Imps vs Han & Commandos — anyone winning?

By Gengis Jon, in Army Building

Fought an 11-activation list running Han and bomb-tossing Commandos (along with two AT-RTs) the other day. I brought a trooper-heavy 8-activation Vader-Veers list and got my *** kicked. This was my first time playing Imps, so I wasn’t at all surprised at the loss. I definitely made some critical mistakes, esp planning Vader too agressively.

But I’m left wondering to what degree Imp players are finding success taking on the new units. I know the scales will tilt back into balance with the next round of Imperial units, but until then what does a successful Dark Side army look like? And maybe more importantly what strategies are you using to counter the new Rebels?

Edited by Gengis Jon

Well, Vader costs a large number of points and isn't considered very competitive so taking him as a second commander shouldn't really be seen as a cutthroat choice... A list of max speeder bikes and DLTs with Veers would probably still do pretty good, but I can't convince anyone to play it against me.

1 hour ago, arnoldrew said:

A list of max speeder bikes and DLTs with Veers would probably still do pretty good

Well-used saboteurs seem to do a pretty good job of shredding bikes and/or limiting their maneuver options, so I'm not sure about bike-heavy list... but maybe. Anyone actually try a biker gang against someone who knew what they were during with a few saboteurs?

Were the dice gods in your favor? Those white dice really stink.

I truly believe that there will be minefields and snipers of similar ilk at the end of the month for Imperials. I think bikes do quite well still, I don't know about Vader, but Boba Fett seems custom built to deal with sniper/mine-laying mini-teams.

On 9/11/2018 at 5:39 PM, arnoldrew said:

Well, Vader costs a large number of points and isn't considered very competitive so taking him as a second commander shouldn't really be seen as a cutthroat choice... A list of max speeder bikes and DLTs with Veers would probably still do pretty good, but I can't convince anyone to play it against me.

To bad your not near me as id play that list in a heart beat. Ill play either side as long as i can play. Im ready to face the comandos and han. Maybe soon.

At-st works well.

Bikes are often caught by a well placed mine near the rebel deployment, eliminating them or limiting their movement. At-st's can tay still and bombard commandos from a distance, while staying relatively safe.

I've had some success with both AT-ST and bikes. Yeah, they mow down bikes, but bikes can do the same right back. I've had to do some fancy flying to avoid mines or stay out of LoS, but to me that adds a lot of fun. However, like chieftom said, they aren't much of a threat to AT-STs. Even the mines don't do THAT much, and they have to be nice and close to use them.

@Qwrety77 and @chieftom22 — With army’s that have had success, I’d be curious to hear what the rest of you list looked like, if you care to share.

4 hours ago, Gengis Jon said:

@Qwrety77 and @chieftom22 — With army’s that have had success, I’d be curious to hear what the rest of you list looked like, if you care to share.

Nothing too special, but I change a little each time. Here is my standard single AT-ST list.


++ Standard (Galactic Empire) [797 Points] ++

+ Commander +

•General Veers [85 Points]: Esteemed Leader

+ Corps +

Stormtroopers [79 Points]: DLT-19 Stormtrooper, Stormtrooper

Stormtroopers [79 Points]: DLT-19 Stormtrooper, Stormtrooper

Stormtroopers [68 Points]: DLT-19 Stormtrooper

Stormtroopers [68 Points]: DLT-19 Stormtrooper

Stormtroopers [68 Points]: DLT-19 Stormtrooper

+ Support +

74-Z Speeder Bikes [100 Points]: Long Range Comlink

+ Heavy +

AT-ST [250 Points]: 88 Twin Light Blaster Cannon, AT-ST Mortar Launcher, DW-3 Concussion Grenade Launcher, •General Weiss

+ Command Hand +

Command Hand: •Ambush, ••Push, •••Assault, ••••Standing Orders

++ Total: [797 Points] ++

Created with BattleScribe (https://battlescribe.net)

So, imho, the tactic that makes this game work for ANY list is to PLAY FOR THE OBJECTIVES. I ve seen it happen to others, and its happened to me (even when i know better). I have a good round, I get cocky and try to destroy units instead of take objectives.

My first game using commandos, was take them mine from operation blue metal. In the end, all my opponent had was vader with 7 wounds, but because i went unit hunting, most of my force was out of place and vader caused my only unit in the objective area to panic and run away.

15 hours ago, Thalandar said:

So, imho, the tactic that makes this game work for ANY list is to PLAY FOR THE OBJECTIVES. I ve seen it happen to others, and its happened to me (even when i know better). I have a good round, I get cocky and try to destroy units instead of take objectives.

My first game using commandos, was take them mine from operation blue metal. In the end, all my opponent had was vader with 7 wounds, but because i went unit hunting, most of my force was out of place and vader caused my only unit in the objective area to panic and run away.

It worked the other way around for me. I took the mine, but the bonus points for killing units meant I lost the game. To be honest, combined with the normal 'intercept the transmissions' mission, that game was my greatest loss because Han and co. were focused on the mine. Dark days...

With 25% area terrain, Vader is still the most terrifying unit in the game and is extremely competitive. on Bare maps he loses his luster and competitiveness, but just make sure you shoot lower on points (790ish) and have start zone cards that will benefit your Vader army.

Edited by weebaer