Star Wars Imperial Assault Skirmish Builds

This is a blog detailing the Skirmish armies I have been building. Good ideas or not, here they are! In this Blog, I will list some armies that are playable from only one core set. The other armies will assume that the player owns a single core set and one of each expansion pack.

1 , 2  Next »  

Recommend
5 
 Thumb up
 tip
 Hide

Mercenaries: Han's Pets

Eric Engstrom
United States
Mount Prospect
Illinois
flag msg tools
designer
badge
https://greydolphingames.com/
Avatar
Microbadge: Sentinels of the Multiverse fanMicrobadge: ELO Darkness fanMicrobadge: Star Wars: Imperial Assault Fan - I love my AT-STMicrobadge: Blood Bowl fanMicrobadge: Vast: The Crystal Caverns fan
Here is a build I made off a funny idea for a funny title. Warning! You are going to need to buy additional core set pieces to field this (specifically: Nexu)


Deployment Cards
2 Nexu (8 points)
2 Elite Nexu (12 points)
1 Han Solo (12 points)
1 Elite Rebel Saboteurs (7 points)
1 Temporary Alliance (1 point)


Nexu are cunning (so is Han), so when they apply an Evade result while defending, they add a block. Han is distracting, so any allied figures he is next to add an automatic Evade result to their defense. When Han is next to his pets, they receive an automatic Evade and Block, before even rolling the dice.


Command Cards
1 Slippery Target (Han pack)
1 Close the Gap (Vader pack)
1 I Make My Own Luck (Han pack)
1 Inspiring Speech (Han pack)
1 Parting Blow (Royal Guard Champ pack)
2 Pummel (Core)
1 Element of Surprise (Core)
1 Marksman (Core)
1 Recovery (Core)
1 Take Initiative (Core)
1 Urgency (Core)
1 Take Cover (Core)
1 Deadeye (Core)
1 Ferocity (Core)


If you play your Nexu well, often times you will be about even in points by the time Han has to start really shooting. And the Elite Saboteurs have pierce and blast, AND they don't need line of sight.
Twitter Facebook
0 Comments
Wed May 27, 2015 11:20 pm
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

Empire: The General's Army

Eric Engstrom
United States
Mount Prospect
Illinois
flag msg tools
designer
badge
https://greydolphingames.com/
Avatar
Microbadge: Sentinels of the Multiverse fanMicrobadge: ELO Darkness fanMicrobadge: Star Wars: Imperial Assault Fan - I love my AT-STMicrobadge: Blood Bowl fanMicrobadge: Vast: The Crystal Caverns fan
Last night I played in a skirmish tournament using this build. I did very well: 1st game I won by killing lots of dudes and scoring objectives, 2nd game I lost (so, so, SO close) just barely by losing General Weiss (I would have won, literally, on the next activation), and the 3rd game I won purely from objectives.

Deployment cards
1 General Weiss (16 points)
1 Elite Stormtrooper (9 points)
1 Stormtrooper (6 points)
1 Elite Imperial Officer (5 points)
2 Imperial Officers (4 points)

This deck has all 3 core set officers. In most games I use them first to move General Weiss extra spaces before activating him with his own card. Then I follow up with the Elite to get a 2nd powerful General Weiss attack. In a Pick-Up-And-Deliver map, you can use large speedboosts on your troopers early to get them to objectives, pick them up, and then run for the goals.

Command Deck
1 New Orders (General Weiss)
1 Overrun (General Weiss)
1 Maximum Firepower (Core)
2 Reinforcements (Rebel Trooper)
1 Strength in Numbers (Rebel Trooper)
1 Planning (Core)
1 Take Initiative (Core)
1 Rally (Core)
1 Element of Surprise (Core)
1 Deadeye (Core)
1 Celebration (Core)
1 Recovery (Core)
1 Urgency (Core)
1 Repair (Core)

I originally included Endless Reserves, but replaced it with another Reinforcements. This is sort of a speed build, because your only real power piece is the general. He almost always has something to do (more and attack, most commonly), so using an action to put out a trooper has never been very beneficial, and I've rarely made it to the bottom of my command deck for the reshuffle to be of use. New Orders can be devastating when timed correctly, and with multiple officers, you can order one officer behind the General and then use New Orders on the subsequent activation.

I had good luck with this build, so try it out!
Twitter Facebook
0 Comments
Sat May 2, 2015 9:40 pm
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

Mercenaries: Brawl!

Eric Engstrom
United States
Mount Prospect
Illinois
flag msg tools
designer
badge
https://greydolphingames.com/
Avatar
Microbadge: Sentinels of the Multiverse fanMicrobadge: ELO Darkness fanMicrobadge: Star Wars: Imperial Assault Fan - I love my AT-STMicrobadge: Blood Bowl fanMicrobadge: Vast: The Crystal Caverns fan
Here is a Mercenaries build that uses all brawlers. It adds in Diala and Gaarkhan from the Rebellion faction.

Deployment Cards
1 Gaarkhan (8 point)
1 Diala Passil (7 point)
1 Nexu (4 points)
1 Elite Nexu (6 points)
1 Elite Trandoshan Hunters (10 points)
1 Temporary Alliance (1 point)
1 Devious Scheme (1 point)
1 First Strike (2 points)

Total: 39.

SUBSTITUTION: One could probably leave out First Strike if they didn't like the points infusion. that would leave the build at 37 points.


Command Cards
2 Parting Blow (Royal Guard Champion)
1 Close the Gap (Vader)
1 Pummel (Core)
1 Telekinetic Throw (Luke)
1 Fleet Footed (Core)
1 Price on Their Heads (Core)
1 Ferocity (Core)
1 Furious Charge (Core)
1 Sarlacc Sweep (Core)
1 Recovery (Core)
1 Celebration (Core)
1 Take Initiative (Core)
1 Take Cover (Core)
1 Rally (Core)

This is modified from my other heavy brawler build with the Royal Guard Champion and Royal Guards, but that one also has synergy with the Guardian keyword. Give this one a try.
Twitter Facebook
0 Comments
Wed Apr 29, 2015 2:17 am
Post Rolls
  • [+] Dice rolls
Recommend
1 
 Thumb up
 tip
 Hide

Empire: Double AT-ST

Eric Engstrom
United States
Mount Prospect
Illinois
flag msg tools
designer
badge
https://greydolphingames.com/
Avatar
Microbadge: Sentinels of the Multiverse fanMicrobadge: ELO Darkness fanMicrobadge: Star Wars: Imperial Assault Fan - I love my AT-STMicrobadge: Blood Bowl fanMicrobadge: Vast: The Crystal Caverns fan
Here's a crazy build that uses two AT-ST units. You'll need a second AT-ST figure (from ebay or 2nd core or General Weiss) and the Deployment card.

Deployment Cards
2 Elite AT-ST's (28 points)
1 Elite Imperial Officer (5 points)
1 Imperial Officer (2 point)
1 Elite Probe Droid (5 points)

Total: 40 points

The AT-ST's are the stars in this build. I generally use the AT-ST unit for one of two strategies: Block a passage, or hunt units. In this army, you have one for each task. I also put in a couple officers for attack and move support, and an elite probe droid for running errands, because stormtroopers die too quickly (plus, 2 yellow dice and surge abilities like pierce 2 and +2 damage are nice).

Command Deck
2 Repair (IG-88)
1 New Orders (General Weiss)
1 Overrun (General Weiss)
1 Heavy Armor (General Weiss)
1 Explosive Weaponry (General Weiss)
1 Regroup (Vader)
1 Recovery (Core)
1 Take Initiative (Core)
1 Rally (Core)
1 Element of Surprise (Core)
1 Urgency (Core)
1 Planning (Core)
1 Celebration (Core)
1 Maximum Firepower (Core)

I have no idea if this is a good build or not. Have fun!
Twitter Facebook
0 Comments
Tue Apr 28, 2015 12:06 am
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

Rebellion: Wookiee Rage

Eric Engstrom
United States
Mount Prospect
Illinois
flag msg tools
designer
badge
https://greydolphingames.com/
Avatar
Microbadge: Sentinels of the Multiverse fanMicrobadge: ELO Darkness fanMicrobadge: Star Wars: Imperial Assault Fan - I love my AT-STMicrobadge: Blood Bowl fanMicrobadge: Vast: The Crystal Caverns fan
I've posted quite a few Empire armies (there are just so many more empire pieces). I think the Rebellion needs some attention. FFG recently announced that Wave 3 will include Wookiee Warriors in an ally pack. That will be great for this build, but until then, here's an army focused around the two wookiee characters available now.

Deployment Cards
1 Chewbacca (15 points)
1 Gaarkhan (8 points)
1 Elite Rebel Trooper (9 points)
1 Rebel Saboteur (5 points)
1 Rebel High Command (2 points)
1 Balance of the Force (1 point)

Total: 40 points

SUBSTITUTION: I am very much thinking about taking out Rebel High Command and replacing Rebel Saboteurs with Elite Rebel Saboteurs (7 points). I like the extra command card per turn (since this has many specific abilities in in), but the Elites are just SO MUCH BETTER in almost all factors, that it's a tough choice.

Command Deck
2 Wookiee Rage (Chewbacca)
1 Adrenaline (Chewbacca)
1 Debts Repaid (Chewbacca)
1 Emergency Aid (Rebel Saboteur)
1 Reinforcements (Rebel Trooper)
1 Grenadier (Rebel Trooper)
1 Furious Charge (Core)
1 Celebration (Core)
1 Element of Surprise (Core)
1 Recovery (Core)
1 Take Initiative (Core)
1 Sit Tight (Core)
1 Urgency (Core)
1 Take Cover (Core)

Cost: 18 (which is allowed because of Balance of the Force).


Until the Wookiee Warriors come out, there are only two wookiees. Looking forward to that pack, and maybe new wookiee abilities.
Twitter Facebook
0 Comments
Mon Apr 27, 2015 11:26 pm
Post Rolls
  • [+] Dice rolls
Recommend
 
 Thumb up
 tip
 Hide

Empire: AT-ST Raid

Eric Engstrom
United States
Mount Prospect
Illinois
flag msg tools
designer
badge
https://greydolphingames.com/
Avatar
Microbadge: Sentinels of the Multiverse fanMicrobadge: ELO Darkness fanMicrobadge: Star Wars: Imperial Assault Fan - I love my AT-STMicrobadge: Blood Bowl fanMicrobadge: Vast: The Crystal Caverns fan
I had some reasonable success with this build. It's one of many opinions out there about integrating the AT-ST, but here's what I used:

Deployment Cards
1 Elite AT-ST (14 points)
1 Elite E-Web Engineer (8 points)
1 Stormtroopers (6 points)
1 Elite Imperial Officer (5 points)
1 Elite Probe Droid (5 points)
1 Imperial Officer (2 points)

Total: 40 points

This build gives an E-Web for locking down corridors and covering potential escape routes, the AT-ST (of course) for wreaking havoc in open areas or blocking off corridors, and an Elite Imperial Officer who can give extra attacks to either of the previously mentioned pieces (which is huge). Funny story, in the last game I played, the opponent had to attack the Elite officer 5 times to kill it, because I rolled a Dodge result 3 times.

Command Deck
2 Repairs (IG-88)
1 New Orders (General Weiss)
1 Overrun (General Weiss)
1 Heavy Armor (General Weiss)
1 Maximum Firepower (Core)
1 Lock On (Rebel Saboteurs)
1 Recovery (Core)
1 Take Initiative (Core)
1 Rally (Core)
1 Element of Surprise (Core)
1 Fleet Footed (Core)
1 Planning (Core)
1 Celebration (Core)
1 Deadeye (Core)

Cost: 15


Lock On has been great for this build. I have used it twice to kill a unique figure by denying the Dodge result on the white die. It can be used by the E-Web or the AT-ST. Repair keeps your AT-ST going, and can also help the elite probe droid (a unit I've recently fallen in love with).
Twitter Facebook
0 Comments
Sun Apr 26, 2015 7:08 pm
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

CORE SET: Empire: Vader Posse

Eric Engstrom
United States
Mount Prospect
Illinois
flag msg tools
designer
badge
https://greydolphingames.com/
Avatar
Microbadge: Sentinels of the Multiverse fanMicrobadge: ELO Darkness fanMicrobadge: Star Wars: Imperial Assault Fan - I love my AT-STMicrobadge: Blood Bowl fanMicrobadge: Vast: The Crystal Caverns fan
I haven't posted a vader deck for core sets yet. Here's a popular one.


Deployment Cards
1 Darth Vader (18 points)
1 Elite Stormtrooper (9 points)
2 Stormtroopers (12 points)

Total: 39 points


Command Cards
1 Lord of the Sith (Vader)
1 Lure of the Dark Side (Vader)
1 Force Lightning (Vader)
1 Telekinetic Throw (Luke)
1 Deflection (Luke)
1 Pummel (Core)
1 Covering Fire (Core)
1 Sit Tight (Core)
1 Recovery (Core)
1 Take Initiative (Core)
1 Rally (Core)
1 To The Limit (Core)
1 Fleet Footed (Core)
1 Celebration (Core)
1 Urgency (Core)

This is just one set of options for the command deck. If you want more force powers, take out covering fire and replace it with another Deflection, or put in Close the Gap.


Substitutions: You can take out a group of troopers and add a couple imperial officers to give Vader more movement support. Adjust the command deck as you see fit.

Expansions: The best expansion that supports this build is the Rebel Troopers because it adds great command cards for troopers. You can insert a couple reinforcements in to replace defeated troopers.
Twitter Facebook
0 Comments
Sat Apr 25, 2015 7:33 pm
Post Rolls
  • [+] Dice rolls
Recommend
4 
 Thumb up
 tip
 Hide

Empire: Droid Assault

Eric Engstrom
United States
Mount Prospect
Illinois
flag msg tools
designer
badge
https://greydolphingames.com/
Avatar
Microbadge: Sentinels of the Multiverse fanMicrobadge: ELO Darkness fanMicrobadge: Star Wars: Imperial Assault Fan - I love my AT-STMicrobadge: Blood Bowl fanMicrobadge: Vast: The Crystal Caverns fan
Here is an army that I have had reasonable success with. Probe Droids are actually better than I initially thought they were.


Deployment Cards
2 Probe Droids (6 total)
1 Elite Probe Droid (5 points)
1 IG-88 (12 points)
1 Trandoshan Hunters (7 points)
1 Elite Stormtroopers (9 points)
1 Temporary Alliance (Empire, 1 point)

Total points: 40

It should be noted, that all droids can spend surge to repair. Probe droids also have Pierce and Damage increase abilities, making them wonderfully versatile (if they survive long enough).

IG-88 is a great unit. He can multi-attack, and chooses his 2 dice to roll. He has 2 range built in, so if you are up close and going for the kill, take 2 red. If you are "sniping" from range, throw a blue (or 2) in. If you are hurt, you can make an attack with double yellows to increase your chances of getting a surge to heal 3 hits. All that plus 1 automatic block, and Relentless, makes him an impressive unit.

Command Deck
1 Blaze of Glory (IG-88)
1 Overdrive (IG-88)
1 Repair (IG-88)
1 Emergency Aid (Rebel Saboteurs)
1 Strength in Numbers (Rebel Trooper)
1 Price on Their Heads (Core)
1 Hunter Protocol (Core)
2 Merciless (IG-88)
1 Element of Surprise (Core)
1 Take Initiative (Core)
1 Take Cover (Core)
1 Deadeye (Core)
1 Celebration (Core)
1 Urgency (Core)

Cost: 14

This army has six activation cards. In the last map I played, I sent the stormtroopers off towards an objective, and used the other 5 groups to counter my opponent (who was playing 5 groups as well). It worked generally ok, except that my opponent decided to field Chewbacca, who is a monster of a unit. The probe droids can easily pick off weaker targets and soften big heroes, but use IG-88 for that killing blow (but don't rush him into combat...he isn't invincible).

The Command Deck has a bunch of tricks in it, including 4 cards that give potential bonus VP. Use as directed.


EDIT:
I actually rebuilt this to 4 probe droids, 2 elite probe droids, IG-88, Temporary alliance and Elite imperial officer. It is fun, but with the new skirmish rule, I have yet to see how it changes.

Probe droids are great for swing damage, because they roll 2 yellows and a blue and they can surge for damage and pierce. As long as you shoot close enough.
Twitter Facebook
1 Comment
Sat Apr 25, 2015 5:45 am
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

Empire: Trooper Assault (revisited)

Eric Engstrom
United States
Mount Prospect
Illinois
flag msg tools
designer
badge
https://greydolphingames.com/
Avatar
Microbadge: Sentinels of the Multiverse fanMicrobadge: ELO Darkness fanMicrobadge: Star Wars: Imperial Assault Fan - I love my AT-STMicrobadge: Blood Bowl fanMicrobadge: Vast: The Crystal Caverns fan
I recently played a skirmish game that was incredibly educational regarding the use of multi-trooper builds. While the army has remained unchanged, a few critical changes to the command deck have been made.

Deployment Cards
1 Elite Stormtrooper (9 points)
2 Stormtroopers (12 points total)
1 Elite E-Web Engineer (8 points)
1 E-Web Engineer (6 points)
1 Elite Imperial Officer

Total: 40 points

As mentioned before, you can replace the Elite Imperial Officer with two Regular Imperial Officers. Depends on your preferences.


Command Cards
1 Marksman (Core)
1 Maximum Firepower (Core)
1 Grenadier (Rebel Troopers)
2 Reinforcements (Rebel Troopers)
1 Strength in Numbers (Rebel Troopers)
1 Covering Fire (Core)
1 Recovery (Core)
1 Take Initiative (Core)
1 Take Cover (Core)
1 Deadeye (Core)
1 Celebration (Core)
1 Urgency (Core)
1 Planning (Core)
1 Surprise Assault (Core)

Total Cost: 15

This build will play very differently based on the skirmish map you randomly draw. Long, straight hallways are great for E-Webs, and stormtrooper squads can make effective "door breach" moves, especially if they have Surprise Assault.

I was actually playing my "Light Side" army against this build, and I made the error of NOT killing the elite stormtroopers quickly enough: my opponent reinforced them twice. I had to take down 5 elite troopers in the end to score the card, and that was painful.
Twitter Facebook
0 Comments
Sat Apr 25, 2015 4:59 am
Post Rolls
  • [+] Dice rolls
Recommend
1 
 Thumb up
 tip
 Hide

Mercenaries: Relentless Hunters

Eric Engstrom
United States
Mount Prospect
Illinois
flag msg tools
designer
badge
https://greydolphingames.com/
Avatar
Microbadge: Sentinels of the Multiverse fanMicrobadge: ELO Darkness fanMicrobadge: Star Wars: Imperial Assault Fan - I love my AT-STMicrobadge: Blood Bowl fanMicrobadge: Vast: The Crystal Caverns fan
As soon as I read that strain can cause the loss of a card from the command deck, I immediately began to think about the validity of a deck depleting "brain drain" sort of deck. I came up with the following:

Deploment Cards
1 Nexu (4 points)
1 Elite Nexu (6 points)
1 Trandoshan Hunter (7 points)
1 Elite Trandoshan Hunter (10 points)
1 IG-88 (12 points)
1 Devious Scheme (1 point)

Total: 40

There are two synergies. First, all figures except IG-88 are brawlers. Second, IG-88 and the trandoshans have the Relentless ability, and are also hunters. So, I focused on cards from the Royal Guard expansion to get some punishing melee abilities, and IG-88 expansion to milk my opponent for points.

Command Deck: <Quantity> <Name> (<Set> - <Total Cost>
1 Blaze of Glory (IG-88 - 2)
1 Price on Their Heads (Core - 1)
1 Dirty Trick (IG-88 - 2)
2 Merciless (IG-88 - 2)
1 Ferocity (Core - 1)
1 Close The Gap (Vader - 2)
1 Counter Attack (Royal Champ - 2)
1 Parting Blow (Royal Champ - 2)
1 Recovery (Core - 0)
1 Rally (Core - 0)
1 Take Initiative (Core - 0)
1 Celebration (Core - 0)
1 Urgency (Core - 0)
1 Fleet Footed (Core - 0)

Total command cost: 14

Two Merciless, plus Price on Their Heads, plus Celebration means the potential to score up to 14 bonus VP. With Merciless, the opponent can choose to discard command cards instead, which is also great, or if you have already depleted the deck, you can just score automatic points. One adjustment I will consider is possible replacing Fleet Footed with Hunter Proticol (Core - 1), which can give IG-88 great options in a pinch (if he can get the surges).


This army has a bit of everything. It has ranged attackers and melee attackers. The trandoshans like to get up close and personal and gain bonus damage, and IG-88 is very flexible with his repair, auto-block and 2 accuracy. I like that you can pick his attack dice: go with 2 blues to hit at range 6 guaranteed, or pick 2 reds if your opponent was foolish enough to come within 2 spaces, or throw in a yellow if you want some options, or just make a hopeless attack from far away for two yellows and activate your recovery ability.
Twitter Facebook
2 Comments
Wed Apr 22, 2015 12:54 am
Post Rolls
  • [+] Dice rolls

1 , 2  Next »  

Subscribe

Categories

Contributors