First Imperial Build. Well, it's a start anyway....

By deogg, in Army Building

With the pickups I got today, I was fiddling around, and I am able to build an almost 800 point Imperial build. With only very few purchases (Core, Boba, Scout Troops, Shoretroopers, and Upgrade pack) it's probably VERY vanilla, but it's something to build upon anyway. Here goes:

791/800 points

Darth Vader (190 + 30 = 220)
--Force Push (10), Force Reflexes (10), Force Guidance (10)

Boba Fett (140 + 19 = 159)
--Endurance (6), Hunter (6), Targeting Scopes (4), Grappling Hooks (3)

Stormtroopers (44 + 39 = 83)
--DLT-19 Stormtrooper (24), Stormtrooper (11), Targeting Scopes (4)

Shoretroopers (52 + 8 = 60)
--Offensive Push (4), Targeting Scopes (4)

Stormtroopers (44 + 44 = 88)
--DLT-19 Stormtrooper (24), Stormtrooper (11), Targeting Scopes (4), Impact Grenades (5)

Scout Troopers (60 + 46 = 106)
--DLT-19x Sniper (28), Duck and Cover (4), HQ Uplink (10), Targeting Scopes (4)

74-Z Speeder Bikes (75 + 0 = 75)

Commands:
Whipcord Launcher (1), Vaders Might (1), New Ways to Motivate Them (2), ZX Flame Projector (2), Master of Evil (3), Z-6 Jetpack Rocket (3), Standing Orders (4)

Like I said, very vanilla, but it's something to start with and build upon. Lemme know what you all think!

Now, to work on Rebels.....then get Clone Wars.....

I am far from an expert so grain of salt and all of that, overall looks decent, but I have a few notes that may help.

Scout troopers are tricky with the sniper. With the range 2 pistols, you have 4 guys just being ablative armor. If you swapped them down to a Scout Trooper Strike team with a sniper, you could add the mortar from your shore troopers. Also, most of the time you will only roll 2 dice with them for the DTL, so a targeting scope may be overkill.

Grappling hooks on Boba are a little redundant with his Jump 2. You may clamber, but not often.

All three of vaders force powers you use exhaust, and are the most expensive. Master of the force resets one, but you may want to switch one for one of the less expensive options such as Anger or fear.

If you tweak the points around, you could squeeze in a medical droid if you have one. This would help keep boba or vader up.

Hope this helps.

11 hours ago, allistorpreist said:

Scout troopers are tricky with the sniper. With the range 2 pistols, you have 4 guys just being ablative armor. If you swapped them down to a Scout Trooper Strike team with a sniper, you could add the mortar from your shore troopers. Also, most of the time you will only roll 2 dice with them for the DTL, so a targeting scope may be overkill.

If you're going to use a full unit of Scout Troopers, you're probably better off using the Sniper Rifle like a Fleet Trooper Scattergun. Try to get them all in range instead of sitting back shooting with the rifle. Of course, getting them in range is the issue with full units of Scout Troopers anyway...

16 hours ago, arnoldrew said:

If you're going to use a full unit of Scout Troopers, you're probably better off using the Sniper Rifle like a Fleet Trooper Scattergun. Try to get them all in range instead of sitting back shooting with the rifle. Of course, getting them in range is the issue with full units of Scout Troopers anyway...

Recon Intel is probably a good idea.

You remind me of when I was starting out with this game. Only difference is that I bought Snowtroopers instead of Shores and General Veers instead of your Scout Troopers. Was budget constrained and just wanted to hit that 800 point mark with as few purchases as possible. So I definitely get where you're coming from.

That said, Grappling Hooks will be completely useless on Boba Fett for you. The Targeting Scopes on him will also likely be of little value. For one thing, if you split fire with Boba Fett, which is a fantastic thing to do, you'll never benefit from having 3 re-rolls instead of 2. The good news is that if you take these 2 upgrades off, you can replace them with some other nice ones. That would be Emergency Stims and Recon Intel. The Recon Intel will help the already fast Boba Fett get an even better start and those Emergency Stims will all but guarantee him another round of actions. In the event that Boba does get 5 wounds, you'll get 1 more turn to use him, which might even let you get off 1 more command card with him for a devastating attack. (Point adjustment, -7, +14, Total: 798)

On to Vader. First of all, I'm going to guess that for your command cards, you meant Implacable and not Vader's Might. Don't worry though, Implacable is really good. You're right to take Force Reflexes. That is a must and you should count on using it every turn. Force Push is also pretty good, but you could replace it with something else that doesn't require tapping if you want to keep everything up and save some points. Anger and Fear are both solid choices, but considering your command cards and army list, you might not want to rule out possibly taking Battle Meditation. Battle Meditation is only 5 points and lets you cheat a bit. This could come in handy when you use New Ways to Motivate Them and Master of Evil. 1 of your choices can suddenly be any unit on the battlefield then. You could even use New Ways to Motivate Them to give the order to your Speeder Bikes far away to help them with positioning or anything else really. They tend to be fragile, so positioning them and controlling when they activate is a lot more important than that 1 wound. Force Guidance however, you'll probably want to drop. I don't think you'll get much value out of it and more importantly there's an upgrade you NEED for Commander Vader, Saber Throw. It's only 5 points instead of 10, and gives you a range 2 attack that can go off in conjunction with your Relentless, so you'll be able to move Vader twice, and trust me, you're going to want to give Vader 2 moves. Saber Throw gives you range for Vader and that's very important. He'll have 3 red dice with Impact 3 and Pierce 3. Anything he throws his saber at, dies. Only those with special abilities, like Boba Fett's Impervious, have a chance of saving the damage, and even then, it's just a chance. Trading out one of your force powers for Anger, Fear, or Battle Mediation are all fine things to consider, but you absolutely NEED to trade one of them out for Saber Throw. (-10, +5, Total: 793)

Aside from that, I'd advise following the other person's advice about switching your Scout Troopers to a heavy weapons team so that you can also include the mortar team for the Shore Troopers. That's an extra activation you'll get, and they combo nicely for some big power. (I didn't check the math on this breakdown. I'll be trusting the other person already did it.)

My final piece of advice is to get the HQ Uplink for your Speeder Bikes. Easiest way to do that at this point is to drop the Impact Grenades from your Stormtroopers. (-5, +10, Total: 798) When I started, I too used lots of grenades and went with a naked speeder bike. Since then however, I've learned how to better pilot the bike. The HQ Uplink will give you permanent control over the bike and this is essential to keeping it alive long enough to get some good damage in. Make no mistake, the bikes will still die, because all speeder bikes die, but you want them to die after they get some good hits in. You'll probably want to do the HQ Uplink every turn, and just use recover to get it back. I know that's 1 of your 2 actions every turn, but you also get a free compulsory move, which is practically a free move action. So you're still kind of getting your 2 actions every turn.

So that's all I've got for you. A few upgrade tweaks and I think you'll see some noticeable gains. Good luck and may the Force... not be with your opponent!