Jarrod, Is he any good?

By IamtheBendu, in Imperial Assault Skirmish

So I have been tinkering with different list, and I keep coming back to Jarrod. I cant seem to think of a list that he works in. Is there a list he works well in? How should he be played? being a melee at 7 health just seems like he would be fired down quickly. Much to quickly to really get the spy cards off. Looking for whatever insight anyone might have.

Stating the obvious, but it will depend on the rest of your list. The Australian national Champs 2017 winning list had Jarrod in it but I am not sure how well that list has aged... You can read a bit about it here:

This thread has a lot of interesting ideas involving him as well:

I really like the guy, but he is a difficult fit. He cant be a sole spy or leader for typed cards since he is a bit fragile, but he is a great backup/multiple. He actually hits pretty **** hard and he is very Quick so he is tricky to defend against.

In what role were you thinking about playing him?

Edit: Hehe, I just noticed that you pretty much asked the same question in that old Aussie nats thread as well. :)

Edited by Ram

he actually hits hard and J4x is useful, but you pay too much for the companion imho. Jarrod is good at hunting down lone figures who have strayed too far from safety. If he gets too close to the thick of things, he'll die in two shots, one shot if a card is used and due to celebration, he can give up a lot of VPs.

I used him and felt he was definitely worth his points. He's pretty versatile and can hit hard, and J4x is annoying with the pierce 1.

Jarrod is actually one of my favorite pieces. I rarely play him, but I love what he brings to the table. I have used him as a late activation in a speedy Merc "Small dudes" list (Vinto, Onar, Greedo, eWeequay, eJawa, Temporary alliance, c3po, Jarrod, rHired guns, Gideon) where the other guys run around and poke at stuff and he plays a cleanup role. He is good at closing the gap towards other figures and while not really sturdy, he is not really soft either. Black die + surge cancelation is ok.

Rebel brawlers got some help from upcoming wave, I guess Jarrod will see the board more often than he used to.

Jarrod "can" hit hard, but his base stats aren't actually...impressive at all.

He has a 82% chance to get 3 damage vs a black die (so he is nice as a "finishing off figures" piece), and only a 53% chance to get 4 damage. That's actually pretty lackluster. Of course is Jax is closeby those numbers get a bit better with an extra pierce. Consider that there Jets and Riots in almost every imperial list with access to surge cancels, pierce negation, and blocks for days, and Jarrod's in a tough spot on the damage race. NOW a focused Jarrod is totally better, he has a 75% chance to do 5 damage.

It seems to me that Jarrod's best role is as an objective runner and finishing figures off piece. Deathblow and looking for a fight can help him add damage, and he loves stuff like prepared for battle and veteran instincts. Extra Armor and giving him a block or 2 may go a long way to help him be more survivable, especially with Doubt getting rid of some focuses or tokens, so Jarrod may actually fair a bit better once Tyrants comes out. If you could still activate Jax after Jarrod is defeated, man oh man would I be using this guy all the time.

1 minute ago, TheWelcomeMat88 said:

It seems to me that Jarrod's best role is as an objective runner and finishing figures off piece. Deathblow and looking for a fight can help him add damage, and he loves stuff like prepared for battle and veteran instincts. Extra Armor and giving him a block or 2 may go a long way to help him be more survivable, especially with Doubt getting rid of some focuses or tokens, so Jarrod may actually fair a bit better once Tyrants comes out. If you could still activate Jax after Jarrod is defeated, man oh man would I be using this guy all the time.

Totally agree!