The Tortoise and the Hare (Emperor/Boba) 796pts

By KrisWall, in Army Building

I decided to build a list featuring the Emperor and quickly realized how delicate he can be. I'd like to keep him alive so that he can get across the board and use "And Now... You Will Die" to wreak some serious havoc. I decide that he'd be best served accompanied by his bodyguards as well as a mobile hospital unit. I also decided that having a "distraction carnifex" to draw away fire wouldn't hurt. This is the list I came up with...

The Tortoise and the Hare - 196pts

  • Emperor Palpatine w/Esteemed Leader, Anger and Force Reflexes
  • Boba Fett w/Duck and Cover, Hunter, Recon Intel and Targeting Scope
  • Snowtroopers w/FX-9 Medical Droid
  • Snowtroopers w/FX-9 Medical Droid
  • Snowtroopers w/FX-9 Medical Droid
  • Snowtroopers
  • Imperial Royal Guards
  • Imperial Royal Guards

Palpatine would move up the board with the intention of getting into Range 2 of several enemy units so that he can use "And Now... You Will Die" to throw out up to 5 Force Lightnings, most with Aim tokens. With Esteemed Leader, the Snowtroopers all gain Guardian 1 and the Guards have Guardian 2. I'd shift all the regular hits to the Guards first and then to the Snowtroopers. The FX-9's would heal whatever crit damage got through to the Emperor. I'd definitely take some fire, but I think he'd make it across the board at or close to full health.

At the same time, Boba tags the opposing Commander with a Bounty and then starts the hunt. With Speed 3 and Jump 2, he should be able to get into range quickly. Turn 1 could be a double speed-3 move to really move across the board and become a real threat. I'd probably fire off a Jetpack Rocket round 1 or so to bloody the Commander and guarantee Aim tokens from Hunter. Targeting Scopes makes those Aim tokens better. Recon Intel just starts me a bit closer. Duck and Cover makes sure I always have at least Cover 1 when being shot at. Boba may go down, but he's going to require a fair amount of shooting. Yes, he only has 5 wounds, but he has a solid save and always has cover. With his movement, he should hopefully be able to hop from cover to cover to stay a little safer.

Thoughts? I don't play much, so I could be missing something fundamental.

unless those snow troopers have a flame-thrower, I think you're missing something. The only reason you take the snow troopers is for the awesome heavy weapon. Otherwise, stormtroopers with precise built in are better in most cases. I also like the DLT better. Heavy weapons are what you count on for wounds, the extra hits/crits you get on white dice are gravy. stormies are cheaper as well.

16 hours ago, buckero0 said:

unless those snow troopers have a flame-thrower, I think you're missing something. The only reason you take the snow troopers is for the awesome heavy weapon. Otherwise, stormtroopers with precise built in are better in most cases. I also like the DLT better. Heavy weapons are what you count on for wounds, the extra hits/crits you get on white dice are gravy. stormies are cheaper as well.

I chose the Snowtroopers over Stormtroopers for a couple of reasons. The main reason is that they're intended to slow walk alongside Palpatine. They can still move and shoot if suppressed. Movement is critical for my idea, so a Stormtroopers unit in the same boat would just move. Shooting without Precise 1 is better than no shooting with it. I'd really have to test the list. If the Corps units are rarely suppressed, Stormtroopers would be better. If they are, Snowtroopers are better. I think they'll see some suppression. I think good players will realize that taking out the Corps units quick is an easy move to strip Palpatine of some protections.

I didn't take a Heavy Weapons because they cost a lot and I'd have to cut back elsewhere in the list. Really, Palpatine IS the Heavy Weapon for the Snowtroopers. He just needs to get within range 2 before he can shoot. The flamers would need to get within range 1. The Snowtroopers aren't really intended to deal much damage. They're intended to deal SOME damage and then focus fire suppress key units.

I would drop anger for force choke. When is Palp ever going to take wounds with 2 units of Guard otherwise I like it because I love snowies!

20 minutes ago, ScottGilbert25 said:

I would drop anger for force choke. When is Palp ever going to take wounds with 2 units of Guard otherwise I like it because I love snowies!

When he uses his Force Lightning Card, You get an aim every time he does it and usually wipe out 4 units. At that point in the game he usually only needs 1 wound left because of Guardian and he just killed half your army, and all of your army in range to shoot at him.

48 minutes ago, KrisWall said:

I chose the Snowtroopers over Stormtroopers for a couple of reasons. The main reason is that they're intended to slow walk alongside Palpatine. They can still move and shoot if suppressed. Movement is critical for my idea, so a Stormtroopers unit in the same boat would just move. Shooting without Precise 1 is better than no shooting with it. I'd really have to test the list. If the Corps units are rarely suppressed, Stormtroopers would be better. If they are, Snowtroopers are better. I think they'll see some suppression. I think good players will realize that taking out the Corps units quick is an easy move to strip Palpatine of some protections.

I didn't take a Heavy Weapons because they cost a lot and I'd have to cut back elsewhere in the list. Really, Palpatine IS the Heavy Weapon for the Snowtroopers. He just needs to get within range 2 before he can shoot. The flamers would need to get within range 1. The Snowtroopers aren't really intended to deal much damage. They're intended to deal SOME damage and then focus fire suppress key units.

No problem, good explanation.

I fear without your heavy weapons and the Snowies instead of the Stormies, you may do a lot less damage than you hope is all. You'll need more than just Palpatine I think. Of course it depends on your terrain and your objectives/scenarios too.

Having played against both and playing primarily Z6 corps, white dice are so fickle even with the aim that I wouldn't be too scared of snowtroopers without the flamer. If you're always moving, then you won't be in cover, I'm alright sitting back and blasting the snowies. Of course, then I'm relying on my black/white dice, so I may be screwed as well. 😜

I might just ignore the snowies and focus on Royal Guard/ Palp and see if I get lucky.

Edited by buckero0

Good point on the anger didn't think of that.

I agree about the heavies. Naked stormies and snowies are both pretty useless as offensive weapons, especially if you're shooting into cover. However, I can see this as a possibly decent deathball list.

I personally would still drop something for 1 or 2 flamers, and maybe some impact grenades (flamer rts would utterly wreck this list). Also, targeting scopes are unnecessary on Boba. He'll rarely have more than 2 to reroll anyway. Also, with RGs on the board, you could probably ditch duck and cover. Just keep him in cover (easy with jump), and very few non-crits will get through.

Also, if you're using the RGs and snowies to just soak up fire and take potshots, I would also think about dropping one of them for another couple corps units. Gives more activation control, more wounds, and fewer points per wound.

That being said, I'm hardly a pro, so run your list, see how it goes and report back to us so I can eat some crow.

Thanks for all the advice! I'll be trying the list out this upcoming Friday and might make some tweaks between now and then.

So played with Palp last night. Oh man, is he a game changer! I am seriously thinking about not playing Vader anymore. Have fun with list because I know you will.