Evaluating Zeb Orrelios: O RLY THO

By cnemmick, in Imperial Assault Skirmish

Chewbacca v0.2

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At first glance, Zeb is a tank unlike any other available in the Rebel stable. He has just one less health than Jedi Knight Luke Skywalker, but can also pull JK Luke's trick of double moving and performing a free melee attack... for only 8 points. That seems pretty good! But how good is he? Let's run some numbers and see.

UPDATE: Just to be clear, Zeb's Bo-Rifle Staff Strike uses the same "perform an attack... without spending an action" language as JK Luke Skywalker. This means Zeb can attack once w/ his ranged attack AND once with his Bo-Rifle Staff Strike in the same activation.

Ranged Attack

First let's look at attacks made requiring Accuracy 4, a guaranteed hit for Zeb. The charts below are captured from the IA Attack Calculator and do not factor in rerolls:

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Red: vs. 1 black die
Green: vs. 1 white die
Blue: Focused vs. 1 black die
Yellow: Focused vs. 1 white die

Focused Zeb can really dish it out: 60% chance of doing at least 5 DMG vs a black or white is spectacular. Red/Green with a surge for +2 DMG might be the best 2-die combination for damage output. (We'll see later what 2 red dice w/ a surge for +2 DMG looks like.)

Now we'll look at how unfocused Zeb works when needing Accuracy 5 (left image below) or Accuracy 6 (right image). Red is vs. 1 black die, Green is vs. 1 white die:

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The miss chances are incredible here when Zeb is forced to spend a surge he rolled for the +2 Accuracy surge ability. In this way, Zeb reminds me of Bossk, another Red/Green ranged attacker that you don't want to attack further away than his guaranteed range of 3. Zeb using Hera's +2 Accuracy gift or the Deadeye command card can surprise opponents who think they're out of Zeb's effective range. Sadly, there's no Brawler cards that apply to ranged attacks (which would also help Bossk & Trandoshan Hunters).

Melee Attack

Ladies and gentlemen, I give you the double-red attack with surge for +2 DMG:

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Red: vs. 1 black die
Green: vs. 1 white die
Blue: Focused vs. 1 black die
Yellow: Focused vs. 1 white die

Yup. Zeb can move up to 8 spaces and then do... that . Notice two red vs 1 black is not a 100% guarantee. That's something I learned first-hand playing elite Gamorrean Guards. :(

Let's stretch out a bit here and look at Zeb's melee attack versus some common special defenses. First looking at just doing red/red:

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Red: vs. 1 black die + 1 block
Green: vs. 1 black die + 1 evade
Blue: vs. 1 white die + 1 evade
Yellow: vs 2 black dice

And now look at red/red/green (from Focus):

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Red: Focused vs. 1 black die + 1 block
Green: Focused vs. 1 black die + 1 evade
Blue: Focused vs. 1 white die + 1 evade
Yellow: Focused vs. 2 black dice

Since I didn't show you the "at least 1 DMG" results, I'll let you know that there is a 1% chance that Focused Zeb misses vs. black die + evade. (I will likely roll that result in the future.)

For 8 deployment points (and the deployment cost needed for Threepio or Gideon), Focused Bo-Staff-Swingin' Zeb (or Home Run Zeb) is going to be a nightmare to defend against. With a follow-up melee attack after his Focused melee attack, he can likely push 8+ DMG on just about any unique centerpiece figure... except for Vader.

You can boost Zeb's mobility and attack output with the Brawler command cards. Grisley Contest in particular seems like a required choice so that Home Run Zeb can add another 2 DMG onto his big swing. Parting Blow and cards that need a special action to perform (Cripple, Hold Ground, Emergency Aid, Focus, Ready Weapons) are viable for him once he gets in the thick of battle thanks to his free melee attack.

Defense

15 Health with a black die is just insane , but it doesn't make him invincible. Assuming that the average non-amplified attack (no Focus, Hidden, power tokens or any other abilities to increase damage output) is around 3 DMG, it will take 5 hits to bring Zeb down. It'll likely take 3 amplified attacks to remove Zeb -- and those attacks aren't going into your other figures on the board.

Having that surge for Recover 1 is nice, but it will rarely give Zeb enough health that keeps him around through the attack that *should* remove him.

His health is also an asset if you choose to run Zeb in a proper Guardian role, using Bodyguard command cards. If you don't use Bodyguard, he'll likely live long enough to grant somebody the benefits of Guardian Stance.

Utility

For objectives where you contest a control point -- aka at least one mission for each map currently in the tournament rotation -- Zeb will be a beast. Using the Take Position command card will grant him +1 BLOCK (if he also needs to move) or +2 BLOCK (if he doesn't).

But if you use Zeb to run at the biggest threat on your opponent's team and whack it with his staff, that's okay too.

Conclusions

You can put Zeb in your army and have zero cards your command card deck for him. He will still be a figure your opponent must play around. Tier 1?

Edited by cnemmick
Explicitly stating Zeb can hit twice

With JLuke, Zeb and Tress we can get a nice Rebel Brawlers list like this (if 7 activations are enough I think swapping Hera+rSmuggler+OaDM with Obi-Wan can make this list even tougher):

◄12▪ Luke Skywalker (Jedi)
◄8▪ Zeb Orrelios
◄5▪ Tress Hacnua
◄4▪ Hera Syndulla
◄3▪ Gideon Argus
◄3▪ R2-D2
◄2Alliance Smuggler
◄2▪ C-3P0
◄1▪ On A Diplomatic Mission

◄(3) ▪ Son of Skywalker
◄(2) ▪ Grisly Contest
◄(2) ▪ Heart of Freedom
◄(1) ▪ Brace for Impact
◄(1) ▪ Blitz
◄(1) ▪ Tough Luck
◄(1) ▪ Deathblow
◄(1) ▪ Hit and Run
◄(1) ▪ Negation
◄(1) ▪▪ Pummel
◄(1) ▪ Face to Face
◄(0) ▪ Fleet Footed
◄(0) ▪ Take Initiative
◄(0) ▪ To the Limit
◄(0) ▪ Urgency

http://tabletopadmiral.com/imperialassault/3c9d9e81053f0b3e71000000000000330f01b69a92c53f772dc61f353839

Zeb is a blunt instrement. You send him in to attack. If he’s focused, with Hera nearby, an effective range of 7 can come in useful. The extra bo-rifle attack is going to be great.

He can do enough damage that the opponent has to pay attention to him when he gets close. His health pool is great. He can soak up attacks, taking pressure off other fragile rebel glass cannons (Han/Drokkatta). If the opponent spends some hunter cards to take Zeb down, that helps the other figures survive. If Zeb were out now, I’d be taking him to worlds.

Do you think MHD can have a role with big HP pools like Zeb+JLuke or Zeb+Chewie? Perhaps getting 1-2 better CC for droids or a decent Skirmish Upgrade for rebels?

I wonder if Hidden (and in general -Accuracy like Deflection) will become more useful with the slew of "fixed" range units coming in Tyrants. Both Zeb and the Death Troopers have a very specific Accuracy range. Like Zebs is 4-6. So shooting at a Hidden target he kinda needs to get within 2 spaces instead of 4.

Solid? Yes. Amazing? I'm not sure. I keep comparing him to Onar. Zeb costs two more for a black dice, which could be a good tradeoff depending on the meta. In a Vader dominated meta (or potentially a Rebel Jedi meta if Ezra or Kannan are good), the black dice doesn't help much. Against a trooper swarm meta, the black dice helps a lot. Zeb has a slightly worse first attack but the ability to follow up with a melee attack. He has slightly better guaranteed range (due to Onar's -Accuracy surges) but it's kind of a wash due to the second melee attack. Onar has the amazing immunity to harmful conditions, and Rush shenanigans. Get Down is a useful support ability that is good for at least -2 damage, and can sometimes make attacks miss entirely if you take away surges needed for accuracy. Hunter cards are stronger and have fewer requirements than brawler cards.

Admittedly, being a long-time merc player, I have a fondness for the aqualish. I keep going back to Zeb's cost. Both Onar & Zeb require about the same attack investment to kill in the current meta, but you get two additional points from killing Zeb which makes him a more tempting target. Against a titan, Zeb can deal a bunch of damage if focused and can get off his free melee attack too, but if your opponent lets you do this on their titan you deserve to win. If the Rebel player can protect Zeb in the early rounds, he'd be a beast to clean up in the late game. His two attacks are great at finishing off figures and he can double move and still do a RR attack so it's hard for wounded figures to run from him. His high health means it's unlikely he'll go down late game assuming you've traded titans with your opponent, protecting 8 points. BUT...I have the same assessment of Ahsoka as well. If I have 8 points left in a Rebel list and I want to bring a melee unit, I think I'd bring the Jedi over Zeb.

My conclusion: I would not want Zeb going toe-to-toe against the current meta titans (Han, Luke, Chewie, Vader, IG). As a closer, on paper he's one of the best in the business. 8 points is a high investment for a closer, so he's not an auto-include for me, but he certainly fills a niche in Rebels.

Your opponent will be so busy laughing at his horrible mini pose that you are bound to win based on distraction alone!

1 hour ago, FrogTrigger said:

Your opponent will be so busy laughing at his horrible mini pose that you are bound to win based on distraction alone!

Zeb Sculpture Meta is Tier 0!

On 4/18/2018 at 8:46 AM, Averagejo3gam3r said:

.... Hunter cards are stronger and have fewer requirements than brawler cards.

My conclusion: I would not want Zeb going toe-to-toe against the current meta titans (Han, Luke, Chewie, Vader, IG). As a closer, on paper he's one of the best in the business. 8 points is a high investment for a closer, so he's not an auto-include for me, but he certainly fills a niche in Rebels.

Remember Hunters used to be horrible until they released this set called Jabba's Realm and supporting figure packs. Tyrants of Lothal will boost brawlers. They actually got quite a boost from HotE's packs and really only 2-3 more cards and they'll be golden.

For me, he's just a worse and and more expensive version of Onar.

I like to think of him as a fixed Garkhaan

2 hours ago, viktr said:

For me, he's just a worse and and more expensive version of Onar.

yeah, but 2 attacks are better than one and he has actual defense dice. Onar has flubbed several focused attacks and done 1-2 damage total or missed outright.

The fact that I can have multiple 14-15 health figures in a list at the same time is mouth-watering.

Thanks for posting these evaluations of the new Skirmish figures. I had the opportunity to fight against Zeb and Tress in three matches tonight and Zeb was a real powerhouse. In two games, my opponent was able to Move 4, play Face-to-Face to shoot, then get off his free melee attack afterwards. It was rough, and he often had the health pool to survive until the next round and get in one last hurrah!

On 5/16/2018 at 4:45 AM, Smashotron said:

.... In two games, my opponent was able to Move 4, play Face-to-Face to shoot, then get off his free melee attack afterwards...

Face-to-face is a new command card? Did you proxy or use special powers?

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Anyone have thoughts on Zeb/Luke combo? How would you fill that out?

Luke+Zeb+RCP=25 points of awesome

Kanan might actually work as my biggest gripe about JediLuke is his inability to roll anything but a blank when being shot.

The other option is Merc Luke and Zeb with GAmorrean Guards as bodyguards and elite jawa to get 3po and some other support figures.

On 5/21/2018 at 11:12 AM, buckero0 said:

Kanan might actually work as my biggest gripe about JediLuke is his inability to roll anything but a blank when being shot.

The other option is Merc Luke and Zeb with GAmorrean Guards as bodyguards and elite jawa to get 3po and some other support figures.

Son of Skywalker wins games. Also 2 attacks (or speed 8 and single attack) and tons of ping damage vs Kanan's single attack and speed 4. Considering how meh the last round of hero's command cards were, I'm not expecting Kanan's command card to be the lynchpin here.

I actually think Zeb is going to pair nicely with Chewie. Rush Zeb into their troops and wreak havoc with Chewie not far behind to clean up with Debts Repaid when Zeb bites it. If they ignore Zeb and go after Chewie, Zeb just gets to mow through their backline unopposed.