Mixed bag of 'can this work'

By L_A_D, in Army Building

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My 4th game coming up and I signed up for a tournament at our game store for it. I have no idea about the local meta, but a similar set-up (wookies and a second sniper team instead of AT-RTs) got me along nicely in a friendly match against Palp and 3 Guards (though that player was just as fresh as myself).

I was also thinking about replacing Leia with Chewie by taking out some of the extra troopers and fiddling with upgrades.

I find that a single sniper team doesn't bring very much to the table. If your opponent has multiple snipers they'll take yours out turn 1 and then have a field day picking everything else off. They also have lots of upgrades invested in them for a unit that is going to kill 1 model a turn if they manage to survive long enough to do so.

I have found ion troopers aren't worth the cost. Having to exhaust really sucks and simply crit-fishing with a z-6 for less points is often more effective. The fleet trooper load out is really good, sometimes I run them with emergancy stims as well just so they can take a shot before activating when you lose player 1.

The AT-RTs seem a little out of place to me. I have found that a single flamer will get focused down before doing much of anything and you really need to ran them in pairs to be effective. Also han and leia are both range 2, so they'll be pushing forwards. The close range AT-RT has long range comlink? But han and leia should be pretty close to it most of the game.

As for chewie he is fantastic with both han and leia and I like running all 3 of them. Leia can give a dodge token to both han and chewie and then they both give one to each other for 2 dodges each. Or leia can keep one for herself and give dodges to the other two. Han hates being in melee but chewie will be around to protect him. Guardian on chewie makes both of the heros super survivable.

I would be looking at something like this personally:


Han Solo 120

Leia Organa 90

Rebel Troopers 40
Z-6 Trooper,
Rebel Troopers 40
Z-6 Trooper,
Rebel Troopers 40
Z-6 Trooper,
Rebel Troopers 40
Z-6 Trooper,
Fleet Troopers 44
Scatter Gun Trooper,
Chewbacca 110

AT-RT 55
AT-RT Flame Thrower,
AT-RT 55
AT-RT Flame Thrower,

I tried not to change too much of your list. This one is a bit more upgrade light. Up to you if you think that is how you like to play.

Which command cards do you keep or drop with a list like this?

5 hours ago, buckero0 said:

Which command cards do you keep or drop with a list like this?

There are lots of good options here.

One Pip Options:

Ambush (Generic) - Lets you activate the hero or at-rt with flamer first when you really need it. This is a good card because the other 1 pips will only let you use heroes.

Sorry About The Mess (Han) - Brilliant card. Gives han tokens, which give chewie tokens. Lets han go first in all cases except for when the opponent has han and also plays this card..

Coordinated Bombardment (Leia) - A really good card that gets some kills and gives out suppression on turn 1 becomes less useful in later rounds because of the range restriction meaning Leia has to be far away from the target. As Leia is range two she wants to get into the fight so I think if you take this it needs to be used round 1, but then you are using a 1 pip very early in the game. I take this card when I have sniper teams, between the two you can kill off units before they activate, without sniper teams it is take it or leave it.

Common Cause (Chewie) - Activates Chewie and Luke so don't take this one.

Two Pip Options:

Push (Generic) - Again, the only option here that lets you activate the At-RTs so worth considering.

Reckless Diversion (Han) - One of the best cards in the game. Give tokens to han and leia. Use leia early so she isn't a target and make sure you give both han and chewie dodge tokens so han ends up with 2. Between two dodges, chewie's guardian, duck and cover, and uncanny luck han is going to be really hard to hurt and the opponent must target him if able.

No Time For Sorrows (Leia) - Re-positioning is really good for your range 2 heroes to help them get into range or let them jump behind cover if in a bad spot.

Brains & Brawn (Chewie) - Results in one of the most powerful ranged attacks in the game but hard to set up. Peirce 2, sharpshooter 2, yes please!

Three Pip Options:

Assault (Generic) - Probably not worth taking because both leia and han's cards will allow you to active any 2 units as well as the hero.

Change of Plans (Han) - I have never really found a good use for this but other people swear by it. It can really mess up your opponent's plans and lets you choose a new command card with a bit of an idea of what their plan is for the turn. The problem for me is if you use it to activate units you don't get a cool command card ability that round.

Somebody Has to Save Our Skins (Leia) - Activate two powerful units one after another without your opponent having the chance to react. Yep I like this.

Notorious Scoundrels (Chewie) - A three pip that won't let you activate the AT-RTs but it does let you get reckless diversion or sorry about the mess back. Decent pick.

Four Pip Options:

Standing Orders (Generic) - You have to take it.

So I would choose:

1 Pip: Sorry about the mess.
1 Pip: Ambush. (If you swap the AT-RTs for snipers then take bombardment instead)
2 Pip: Reckless Diversion.
2 Pip: Any choice depending on personal preference and play style.
3 Pip: Somebody Has to Save Our Skins
3 Pip: Notorious Scoundrels or Change of Plans
4 Pip: Standing Orders

Edited by Qark