The Emperor and Imperial Guard

By Sith Lord Revan, in Army Building

So I was theorycrafting around the Emperor and Imperial Guard the other day and was stuck on the type of army to build around them.

What’s everyone’s view? I’ve gone for a balanced force of 3 DLTs as core and then scouts and bikes for support but do you think multiple flamers/imperial guards would be a thing? Basically a rush and smash type army built around trying to secure favourable conditions and deployment?

I would go for something very aggressive with two Flametroopers (at least) and Mines at the flanks to funnel everything in the center (or at a mission point) and "explode" with the emperor around turn 3 (Guard ideally sucks all damage from the emperor prior to this). I wouldn't take any bikes for activation optimization reasons (fewer different unit types). Veers will need to take over once the Emperor is dead.

Something like that: https://tabletopadmiral.com/legion/lists/10841/

Definitely fun. Effective not sure ...

Bearing in mind the points cost of Palpatine, would you also want to sink points into Veers?

Could squeeze in another squad for activation advantage and use pulling the strings to get a flametrooper in range before following up with the Emperor. I think his 2 pip will be interesting to see as it might be a game changer (or fall completely flat).

Otherwise I like the list - as imperials play quite defensively at the moment, an agressive list like this would really surprise people.

Veers costs about the same as a full trooper squad and has about the same value (maybe even more). So I don't consider it sinking the points. But I would definitely consider replacing him with the generic commander once she is out.

Something like this is probably pretty playable.

http://tabletopadmiral.com/legion/empire/p14u08u09u2duEMp05u07uEMuEMuEMp05u07uEMuEMuEMp05u07uEMuEMuEMp07u24u22uEMu1ep07u24u22uEMu1ep15u2euEMuEMuEMuEMp1au34uEMuEMuEMuEMp1au34uEMuEMuEMuEMc08

9 activations, bulked up RG unit. Goal would be to get Palp in close so he can unleash the Force Lightning, and let the guards soak up the damage on the stroll in. Snipers provide cover fire. If they focus RG / Palp then you have 2 squads of Flaming Snowtroopers to do some work.

Why aren't people taking force reflexes on palps? Seems like it would be more useful than choke, considering you want to keep him alive as long as possible.

I suspect it’s because the imperial guard is soaking up the damage rendering the points used on the power less efficient than say on Vader or Luke (especially with red defence surges included).

Choke would be quite nasty against specialists or operatives as well.

Edited by Sith Lord Revan
1 hour ago, Sith Lord Revan said:

I suspect it’s because the imperial guard is soaking up the damage rendering the points used on the power less efficient than say on Vader or Luke (especially with red defence surges included).

Choke would be quite nasty against specialists or operatives as well.

Fair. I just figured that a dodge token can keep more of your guards alive for longer. I didn't think about it, but you're right that choke could be really good against expensive upgrade minis and operatives.

I still find Palpatine too expensive and slow. I think he can be played around too easily

RG can rush and smash face with a little LOS blocking terrain. Esp. When paired with flametroopers

Edited by buckero0

Yeah I feel the same way about Vader and the Emperor, too many pts and too slow.

If Palp can get into the middle of the enemy “then you will die”.

I do wince at the points used, but I love playing Vader and he feels thematic. Plus his saber throw (if you equip it) increases his range massively once relentless is included.

Palp’s speed is the thing I’m most nervous about as he won’t have a free attack (unless you use his command card). Giving other units a free action would be awesome to launch units at the enemy though.

I feel the Emperor and Guards will come into their own in Grand Army games.