Please Critique My Imperial List

By NullARC, in Army Building

I’m new to Legion and I want to play Imperials. I basically built this list on my basic knowledge of the rules and what seems cool, LOL.

General Veers (80 + 0 = 80)

Boba Fett (140 + 10 = 150)
--Hunter (6), Overwatch (4)

Bossk (115 + 14 = 129)
--Hunter (6), Tenacity (4), Targeting Scopes (4)

DF-90 Mortar Trooper (36 + 0 = 36)

Shoretroopers (52 + 51 = 103)
--T-21B Trooper (32), Shoretrooper (13), Hunter (6)

Shoretroopers (52 + 51 = 103)
--T-21B Trooper (32), Shoretrooper (13), Hunter (6)

Scout Troopers (Strike Team) (20 + 39 = 59)
--DLT-19x Sniper (28), Hunter (6), Long-Range Comlink (5)

Scout Troopers (60 + 10 = 70)
--Hunter (6), Targeting Scopes (4)

Scout Troopers (60 + 10 = 70)
--Hunter (6), Targeting Scopes (4)

800 Points


Commands:
Maximum Firepower (1), Ambush (1), Push (2), Reptilian Rampage (2), Z-6 Jetpack Rocket (3), Coordinated Fire (3), Standing Orders (4)

Thank you for your thoughts!

Hello and welcome to SW: Legion!

There is a lot of great content out that explains how to build lists and what makes a good unit. https://thefifthtrooper.com/blog/page/9/ has a lot of imperial stuff and basic rules to understand and master. Building lists is secondary to understanding the rules and playing the objective, but it is still important.

Most lists include 10+ activations, or total units. Some lists dip into the 8-9 range, but normally include 1 or more heavy or force user.

A easy way to get more activations is to bring the cheap 48 point strike teams. I would recommend running them naked because they really don't need anything to work. Long-range Comms is a very bad upgrade because it doesn't create orders, it just reroutes them, which you normally do not need. I would turn the two big scout squads into snipers and then use the points to add another mortar. On the mortar, you will want comms relay. This is because you can create orders by chaining the shoretroopers into eachother. Your list will have a lot of issues with order control because you have 3 different units issuing orders. It makes more sense to make the Coordinated Fire into Veer's 3 pip. My list below helps alleviate some of the issues created by having operative command cards by getting orders issued through comms tech. I recommend playing around with different units and finding which ones you enjoy the most, because you will play better if you enjoy the list. Feel free to ask questions, I will do my best to answer them.


797/800 (10 activations)
Commanders:
- General Veers (80): Aggressive Tactics (10) = 90
Operatives:
- Boba Fett (140): Offensive Push (4), Hunter (6), Recon Intel (2) = 152
- Bossk (115): Hunter (6) = 121
Corps:
- 2× Shoretroopers (52): T-21B Trooper (32), Comms Technician (10), HQ Uplink (10) = 208
- 2× DF-90 Mortar Trooper (36): Comms Relay (5) = 82
Special Forces:
- 3× Strike Team (20): DLT-19x Sniper (28) = 144

Thanks for insight Cleto0! I will study the list you recommend and will certainly ask any questions I may have. I appreciate your help!

21 hours ago, NullARC said:

I’m new to Legion and I want to play Imperials. I basically built this list on my basic knowledge of the rules and what seems cool, LOL.

General Veers (80 + 0 = 80)

Boba Fett (140 + 10 = 150)
--Hunter (6), Overwatch (4)

Bossk (115 + 14 = 129)
--Hunter (6), Tenacity (4), Targeting Scopes (4)

DF-90 Mortar Trooper (36 + 0 = 36)

Shoretroopers (52 + 51 = 103)
--T-21B Trooper (32), Shoretrooper (13), Hunter (6)

Shoretroopers (52 + 51 = 103)
--T-21B Trooper (32), Shoretrooper (13), Hunter (6)

Scout Troopers (Strike Team) (20 + 39 = 59)
--DLT-19x Sniper (28), Hunter (6), Long-Range Comlink (5)

Scout Troopers (60 + 10 = 70)
--Hunter (6), Targeting Scopes (4)

Scout Troopers (60 + 10 = 70)
--Hunter (6), Targeting Scopes (4)

800 Points


Commands:
Maximum Firepower (1), Ambush (1), Push (2), Reptilian Rampage (2), Z-6 Jetpack Rocket (3), Coordinated Fire (3), Standing Orders (4)

Thank you for your thoughts!

Don’t run totally generic command cards when you have two operatives and a commander.

Bossk’s Merciless Munitions and Boba Fetts Flame Projector are way too good to leave on the table for Ambush and Push.

Edited by Derrault
Typo


**EDITED**

Ok, I remade my list trying to keep in mind the suggestions given. If I purchase an Imperial Specialist team I can run this list using the Comms Specialist w/ HQ Uplink and utilize the Shoretroopers order sharing. So anyway, here’s the new list:

800 Points

General Veers (80 + 15 = 95)
--Aggressive Tactics (10), Strict Orders (5)

Boba Fett (140 + 10 = 150)
--Hunter (6), Targeting Scopes (4)

Bossk (115 + 14 = 129)
--Hunter (6), Tenacity (4), Targeting Scopes (4)

Shoretroopers (52 + 32 = 84)
--T-21B Trooper (32)

DF-90 Mortar Trooper (36 + 5 = 41)
--Comms Relay (5)

DF-90 Mortar Trooper (36 + 5 = 41)
--Comms Relay (5)

Shoretroopers (52 + 52 = 104)
--T-21B Trooper (32), Imperial Comms Technician (10), HQ Uplink (10)

Scout Troopers (60 + 0 = 60)

Scout Troopers (Strike Team) (20 + 28 = 48)
--DLT-19x Sniper (28)

Scout Troopers (Strike Team) (20 + 28 = 48)
--DLT-19x Sniper (28)

Commands:
Maximum Firepower (1), Covert Observation (1), Push (2), Reptilian Rampage (2), Imperial Discipline (3), Coordinated Fire (3), Standing Orders (4)

Edited by NullARC
19 hours ago, Derrault said:

Don’t run totally generic command cards when you have two operatives and a commander.

Bossk’s Merciless Munitions and Boba Fetts Flame Projector are way too good to leave on the table for Ambush and Push.

this is false. You want generic cards so that you can bring aggressive tactics. Aggressive Tactics gives you 66% chance to block damage and saves your valuable units from getting slaughtered. Much more value out of that then some suboptimal flame projector and munitions. Trust me, I have run them. They are not needed

4 hours ago, Cleto0 said:

this is false. You want generic cards so that you can bring aggressive tactics. Aggressive Tactics gives you 66% chance to block damage and saves your valuable units from getting slaughtered. Much more value out of that then some suboptimal flame projector and munitions. Trust me, I have run them. They are not needed

Yeah, no.

Aggressive Tactics gets you a maximum of 4 surge tokens, and even that isn't going to happen on Ambush or Surge unless your force is fairly tightly clustered (range 2 on the comms relay).

Flame Projector is up to +6 red crit surge dice.
Merciless Munitions is 1 red, 1 black, blast, crit surge dice that give a poison token (aka, +1 wound) on X targets. (up to 3/6/9/12/15/etc wounds depending on how many targets you nail).

Those weapons are waaay better than 4 surge tokens, each which presents a 1/8 chance of being useful on offense, 1/6 on defense on the shoretroopers/mortars

1/8 = .125 x dice (.25 for a scout trooper sniper; .125-1 (it can't provide more than 1 hit) for a shoretrooper squad)
That's a total of 2.5 damage if you manage to chain 4 orders out from passing to the mortars and then passing those tokens to the snipers. Ironically, the Mortar would provide more value (.375) than the sniper.

And 1 red crit surge die provides: .875; so, as long as you target a unit with 3 minis (or more) you get more value than you would from the aggressive tactics on that turn.
Bossk's munitions are 2.5 damage per target. Hit one and you're already doing the same as Aggressive tactics, hit 2+ and you've easily outpaced its value.

Either one of those command cards are head and shoulders more valuable than the alternative.

Ok, now I’m totally confused on the Command Cards. 🤯 LOL

Derrault is right, those cards DO give you offensive power that push and ambush do not.
HOWEVER,

Surge tokens are good on DEFENSE. They up your save on your shoretroopers to outlast your opponent. Red dice are 50% save normally, but with surge, they go up to 66% for one attack. Aggressive tactics is widely known as one of the best cards you can bring and most imperial lists run it for a reason. On a similar note, you also get the free aim tokens for getting the shoretroopers an order! This is extremely powerful and should not be ignored. Activation control is one of the top things that makes a list good, so giving out orders to multiple units is better than fewer. Derrault is known as a troll on these forums and he likes to give out "good" advise based on his limited experience. I would take everything he says with a bag of road salt. Those command cards are powerful, but in the grand scheme of things, they are pushed out by better control elements.

1 hour ago, Cleto0 said:

Derrault is right, those cards DO give you offensive power that push and ambush do not.
HOWEVER,

Surge tokens are good on DEFENSE. They up your save on your shoretroopers to outlast your opponent. Red dice are 50% save normally, but with surge, they go up to 66% for one attack. Aggressive tactics is widely known as one of the best cards you can bring and most imperial lists run it for a reason. On a similar note, you also get the free aim tokens for getting the shoretroopers an order! This is extremely powerful and should not be ignored. Activation control is one of the top things that makes a list good, so giving out orders to multiple units is better than fewer. Derrault is known as a troll on these forums and he likes to give out "good" advise based on his limited experience. I would take everything he says with a bag of road salt. Those command cards are powerful, but in the grand scheme of things, they are pushed out by better control elements.

With all due respect, that’s a bunch of hogwash. And don’t libel me again.

The defensive utility of surge token is meagre, providing, at best, a 1/6 chance of happening, and even then, it’s one wound that turn. That’s garbage.

Also, you spelled “advice” wrong.

Edited by Derrault

Ahhh lots of hunter. I suspect you play against lots of Tauns?

The flame attack from Bobba is awesome if you pull it off right.

Ambush only gives you 1 face up, plus 1 from the mortar. At most you'd get 2 surge tokens from that card.

Stick with your 1 pip operative card. Your operatives are your work horses, not so much the shores - they are for taking objectives.

Ultimately play your list how you like and get some experience figuring out what you like.

But I would stick with your operative's command cards (apart from veer's 1 pip) because they bring a lot of bang to the list.

6 hours ago, lologrelol said:

Ahhh lots of hunter. I suspect you play against lots of Tauns?

The flame attack from Bobba is awesome if you pull it off right.

Ambush only gives you 1 face up, plus 1 from the mortar. At most you'd get 2 surge tokens from that card.

Stick with your 1 pip operative card. Your operatives are your work horses, not so much the shores - they are for taking objectives.

Ultimately play your list how you like and get some experience figuring out what you like.

But I would stick with your operative's command cards (apart from veer's 1 pip) because they bring a lot of bang to the list.

combined with relay on the mortars... so you get 3 from one order. From my list posted above, you can also pop an uplink to get all 4 ;)

Operatives are not workhorses. They are units that can make plays but are not to be relied on heavily. If you rely on them too much, they will disappoint you because they can die and will die if you play them too aggressively.

Having experience with a list is the #1 key to success tho. I have played Krennic boba since early 2019 because I enjoy how it plays and I end up doing well with it.

Edited by Cleto0
4 hours ago, Cleto0 said:

combined with relay on the mortars... so you get 3 from one order. From my list posted above, you can also pop an uplink to get all 4 ;)

Operatives are not workhorses. They are units that can make plays but are not to be relied on heavily. If you rely on them too much, they will disappoint you because they can die and will die if you play them too aggressively.

Having experience with a list is the #1 key to success tho. I have played Krennic boba since early 2019 because I enjoy how it plays and I end up doing well with it.

To be fair mate, anything dies if played too aggressively at the wrong time.

Well, part of this thread is moot as they have nerfed Shoretroopers in the new Rules Reference by not allowing emplacement troopers to take comms relay anymore. So no more chaining orders.