A blog for those who love Star Wars Armada, Star Wars: Imperial Assault, Star Wars Legion, and really anything Star Wars
Thursday, May 16, 2024
Skirmish Upgrades: Extra Armor
Thursday, May 2, 2024
Skirmish Upgrades: Spectre Cell
Good morning gamers,
Today we're going to talk about a very niche skirmish upgrade: Spectre Cell. This upgrade was one of the driving reasons for me to get the Tyrants of Lothal expansion and the primary driver for getting Chopper and Hera. It heavily restricts the units you can run, but boy is it powerful (even after its errata). Let's see what it does!
Spectre Cell: Running the Star Wars Rebels Team
When my son and I first opened the Tyrants of Lothal box last year (we didn't get our hands on it fast enough when it came out), we looked at the Spectre Cell upgrade and said, "Well, that looks busted." The skirmish upgrade is simple: to use it, the only characters you can run are the six members of Phoenix squadron (Hera, Chopper, Kanan, Ezra, Zeb, and Sabine), all friendly figures get +1 damage and +1 block, and you can exhaust the upgrade during a friendly figure's activation to either perform an attack or give two movement points to another friendly figure. Easy right?
Yes, very easy - and FAR too powerful. A free damage with everyone and a free block with everyone was oppressive, especially in two-player games. We basically said, "Yeah, you can't use this card outside of a four-player team game." Then I looked up the erratas for Imperial Assault and found that they too thought that it was busted - at least the free damage/block part. Instead of getting a free damage/block, at the start of the round, you get to hand out 1 damage power token (DPT) and 1 block power token (BPT). That's . . . far more reasonable.
Monday, April 16, 2018
Skirmish Upgrades: Heroic Effort
- Gideon Argus with On A Diplomatic Mission
- Jarrod Kelvin with J4X-7 “Jax”
- Leia Organa
- Loku Kanoloa
- Mak Eshkarey
- MHD-19
- R2-D2
- Verena Talos
- Heroic Effort
- Collect Intel x2 (2)
- Coordinated Attack (2)
- Deadeye
- Droid Mastery
- Heart of Freedom (2)
- Master Operative (2)
- Miracle Worker (2)
- Take Cover
- Take It Down (3)
- Terminal Network (2)
- To The Limit
- Recovery
- Fleet Footed
- Planning
- Card management characters,
- Augmenting characters, and
- Offensive characters
On the card management side, we have the incredible team of Leia Organa and R2-D2. We’ve talked about Leia and R2-D2 in a previous post – R2 is a self-healer who lets you draw an extra Command card each turn (and turns into mega-Command-card-drawing-mode since we included Terminal Network). Leia lets you take Command cards from your discard pile and put them back in your deck, expanding the life of your Command deck dramatically. Taken with Heroic Effort, it allows you to find these cards faster (since you're placing a card you don't want from your hand at the bottom of your Command deck and picking a replacement card). I will admit I was tempted to drop Verena Talos, Mak Eshkarey, and the On a Diplomatic Mission upgrade to include Saska Teft and Jabba the Hutt (see our post on the Black Market upgrade for more info on the power of drawing cards with Jabba AND R2 AND Leia). Thematically, I’ve left him out to focus on the Rebel commander feel (though I love Jabba), but note that you could push the card-drawing envelope more by including him. You also get good card drawing from Planning - best used with one of the many leaders in the list (Gideon, Jarrod, or Leia).
Jax has problems killing figures due to a single Blue die (though the automatic Pierce 1 helps), so if he’s going to shoot at people, you want him to target White die figures (where he’s not that likely to mess up). The primary benefit he brings your team is an automatic Pierce 1 to one attack results against hostile figures adjacent to Jax each activation. This can turn a mediocre attack (even from figures like MHD or Gideon) into a decent attack OR turn a good attack (like Verena’s Close Quarters attack or the Fighting Knife special ability). You also get great augments from some of your command cards: healing cards like Recovery, Heart of Freedom, and Miracle Worker are fantastic, as well as movement cards (Fleet Footed and Heart of Freedom) and defense cards (Take Cover).
Supplementing the raw offense of these characters are some excellent Command cards: cards like Coordinated Attack and Take It Down increase the damage output of your turn. Master Operative relies on Verena's innate killing ability, but the addition of the Focus die as well as the free surge (guaranteeing the free Fighting Knife attack unless your opponent gets an Evade) makes her particularly deadly. While not as grand as the previous Command cards, Deadeye is very useful for characters like Verena (in case your Close Quarters attack doesn't get the range you wanted) or Loku (who gets only one Blue die to determine his range).
Monday, April 9, 2018
Skirmish Upgrades: Zillo Technique
To date, we’ve looked at two Imperial skirmish upgrades: Advanced Com Systems and Vader’s Finest. Both of these cards are Attachments – you pick one person to use them and that’s all they benefit. Today’s post is different: we’ll be looking at a team-beneficial upgrade: Zillo Technique. While the Empire has several units that are hard to crack, no army is more resilient than those with Zillo Technique. J
- The ability to draw Command cards (so you can discard them for additional Block);
- Favor double-Black-dice defense pools (basically resilient to all damage if they can ignore most/all of the attacker’s Pierce value); and
- Units with static defense results (since a little extra defense allows you to save the extra Block provided by Zillo Technique less often).
- Darth Vader with Driven By Hatred
- Riot Trooper
- Riot Trooper
- Jabba the Hutt
- Elite Gamorrean Guard
- Temporary Alliance
- Zillo Technique
- Unshakable
- Blood Feud
- Close the Gap
- Deadly Precision
- Deathblow
- Fleet Footed
- Force Rush
- Lord of the Sith
- Planning
- Price On Their Heads
- Pummel x2
- Recovery
- Reinforcements x2
- To The Limit
Monday, April 2, 2018
Skirmish Upgrades: Prey On The Weak
Today we dig into one of the most straight-forward skirmish upgrades available to date: Prey On The Weak. When it comes to the skirmish upgrades we’ve viewed so far, there are two basic kinds of upgrades:
- Attachments that encourage the figures for the attached deployment card to behave in a certain way (Advanced Com Systems, On a Diplomatic Mission, Vader’s Finest, Smuggler’s Run);
- Non-attachments that provide some benefit for the team as a whole OR for one specific character on the team (Black Market, Under Duress).
- The figure must be a Hunter (as that’s a requirement for the upgrade);
- Figures should have a deployment cost above 4 (sorry, Greedo) and no more than 10 (sorry, Boba Fett and IG-88); and
- While Accuracy isn’t required, figures who benefit from both the Pierce bonus and the Accuracy bonus will receive a higher preference.
I don’t usually do “honorable mentions,” but (SPOILER ALERT) seeing as how we don’t have very many Mercenary cards in this post, I figured I needed to give them a bit of an edge in the final tally. J The more I look at these guys, the more I’m impressed with them: at 6 points a model, they’re kind of expensive, but with a Red-Yellow-Green attack pool (my personal favorite in the game) and the ability to become long-range killers, up-close killers, or self-healing token-distributors, they’re fantastically flexible. I’ve not included the Scout form because I don’t think it needs the Accuracy buff (though the automatic Pierce 1 certainly makes up for swapping the Red die for a Blue die), so we’ll just be looking at the Senator and Streetrat forms today.
I’ll admit, Biv is one of my favorite characters (we’ll write up the post on him when we talk about tanks): Biv in the skirmish game has a decent amount of health and the ability to perform more than one attack in a given turn (although both must be directed against the same person). Biv is great for tearing down heavy units and with his high figure cost (a whopping 9 – just made it under our limit), he can use his brutal attacks against basically any unnamed character and many named characters (which you won’t see from anyone else in this post). Since you purchased the Temporary Alliance upgrade to bring Biv in, you might consider also bringing another Rebel character to supplement Biv (and the rest of the army) – Gideon Argus or C-3PO come to mind, though if you want Hunter/Brawler synergies, Jarrod Kelvin is a good choice too.
Silver Medal: BT-1
Ah yes, we view yet another non-Mercenary figure. Unlike Biv, you can’t ally in Imperial figures into a Mercenary force UNLESS they’re Droids and you have an Elite Jawa Scavenger. This increases the overall army cost from 6 points to 9 points (which is slightly lower than Biv), but you get a lot out of this guy. First off, BT-1 always becomes Focused right before attacking (ouch). While he can shoot with his traditional arsenal (Red-Yellow-Green-Blue including the Focus die), you can alternatively fire three times with a single Red, Yellow, and Blue die (each of those getting the benefit of the Green as well). Like we said with Biv’s Close and Personal attacks, each of these attacks would benefit from Prey On The Weak, giving each not only a free Focus, but also a free Accuracy 1 + Pierce 1 (more ouch). You’re not going to find any other figure (besides Boba Fett in the turn that he gets to use Mandalorian Tactics) who can push out 3 attacks in a given round to benefit from this card (and most Hunters are hard-pressed to get 2 attacks out). As such, I feel that BT-1 must be granted some measure of respect for the sheer volume of attacks he can deliver with the card and so he claims second place today.
In our next post, we'll be switching gears to non-attachment skirmish upgrades and viewing the Imperial ugprade Zillo Technique. I consider this to be the most powerful Imperial skirmish upgrades (and quite probably the most powerful of all skirmish upgrades) available to date. Until then, happy gaming!
Monday, March 26, 2018
Skirmish upgrades: using Smuggler's Run
We’ve already examined the On a Diplomatic Mission skirmish upgrade which can give Rebel skirmish lists an extra VP each round if the leader that bears the skirmish card doesn’t attack. Today, we’re going to look at my second favorite Rebel skirmish card: Smuggler’s Run. This upgrade must be attached to a Trooper and provides special actions for that Trooper squad.
- Since you need to get to your opponent’s deployment zone, how fast are you (and can you get extra movement in a pinch)?
- Because you’ll be running (in one way or another) towards an opposing character’s deployment zone, how survivable are you?
- Are there better skirmish attachments for the character that might preclude attaching this one?
Leading us off today is Vinto Hreeda – available to Rebel lists via Saska Teft. Vinto is gifted with a carte blanche right to attack twice for a single action (with his usual boltslinger rule from the campaign game). For more info on Vinto, read our post on him. Vinto ranks third on the list because for 5 points, he’s got 8 health (albeit defended with a White die), can gain Hide (making it harder to hit him), and he’s Speed 5 and incentivized to move for at least one of them (because he has nothing else to do). Vinto’s speed allows him to quickly race across the board (shooting low-health figures as he runs), clearing out a path to the enemy zone quickly.
Silver Medal: Elite Alliance Smuggler
Smuggler’s Run comes in the Alliance Smuggler Ally Pack, so I felt I needed to give proper appreciation for what you can do with the Alliance Smuggler. Let’s get one thing ironed out at the get-go: Alliance Smugglers (both Regular and Elite) are a great way to increase both the body count and the Deployment card count of any Rebel army. At 2-4 points per figure, you can get a whopping 6 figures (maximum 4 Regular + 2 Elite) for only 16 points, leaving you plenty of space to purchase whatever else you want. All Alliance Smugglers benefit from a static -2 Accuracy penalty to attacks made against them and get some free Movement points afterwards (making it very, VERY hard to hit them).
- Jyn Odan with Smuggler’s Run
- Han Solo
- C-3PO
- Saska Teft
- Jabba the Hutt with On a Diplomatic Mission
- Elite Alliance Smuggler x2
In our next post, we'll be returning to the Mercenary skirmish upgrades and be looking at Prey On The Weak - a simple skirmish upgrade that can turn any Bounty Hunter into a powerful piece on the board. Until then, happy gaming!
Monday, March 19, 2018
Skirmish upgrades: Vader's Finest
Last time we looked at Imperial skirmish upgrades, we examined Advanced Com Systems. Today, looking at one of the Empire's first skirmish upgrades: Vader's Finest. This upgrade must be attached to a Trooper and provides special actions for that Trooper squad. To determine our finalists today, we will be asking the following questions:
- How much does the model benefit from being Focused?
- How does gaining movement points after attacking synergize with the existing abilities on the deployment card?
-Spend two actions becoming Focused and removing a harmful condition;
-Play To The Limit to gain an additional action;
-Spend one action to perform an attack and gain two movement points;
-Become Stunned;
-Next turn; spend two actions becoming Focused and removing the Stun.
You could also choose to remove the Stun normally, which would allow you to attack with your normal attack pool and gain two movement points. Either way, you don't suffer for using To The Limit. Without further ado, let's get into it:
Bronze Medal: Stormtrooper
This card comes in the Stormtrooper Villain pack, so there might be a little obligation on my part to include it. On a purely merit-based level, Stormtroopers have a distinct advantage over other Imperial Troopers: they come in sets of three.
While numbers aren't everything, it often means the difference between keeping the card alive and losing a whole deployment card before it can activate. Stormtroopers can also force damage-heavy units (Jedi Luke, Maul, Vader) to waste damage that would have killed a more expensive Trooper - this makes little difference in the long run, but feels good for you (especially if you have the Reinforcements Command card.
The reason these guys get third prize today is because there are already ways for the Elite version to become Focused and there aren't any other synergies being utilized. It's nice to be able to become Focused without having a squad mate die, but that's all they have going for them.
Silver Medal: Heavy Stormtrooper
I'll come out and say this up front: for the longest time, Heavy Stormtroopers were my favorite Imperial Trooper choice (and I still favor them when choosing open groups). Heavy Stormtroopers have a good health-to-cost ratio, a red-blue attack pool with two static accuracy, and the ability to Surge for Blast. Let's just say that they're awesome.
They're also slow. With only 3 Speed, they have problems keeping up with your other figures, but this is easily compensated but the free movement points provided by Vader's Finest. In addition, the Focus adds damage to the Heavy Stormtroopers' already impressive attack pool AND makes them more likely to get Surge results (Blast is nice when you actually get it). While it seems like the Heavy Stormtroopers might have this one in the bag, they fall today to my favorite Imperial Trooper...
Gold Medal: Elite Jet Trooper
With their Fly-By rule, the Elite Jet Troopers not only get a free blue attack die, but they also get two free movement points (giving you four total with Vader's Finest). Since these guys are mobile, you get a free move out of the deal, allowing you to move, attack, and move again.
It's important to note that this free-move benefit applies to regular Jet Troopers too - while their damage output isn't as high as their elite brothers' output, it's still a decent amount of damage and you can start any skirmish mission becoming Focused to help boost your Damage even higher.
In our next post, we'll be returning to Rebel lists as we examine the Smuggler's Run upgrade. Until next time, happy gaming!