmish play. As for lists, naming a faction and maybe a favorite unit you want to play will help us get you some ideas!

Lets push Scum to the side for later. Even though I really enjoyed running IG88 and eWeequays I can borrow if I want to explore it more from my group, but with 2 Rebels and 2 Imperial ally/villain packs, I think it's best to stick to those factions for now. In terms of what I'd want to build off right now, I like the idea of a Smuggler squad using Lando, Han, Hera, Jyn, etc. for Rebels. For Imperial I liked the idea of Sorrin with ATDP, eSentries, and other Droids/Vehicles. The thread "Crazy Sorrin" List is pretty close to what I was thinking. I'd also be curious what would synergize well with Captain Terro too.

Edited by RStan

Terro you can synergize with running a mess of Imperial Troopers: elite Sentry Droids & Riot Troopers are the obvious choices. Once you pick up Jabba's Realm, you'll be able to get Jet Troopers. (The elite Stormtroopers are not nearly as great due to their just-okay attack abilities and limited Health.)

If you wanted some Creature synergy, you could use Temporary Alliance to bring in Nexu or a Bantha Rider. Your access to Creature cards would be limited but Ferocity does come with the Core Set.

I think Terro/Palp is a good start to a Trooper list. Terro looks like he can take a beating, but in reality it takes about 3 attacks to take him off the board and his size makes it difficult to get away from attackers. I like him as a flanker, who might run and grab an out-of-the-way objective 1st round and then slam into your opponent's forces on the 2nd round.

Terro might even be pretty good with Vader, though I'm loathe to remove Palp's extra attack from the equation of my Imperial Trooper/Vader lists.

About Smuggler Lists - the crux of a good Smuggler list IMO is On The Lam (a cost-3 command card that lets you take a move as a attack is being performed on your Smuggler, potentially moving the figure out of range of the attack and causing it to miss). That card and several other really good Smuggler cards are in Jabba's Realm. I've found it kinda difficult trying to build a good Smuggler list with HotE as the one Expansion Box. Maybe you and other folks can do better!

Edited by cnemmick

Yeah I thought about Terro and some Riot Troopers, wasn't sure what to build out from there that "pulls it all together."

21 hours ago, RStan said:

Yeah I thought about Terro and some Riot Troopers, wasn't sure what to build out from there that "pulls it all together."

Challenge accepted!

***

The Emperor's Vicious Lizard (stop snickering, fools)

Materials: Core + Heart of the Empire + Emperor Palpatine + Captain Terro + Alliance Rangers + Agent Blaise

Deployments

  • Emperor Palpatine
  • Captain Terro
  • elite Sentry Droids
  • elite Riot Troopers
  • elite Imperial Officer
  • regular Imperial Officer
  • Zillo Technique

Command Cards

  • Battlefield Awareness
  • Call the Vanguard
  • Cavalry Charge
  • Concentrated Fire
  • Dark Energy
  • Element of Surprise
  • Ferocity
  • Fleet Footed
  • Force Lightning
  • Officer's Training
  • Planning
  • Prepared for Battle
  • Ready Weapons
  • Unlimited Power
  • Urgency

Terro's 3-die attack isn't the greatest for shooting from cover. Since he has no accuracy bonuses, you'll need to be within 3 spaces of a target to guarantee a hit. But once you do, you should be able to average at least 4 DMG per attack vs. one-die defenders. So when you commit him to the fight, try to do so with Call the Vanguard/Ferocity in your hand so you can have an end-of-round/start-of-round free attack. If you can get Palp or that elite Imperial Officer to him (or draw Unlimited Power), then there's another free attack.

Otherwise, Palp & the elite officer can give their free attack(s) to the Sentry Droids or the Riot Troopers. Both sets of Troopers do a consistent amount of decent damage thanks to their rerolls.

@cnemmick that looks cool ty. Anyone want to have a go at a Rebel based Smuggler list utilizing Lando with the thread's parameters?

Challenge accepted!

Here's a couple of ideas to play with. I took this first lineup to a Regional and made Top 8. Had to make minor tweaks to match the parameters.

Smuggler's Den

Materials: Core + HotE+ Han + Chewie + Lando + C-3PO/R2 + Alliance Smuggler

  • Han Solo + Rogue Smuggler 10
  • Chewbacca + Wookiee Avenger 11
  • Lando Calrissian 6
  • Jyn Odan 5
  • Gideon Argus 3
  • C-3PO 2
  • Alliance Smuggler 2
  • A Trusted Ally 1

Command Cards:

  • Debts Repaid 3
  • Heart of Freedom 2
  • Hit & Run 2
  • I Make My Own Luck 2
  • Smuggled Supplies 1
  • Armed Escort 1
  • Single Purpose 1
  • Tough Luck 1
  • Cheat to Win 1
  • Celebration 0
  • Element of Surprise 0
  • Fleet Footed 0
  • Planning 0
  • Take Initiative 0
  • Urgency 0

Han and Chewie are your hard hitters and opponents will be gunning for them first. That means you have to choose between making Lando and Jyn your sacrificial lambs by putting them out front (and triggering Debts Repaid) or your dark horses by letting them pick figures off as opponents go for Han/Chewie. Lando is especially fun when Focused with his abilities and surges. Make sure to keep 3PO near Han to trigger their abilities for Han's defense. Han can also hit from pretty far with his dice roll and surges, so don't feel pressured to move him out aggressively. Do your best to save Han for last to ensure he gets his end of round shot. Chewie takes some finesse because he wants to activate early to possibly trigger Debts Repaid and be out front to get his free Slam. This is difficult because you risk leaving him out to dry. Don't be afraid to be conservative in round one then challenge in round 2 with Chewie. Be sure to use Stun as 5 figures can deal this crippling condition.

OR

Materials: Core + HotE+ Han + Echo Base Troopers + Lando + C-3PO/R2 + Alliance Smuggler + Hera/Chopper

  • Han Solo - Rogue Smuggler 10
  • eEcho Base Troopers 8
  • Lando Calrissian 6
  • Hera Syndulla 4
  • R2-D2 3
  • Gideon Argus 3
  • C-3PO 2
  • Alliance Smuggler 2
  • Rebel High Command 2

Command Cards:

  • Heart of Freedom 2
  • Hit & Run 2
  • I Make My Own Luck 2
  • Smuggled Supplies 1
  • Armed Escort 1
  • Tough Luck 1
  • Cheat to Win 1
  • Single Purpose 1
  • Marksman 1
  • Marksman 1
  • Element of Surprise 0
  • Fleet Footed 0
  • Planning 0
  • Take Initiative 0
  • Urgency 0

Let the eEchos go first to draw fire and create havoc out front. Their Front Line attack is unreliable on making range. If you're going to use it, get adjacent or substitute in the CC "Deadeye". Han and Lando need to be your damage dealers. Same rules for Han as mentioned before. Make sure Lando is one of your primary targets for Focus. Use the Marksman CCs to surprise opponents and shoot past blockers. Hera's versatility can be invaluable. Her Call the Shots is awesome to boost an attack with Accuracy, a surge or +1 dmg. Her Smooth Landing ability will also ensure R2 can get to a terminal in round one. R2 and Rebel High Command are meant to mill your CC deck so you'll always have shenanigans. Lastly, this list has the benefit of having 8 activations which gives you the advantage of activating Han and Lando late and picking off who you want.

Both CC decks lack the two strongest cards for Smugglers which are in Jabba's Realm: On the Lam & Tools for the Job. These two are the ones that give opponents headaches as OtL can totally negate a hard hitting shot and TftJ adds that extra "oomf" to kill off a major figure. Smugglers are still quite playable without them, but they rely on their shenanigans to get the job done.

Edited by The Archangel
Forgot to name a blister in materials

I've got local friends that will let me borrow cards so I can fill in the good ones I'm missing. Thanks guys! :)