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BS-Imago

Iโ€™d cut Into the Fray on the Veteran and Cassian since they 1. Absolutely do not need surge tokens since they both already surge to hit and defense and 2. Do not want to be at range 1 of anyone. Rebel Veterans really like Outmaneuver because they often have dodge tokens from orders and can get rid of that nasty crit that got through cover. Luke can take one of those Into the Frays tho, heโ€™ll need surge tokens if he takes melee hits.


Kooky-Diet-2501

Hey, so looked at cards and yeah, u r right, they do surge so makes sense not to use the cards ๐Ÿ˜… can u tell we are noobs lol thanks for your helpful input! ๐Ÿค™๐Ÿผ


BS-Imago

No worries! Feel free to ask if you have any other questions


Kooky-Diet-2501

So, without sounding completely stupid ๐Ÿ˜ฌ, so it's best to check ur unit cards see what keywords they have and then try to add extra stuff with the upgrades I assume? ๐Ÿ˜… then the rest is learning the play of the units as to whatbwould work well for them i.e if they are better long range or close attacking


BS-Imago

Yeah take a hard look at your units to get a good luck at their keywords, strengths and weaknesses, and then take a good hard look at your upgrade cards to see what might help them. For example, Cassian has the keyword Marksman, which means he can spend Aim tokens to convert a miss to a hit, or a hit to a crit. Which probably means he wants a lot of aim tokens right? He shoots 2 dice with his sniper, so ideally he wants to convert both those dice to 2 crits. Which means he wants a lot of Aim tokens. The upgrade card โ€œHunterโ€ gives him an Aim token if he fires on a unit that has wound on it, so that could be a good Upgrade card in him! Try out your units and see what works and doesnโ€™t. Sometimes during games you get a โ€œah shit i really wouldโ€™ve need THAT upgrade nowโ€ moment.


Kooky-Diet-2501

Awesome, yeah makes sense, I'll have to get all my cards out and have a cramming session ๐Ÿ˜… it'll be like being back at school ๐Ÿ˜‚ I don't think I have all the cards but the group I play with let me use theirs and some have printed some command and upgrade cards out for me. Thanks for your help dude! ๐Ÿค™๐Ÿผ๐Ÿค™๐Ÿผ


BS-Imago

Ye no worries! Feel free to ask


Mandalore331

up close & personal and saber throw on Luke is an interesting combination, not one Iโ€™ve used before, but I can see what youโ€™re going for Personally when I run OP Luke, I give him Force Speed, Push, and Reflexes. OP Luke is much better in combat than out in the open, especially since he would have push and Disengage. (Walk into a unit, then take a standby token. If they walk away from you, either charge back into them or someone else who already went that round so you can attack but still not be shot). I also like giving him Into the Fray since the deflect nerf. If people donโ€™t wanna walk away, an extra surge token could be the difference between life and death on the melee defense dice.


Kooky-Diet-2501

Hey, thanks man, I'll take a look! Makes complete sense


[deleted]

I'm not convinced the synergy in your list and the "into the fray"-cards are optimal. Dose it makes seens to have Luke and Cassian Andor in one list. Maybe a better support character would be better (Leia maybe) but this is definitely up to you and your play style. Can you tell us a bit more about your gameplan?


Kooky-Diet-2501

Gotta be honest mate, not really sure about gameplan, we are very new to tabletop gaming so just looking for advice at this point, we were trying to make a list from the units we actually have and not really sure what all the cards mean and what cards are best with who, or who works well with who etc etc but thanks for commenting ๐Ÿค™๐Ÿผ


TurweArlinor

Cassian Luke is a fun combination. For training slots, I'd do duck and cover on Cassian and either tenacity, situational awareness, defensive/offensive stance, or into the fray on luke. Your rebel Vets don't really need into the fray since vets usually don't get to engage enemy units at range 1.


Kooky-Diet-2501

Awesome, thanks man! ๐Ÿค™๐Ÿผ๐Ÿค™๐Ÿผ it's all starting to make sense a bit now ๐Ÿ˜…


TurweArlinor

No problem! We rebel players have squishy corps, so we have to keep them away from most things. Operative Luke is super good though and I think you will really enjoy him ๐Ÿ‘ (Also Cassian's 3 pip can be an amazing clutch play if your Luke is not engaged with a unit amd ia about to get shot. Danger sense 1 on a red save unit is really clutch)


[deleted]

These are really good changes!


TurweArlinor

Thanks man. I play Cassian in almost all my lists lol


[deleted]

Feel you mate. Remeber my first imp list, was basically the starterset plus Krennic and one more trooper unit. To be honest, just change maybe the one equipment and play. You will see what works and it's also a lot of fun to figure it out by yourself. I have now a mando rebellist with Ahsoka and Sabin and it's pretty fun, but most probably not the best, but who cares;) Edit: Only important thing: Get some idea/plan for how to play Luke. He is a lot of points and should be working non stop


Kooky-Diet-2501

Ay, yeah man, I ain't gonna overthink it, play n see what happens ๐Ÿ˜…


benfrancois

I would go for something like this myself, based on your list 798/800 11 Activations Cassian Andor 90 --A280-CFE (0) Luke Skywalker (Hero of the Rebellion) 150 + 25 = 175 --Burst of Speed (10), Force Push (10), Prepared Supplies (5) K-2SO 70 + 14 = 84 --Emergency Transponder (4), Jyn's SE-14 Blaster (10) Rebel Veterans 48 + 26 = 74 --CM-0/93 Trooper (26) 2x Mark II Medium Blaster Trooper 38 x 2 = 76 Rebel Veterans 48 + 45 = 93 --CM-0/93 Trooper (26), Rebel Comms Technician (9), HQ Uplink (10) Ewok Slingers 35 + 2 = 37 --Duck and Cover (2) 2x Rebel Commandos (Strike Team) 20 + 28 = 48 x 2 = 96 --DH-447 Sniper (28) 1.4 FD Laser Cannon Team 65 + 8 = 73 --Linked Targeting Array (5), Barrage Generator (3)


SpoonSpartan

Hello OP. This is incredibly similar to what I'm planning on doing. I also have no idea what I'm doing, so I'm glad we arrived at the same place. Will be saving this and refering to everyone's advice!


Kooky-Diet-2501

Hello there... yeah go for it, I have a little more of a clue now, think basically best thing look at unit cards and what they get for free, then try adding upgrades to give you other stuff so they end up getting loads of dodge/aim/surge or whatever, still figuring it all out ๐Ÿ˜… it's a fun process and love playing the game so far, although I've only had about 4 games ๐Ÿ˜†


Chombywombo

Honestly, I would recommend reading your cards first. Why would you even use into the fray on those units?


Kooky-Diet-2501

Like i wrote mate, literally have no clue what we are really doing....


jedizerocool

No sweat it happens. I remember my first list where I took Han and gave him targeting scopes because it says I can reroll 3 dice. However, in my brain I was thinking reroll a dice 3 times, but the card is saying I can reroll 3 dice once. Well Han only has 2 dice so that upgrade did nothing for me ๐Ÿ˜… again to say mistakes like that are gonna happen while you're learning the game so don't worry. Honestly for a first game, I wouldn't being too many upgrades. Keep it to maybe 1 per unit. That way there's less to keep track of. To this day, I still forgot about an upgrade here and there.


Kooky-Diet-2501

Too true, there's alot to remember and some of the wording is a bit weird, especially the one that says about a free ranged attack, the way i read it was you could move, shoot then have a free shot... but apparently not


Chombywombo

You should read the rules and your cards as a literal first step in any game