Friday, March 2, 2018

Command cards: Urgency vs. Fleet-footed

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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