Imperial Heavy list

By Red Castle, in Army Building

Just got this idea for a list... not sure how good it will be, but should be fun to play!

Imperial Officer

Stormtrooper

Stormtrooper

Stormtrooper

Stormtrooper with R4 Astromech Droid

E-Web Heavy Blaster Team

Scout Troopers Strike Team with DLT-19x

Scout Troopers Strike Team with DLT-19x

AT-ST with Imperial Hammers Elite Armor Pilot, 88 Twin Light Blaster Cannon and DW-3 Concussion Grenade Launcher

TX-225 Occupier Assault Tank with Imperial Hammers Elite Armor Pilot and RT-97C Rifle Pintle

797 points

10 activations total with good firepower I think.

I'd probably drop the blaster from the AtSt and maybe the R4 to get Veers, just for his command cards.

I can't stand the e-web but that's a personal choice. Otherwise, its about as good as it'll get.

I'd go a different track and commit on 9 activations instead. Had good success with the 88 TLBC and Mortar (always rolling 9 dice) so I'd recommend keeping that. Basically you're relying on your Heavies to do the majority of the lifting so why not make sure they have the support they need:

Commanders:
- General Veers (80) + Strict Orders (5) = 85
Corps:
- 3x Stormtroopers (44) + R4 Astromech Droid (9) = 159
Special Forces:
- 3x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 132
Heavy:
- AT-ST (195) + Imperial Hammers Elite Armor Pilot (10) + 88 Twin Light Blaster Cannon (20) + AT-ST Mortar Launcher (10) = 235
- Assault Tank (155) + Imperial Hammers Elite Armor Pilot (10) + DLT-19 Rifle Pintle (18) = 183


Total: 794/800

10 hours ago, Simonsays3 said:

I'd go a different track and commit on 9 activations instead. Had good success with the 88 TLBC and Mortar (always rolling 9 dice) so I'd recommend keeping that. Basically you're relying on your Heavies to do the majority of the lifting so why not make sure they have the support they need:

Commanders:
- General Veers (80) + Strict Orders (5) = 85
Corps:
- 3x Stormtroopers (44) + R4 Astromech Droid (9) = 159
Special Forces:
- 3x Scout Troopers Strike Team (16) + DLT-19x Sniper (28) = 132
Heavy:
- AT-ST (195) + Imperial Hammers Elite Armor Pilot (10) + 88 Twin Light Blaster Cannon (20) + AT-ST Mortar Launcher (10) = 235
- Assault Tank (155) + Imperial Hammers Elite Armor Pilot (10) + DLT-19 Rifle Pintle (18) = 183


Total: 794/800

I don't have 3 sniper teams, so a third is not an option. Same goes for a second and third R4 Astromech (might get a second one eventually as I would also like a second Medical Droid).

Thing is though, I feel like dropping from 4 to 3 Stormtrooper squad, and also dropping the E-Web, would make it difficult to play in games where the objective needs trooper to claim. They are mainly there to take and keep objective while the Snipers and Heavies do the work.

I agree though that Veers would really be a good addition. That was my first idea, but I'm a little short on points and don't really know where to cut.

What I could do I guess is drop the E-Web and use the points to upgrade the Officer to Veers and add a DLT to one of the Stormtrooper... or Veers, 1 more Storm to 2 squad and Esteemed Leader.

The Question is, what is more important: Veers or a tenth activation?

I don't believe the 10 activation is worth it if 3 of those are locked up in snipers. You need the activation advantage later in the game and at some point, 2 wound units will get flayed if the opponent wants to. I'd be more about who can help you turn 3-4-5 when it really counts.

1 hour ago, Red Castle said:

What I could do I guess is drop the E-Web and use the points to upgrade the Officer to Veers and add a DLT to one of the Stormtrooper... or Veers, 1 more Storm to 2 squad and Esteemed Leader.

The Question is, what is more important: Veers or a tenth activation?

Totally get not having/wanting to get the pieces for snipers/repair droids. I'm in the same boat as I have no interest in painting another squad of scouts, nor additional specialists :)

I've always had great success with Veers between his stellar command cards and his abilities. Spotter is so incredibly strong in empire, and doubly so if you've got two big guns - it's hard to justify leaving at home.

The big question you'll want to answer is what problem are your two heavies solving/what question are they asking your opponent? Since they're the focus of the list, you'd want to build around that.

I like making my opponent answer questions, so I lean towards - "Can you safely ignore two vehicles throwing 6+ dice at range 4 while I capture objectives?"

In that case I'd keep 2 snipers (cuz they're just dead useful in every list) and add another naked stormie unit instead. I'd keep 1 or 2 repair droids around to make it even more miserable to shoot at the big guys and then just be super cautious advancing my stormies to objectives, while raining death from above with the heavies. Not that it'll happen super often but the threat of a heavy wiping a unit from the board in a single shot asks a very hard question for your opponent so use that to create space for your stormtroopers to get to the objectives.

So with that in mind, you don't need 10 activations as long as you make sure to remove an activation per round from your opponent :D

2 hours ago, buckero0 said:

I don't believe the 10 activation is worth it if 3 of those are locked up in snipers. You need the activation advantage later in the game and at some point, 2 wound units will get flayed if the opponent wants to. I'd be more about who can help you turn 3-4-5 when it really counts.

I only have 2 sniper teams... if I have 10 activations, it would be 4 Storm, 1 E-Web, 2 Sniper, Officer, AT-ST and Tank. What I'm pondering about is if dropping either one Storm or the E-Web to upgrade the officer to Veers is worth it.

1 hour ago, Simonsays3 said:

Totally get not having/wanting to get the pieces for snipers/repair droids. I'm in the same boat as I have no interest in painting another squad of scouts, nor additional specialists :)

I've always had great success with Veers between his stellar command cards and his abilities. Spotter is so incredibly strong in empire, and doubly so if you've got two big guns - it's hard to justify leaving at home.

The big question you'll want to answer is what problem are your two heavies solving/what question are they asking your opponent? Since they're the focus of the list, you'd want to build around that.

I like making my opponent answer questions, so I lean towards - "Can you safely ignore two vehicles throwing 6+ dice at range 4 while I capture objectives?"

In that case I'd keep 2 snipers (cuz they're just dead useful in every list) and add another naked stormie unit instead. I'd keep 1 or 2 repair droids around to make it even more miserable to shoot at the big guys and then just be super cautious advancing my stormies to objectives, while raining death from above with the heavies. Not that it'll happen super often but the threat of a heavy wiping a unit from the board in a single shot asks a very hard question for your opponent so use that to create space for your stormtroopers to get to the objectives.

So with that in mind, you don't need 10 activations as long as you make sure to remove an activation per round from your opponent :D

Good point about not really needing 10 activations if I can kill more from my opponents...

Maybe I could drop the fourth Stormtrooper unit instead of the E-Web to upgrade the officer to Veers. I personnally like bringing an E-Web to the table, it got decent firepower and health so I like it to take/protect objective. Something like this:

Veers with Esteemed Leader

Stormtrooper

Stormtrooper with one more trooper

Stormtrooper with R4 Astromech Droid

E-Web Heavy Blaster Team

Scout Troopers Strike Team with DLT-19x

Scout Troopers Strike Team with DLT-19x

AT-ST with Imperial Hammers Elite Armor Pilot, 88 Twin Light Blaster Cannon and DW-3 Concussion Grenade Launcher

TX-225 Occupier Assault Tank with Imperial Hammers Elite Armor Pilot and RT-97C Rifle Pintle

799 points