Command Card Review:
Fleet Footed and Urgency
As we continue in our discussion
of Command cards and how to use them, two of first 0-cost Command cards that
you will run into in the Core box are related to movement: Fleet-Footed and Urgency.
In many ways, these two Command cards provide the same benefit, but their use
and efficiency in your army list differ (recommending one to certain lists over
the other). In today’s post, we’re going to look at what those differences are.
Movement in Imperial
Assault
Before we get into the two cards,
let’s take a quick moment to understand some of the finer points of movement in
the Imperial Assault Skirmish game (though most of these rules apply to
Campaign mode as well). In Imperial Assault, most models require a single movement point to
move from one tile to an adjacent tile. This can be done vertically,
horizontally, or diagonally as long as you don’t cross a line. Mobile/Massive
figures ignore red solid/dashed lines which would normally obstruct movement
because they’re cool that way. Certain spaces require 2 movement points to enter (either spaces with enemy models or with blue
“difficult” terrain tiles), indicating resistance from the tile (either from
the ground itself or from someone not wishing to be shoved). Mobile/Massive
figures ignore these penalties as well. Third, non-Massive figures can’t end their movement in
a space containing another figure unless they are allowed to “push”
(which very few can do). Finally, some special rules allow models to move “X spaces,”
which allows the model to move through difficult terrain and enemy figures for
1 movement point instead of 2 movement points. These four rules for movement
will govern most of our discussion today and can be summarized in the following
questions:
1.
Will 1 movement point get you anywhere further?
2.
Is your figure Mobile/Massive?
3.
Can your figure move X spaces (instead of using
movement points normally)?
Fleet Footed: Value of a Movement Point
Fleet Footed has one key advantage
over Urgency: it
doesn’t require an action to use. True, you don’t go much farther as
a free action, but still, if you have the other two actions planned out, it’s
nice to not have to spend an action to perform a full move (or a
move-and-then-some with Urgency). The need for slightly more movement (and not
spending an action to do it) benefits three specific groups of units: first, you want to use Fleet Footed with models that can spend both of their actions
doing damage to enemy figures. If you are an Elite Imperial Guard,
you want to be within 2 spaces of a friendly model so he can interrupt to
perform a move or an attack. Assuming you start within 3 spaces of the target,
your choices are a) spend an action moving, b) use Urgency to get that movement
and keep moving onward, or c) use Fleet Footed. In either of the first two
cases, you can’t attack the same target – you need to choose which of your two
models will be attacking this round (the Imperial Officer or the friendly
figure). Getting that little nudge to help you use more of your rules is
invaluable. This is also useful for models with Assault who want to be able to
attack multiple models but can’t see anyone at the start of their turn.
The second kind of model that is
helped are models
that have the capacity for long range attacks but can’t surge for accuracy
(or those that don’t surge very often if they can surge for accuracy). Some
models (like Loku Kanoloa, Probe Droids, ad HK Assassin Droids) have the
capability for hitting targets that are far away, but if you get a bad roll for
Accuracy, you’re hosed. While Urgency
might be nice for these figures, there’s usually a jump in the likelihood that
you hit your target if you move just one step closer. Alternatively, you might
be able to look around a corner and acquire a better target by moving a single
step. This allows you to save your movement for getting away (or storming in if
you clear the hallway of foes).
The third kind of model that
should be using Fleet Footed are models with the
Massive special rule. While any large figure benefits from getting
additional movement points, part of the Massive special rules indicate that as
soon as you stomp on a hostile figure, you need to stop your movement. While Urgency can give you a boost to moving
(which is nice), Massive figures usually need on a little more movement. Being
able to push yourself one more step often leads to less waste.
Urgency: Getting a
Speed Boost
The first models that benefit the
most from Urgency are models with the melee weapon type. There is
nothing more frustrating than being a melee model and not being able to attack
on a given round. Models with Reach
(or Tusken Raiders who have the
option of using a melee attack or a range attack) have life a little easier
than the rest, but by and large, melee models need to run up to someone and
still have an action left to hack away in order to be useful. Getting one extra
movement point might be useful, but Urgency is more likely to help you.
You’ll also want to use Urgency if
you have fast
models that benefit from being in enemy deployment zones. For both
Smugglers who have the Smuggler’s Run
skirmish upgrade or Spies who are trying to use the Behind Enemy Lines Command card, getting that extra boost of speed
could mean the difference between using a special ability/Command card or being
shot in the head. When you need to get in and out, the boost from Urgency is
unrivaled. Granted this is a niche case, but still…
The third group of models that
benefit from Urgency are models that have to follow normal movement rules.
I’ll admit that this recommendation is totally uninspired – anyone who follows
the normal rules will like getting more movement than they normally get. Models
like Onar Koma, Gaarkhan, or Mobile models
however ignore most of the penalties associated with movement points. The
majority of models in your collection, however, will not be able to rush
through an enemy battle line or be able to move through difficult terrain. Urgency’s added movement point gives
you the flexibility to go further than expected OR be able to move through
terrain that otherwise would have eaten up too much of your movement.
Movement Command
Cards: Is One Better?
As you can probably tell, there
are benefits from using Fleet Footed in all of the Urgency cases, and benefits
from Urgency in the Fleet Footed cases. In many ways this is because both
provide extra movement and extra movement is nice. Ultimately the question of
whether you should include one over the other comes down to whether your models
need to both attack and perform a different special action. In all other
respects, the two are very similar. In our next post, we’re turning away from
the Core Box and looking at the top three Ally/Villain packs for giving you
Command Cards that are useful for your armies. Until next time, happy gaming!
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