Skirmish Lists?

By Bojanglez, in Army Building

So, I am personally t hrilled with this news as this is how I have played most of my games in the last year or so and am super curious as to the builds people can see themselves playing? A pal and I have a pretty awesome 3x3 urban board that he put together and I ran this list last week (and barely eked out a win, mostly due to his bad dice rolls):

Leia And Chewie Defense Squad (500/500)

Leia Organa (90)
- Esteemed Leader (5)
- Commanding Presence (10)
- Recon Intel (2)
= 107 total points

Chewbacca (110)
- Hunter (6)
- Tenacity (4)
= 120 total points

Rebel Troopers (40)
- Concussion Grenades (5)
- Z-6 Trooper (22)
= 67 total points

Fleet Troopers (44)
- Concussion Grenades (5)
- Scatter Gun Trooper (23)
- Fleet Trooper (11)
= 83 total points

Fleet Troopers (44)
- Concussion Grenades (5)
- Scatter Gun Trooper (23)
- Fleet Trooper (11)
= 83 total points

Rebel Troopers (40)

Commands: Coordinated Bombardment, Sabotaged Communications, Brains and Brawn, No Time for Sorrows, Somebody Has to Save Our Skins, Covering Fire, Standing Orders

Edited by Bojanglez

Isn't Chewbacca 95 points now? Unless you use the old unit cost.

Yeah as RH said, Chewbacca is only 95 points now, so you've got more room!

How often did you find yourself needing Commanding Presence? On the smaller board, it seems less necessary.

I'm bummed about the limit on the number of Corps because it made it difficult to make a Republic list right now using Rex, unless you play a BARC, which I'm not loving right now. But, here's a possible Republic list I would play in this format that is adapted from my Imperial Discipline list.

500/500
Obi-Wan Kenobi (Force Reflexes, Saber Throw, Aggressive Tactics, Tenacity)
Phase I Clone Troopers (Z-6 Phase I Trooper)
Phase I Clone Troopers (Z-6 Phase I Trooper)
Phase I Clone Troopers (Z-6 Phase I Trooper)
Phase I Clone Troopers (Phase I Clone Trooper)

Put Frags on the Rebel Troopers instead of any other grenade. It's just way better if the unit doesn't already surge to hit.

On 11/21/2019 at 11:27 PM, Bojanglez said:

So, I am personally t hrilled with this news as this is how I have played most of my games in the last year or so and am super curious as to the builds people can see themselves playing? A pal and I have a pretty awesome 3x3 urban board that he put together and I ran this list last week (and barely eked out a win, mostly due to his bad dice rolls):

Leia And Chewie Defense Squad (500/500)

Leia Organa (90)
- Esteemed Leader (5)
- Commanding Presence (10)
- Recon Intel (2)
= 107 total points

Chewbacca (110)
- Hunter (6)
- Tenacity (4)
= 120 total points

Rebel Troopers (40)
- Concussion Grenades (5)
- Z-6 Trooper (22)
= 67 total points

Fleet Troopers (44)
- Concussion Grenades (5)
- Scatter Gun Trooper (23)
- Fleet Trooper (11)
= 83 total points

Fleet Troopers (44)
- Concussion Grenades (5)
- Scatter Gun Trooper (23)
- Fleet Trooper (11)
= 83 total points

Rebel Troopers (40)

Commands: Coordinated Bombardment, Sabotaged Communications, Brains and Brawn, No Time for Sorrows, Somebody Has to Save Our Skins, Covering Fire, Standing Orders

My bro kicked my *** with a similar list. 2 rebels 1 fleet plus ATRT

Maybe...

Director Orson Krennic (Esteemed Leader)
Shoretroopers (T-21B Trooper, Shoretrooper, Impact Grenades)
DF-90 Mortar Trooper (Comms Relay)
Shoretroopers (T-21B Trooper, Shoretrooper, Impact Grenades)
DF-90 Mortar Trooper (Comms Relay)
Imperial Death Troopers (DLT-19D Trooper, E-11D Focused Fire Config)

?

Am trying to get a game in over Thanksgiving and am tempted to try this out (have never run Jyn):

Tauntauns and The Fire Roosters (500/500)

Jyn Erso (130)
- Hunter (6)
= 136 total points

Rebel Troopers (40)
- Z-6 Trooper (22)
- Rebel Trooper (10)
= 72 total points

Rebel Troopers (40)
- Z-6 Trooper (22)
- Rebel Trooper (10)
= 72 total points

Rebel Commandos Strike Team (16)
- DH-447 Sniper (28)
= 44 total points

Tauntaun Riders (90)
- Hunter (6)
= 96 total points

AT-RT (55)
- AT-RT Flame Thrower (25)
= 80 total points

Commands: Rebellious, Sabotaged Communications, Trust Goes Both Ways, Turning the Tide, Complete the Mission, Covering Fire, Standing Orders

18 hours ago, Bojanglez said:

Am trying to get a game in over Thanksgiving and am tempted to try this out (have never run Jyn):

Tauntauns and The Fire Roosters (500/500)

Jyn Erso (130)
- Hunter (6)
= 136 total points

Rebel Troopers (40)
- Z-6 Trooper (22)
- Rebel Trooper (10)
= 72 total points

Rebel Troopers (40)
- Z-6 Trooper (22)
- Rebel Trooper (10)
= 72 total points

Rebel Commandos Strike Team (16)
- DH-447 Sniper (28)
= 44 total points

Tauntaun Riders (90)
- Hunter (6)
= 96 total points

AT-RT (55)
- AT-RT Flame Thrower (25)
= 80 total points

Commands: Rebellious, Sabotaged Communications, Trust Goes Both Ways, Turning the Tide, Complete the Mission, Covering Fire, Standing Orders

though im not super familiar with all of the point changes I do know that Jyn is 20 points cheaper now (110 instead of 130) and the Flamethrower on the AT-RT is 5 points cheaper as well (20 instead of 25)

so you have at a minimum another 25 points to play with in your list.

Here is my Skirmish list:


500/500 (8 activations)
Commanders:
- Leia Organa (90): Strict Orders (5), Recon Intel (2) = 97
Operatives:
- R2-D2 = 35
Corps:
- 4× Rebel Troopers (40) = 160
Supports:
- 2× Tauntaun Riders (90): Offensive Push (4), HQ Uplink (10) = 208

Ideas in this list: get Leia into the fight quickly as she is a very good gun. use rebel troopers to pad activations and literally do not move them forward. use r2 for vp's and for padding. win the game by using tauntauns in conjunction with Leia to delete activations. Armor is a worry, but not too much especially if I can use tauntauns to ram a lot. Offensive push is better imo for tauntauns that can run and gun, and it gives me incentives to recover every turn to get rid of suppression and recover both cards. I should have orders on tauntauns on all turns

Edited by Cleto0
9 hours ago, Cleto0 said:

Here is my Skirmish list:


500/500 (8 activations)
Commanders:
- Leia Organa (90): Strict Orders (5), Recon Intel (2) = 97
Operatives:
- R2-D2 = 35
Corps:
- 4× Rebel Troopers (40) = 160
Supports:
- 2× Tauntaun Riders (90): Offensive Push (4), HQ Uplink (10) = 208

Ideas in this list: get Leia into the fight quickly as she is a very good gun. use rebel troopers to pad activations and literally do not move them forward. use r2 for vp's and for padding. win the game by using tauntauns in conjunction with Leia to delete activations. Armor is a worry, but not too much especially if I can use tauntauns to ram a lot. Offensive push is better imo for tauntauns that can run and gun, and it gives me incentives to recover every turn to get rid of suppression and recover both cards. I should have orders on tauntauns on all turns

You're basically using an action to recover so you can get an aim instead of just aiming. I get that you have HQ Uplink too, but it really does not seem worth it. It's also harder to trigger Ram if you only have one move. I feel like recovering every turn is a textbook way to not play Tauntauns.

11 hours ago, Cleto0 said:

Here is my Skirmish list:


500/500 (8 activations)
Commanders:
- Leia Organa (90): Strict Orders (5), Recon Intel (2) = 97
Operatives:
- R2-D2 = 35
Corps:
- 4× Rebel Troopers (40) = 160
Supports:
- 2× Tauntaun Riders (90): Offensive Push (4), HQ Uplink (10) = 208

Ideas in this list: get Leia into the fight quickly as she is a very good gun. use rebel troopers to pad activations and literally do not move them forward. use r2 for vp's and for padding. win the game by using tauntauns in conjunction with Leia to delete activations. Armor is a worry, but not too much especially if I can use tauntauns to ram a lot. Offensive push is better imo for tauntauns that can run and gun, and it gives me incentives to recover every turn to get rid of suppression and recover both cards. I should have orders on tauntauns on all turns

1 hour ago, arnoldrew said:

You're basically using an action to recover so you can get an aim instead of just aiming. I get that you have HQ Uplink too, but it really does not seem worth it. It's also harder to trigger Ram if you only have one move. I feel like recovering every turn is a textbook way to not play Tauntauns.

To add to what @arnoldrew said, Tauntauns are possibly the unit in this game that benefits least from aim tokens, what with red surge ranged attacks and ram in melee. If you're worried about suppression, Endurance would probably be a better pick. And as for HQ Uplink, Leia can give orders to both Tauntauns with everything but her 1 Pip cards (and Ambush can do 1 of them), or Covering Fire if you take that. So I think you could do Long Range Comms if you are worried about keeping them in range, or maybe Comms Jammer for the shenanigans. In fact, Endurance and Comms Jammer on both Tauntauns frees up 6 points, so you could take Commanding Presence on Leia to handle any command range issues.

1 hour ago, arnoldrew said:

You're basically using an action to recover so you can get an aim instead of just aiming. I get that you have HQ Uplink too, but it really does not seem worth it. It's also harder to trigger Ram if you only have one move. I feel like recovering every turn is a textbook way to not play Tauntauns.

Did you know that the Tauntaun's gun is only slightly worse than the ram attack? in fact, if you cannot ram, it is better to do a ranged attack than take melee with no ram. In this game mode where it will be extremely hard to punch through tauntauns, I want to play them as a gunline unit. This is because rushing them into a unit is likely to mean every unit around there could have a shot if the unit I attacked died or withdrew. There are also probably going to be plenty of snipers and force users, so getting into melee range may not be the smartest play. There is also the fact that I can always choose not to recover if I want and instead double move, which I think you missed. In my list, I also have smoke screen AND NTFS, so getting attack range early and keeping it for the whole game shouldn't be a huge worry

2 minutes ago, Lochlan said:

To add to what @arnoldrew said, Tauntauns are possibly the unit in this game that benefits least from aim tokens, what with red surge ranged attacks and ram in melee. If you're worried about suppression, Endurance would probably be a better pick. And as for HQ Uplink, Leia can give orders to both Tauntauns with everything but her 1 Pip cards (and Ambush can do 1 of them), or Covering Fire if you take that. So I think you could do Long Range Comms if you are worried about keeping them in range, or maybe Comms Jammer for the shenanigans. In fact, Endurance and Comms Jammer on both Tauntauns frees up 6 points, so you could take Commanding Presence on Leia to handle any command range issues.

Ok, if I were to have a second option I would consider, it would be Tenacity on both and then no comms. I would then throw relay on r2 and take a 15 point bid. Bid is huge in 500 points because you get to choose which side of the board you play on of all 4 sides. This can Set you up for a winning position right off the bat or if your opponent has something like a tank or AT-ST, you can give them a bad position for setup to mess up their whole game.