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killakan

Built a Imp beginner list for my mother, how does it fare against this Rebel list?

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Mother's list

 

Kath Scarlet

  • Predator
  • Ion Cannon
  • Proximity Mines
  • Gunner
  • Assault Missiles
  • Stealth Device
  • Slave I
  • Proton Torpedoes

Carnor Jax

  • Elusiveness
  • Royal Guard Tie
  • Shield Upgrade
  • Hull Upgrade

Royal Guard Pilot

  • Expose
  • Royal Guard Tie
  • Shield Upgrade
  • Hull Upgrade

"Omega Ace"

  • Push The Limit

"Zeta Ace"

  • Outmanuver
  • Engine Upgrade

 

 

VS

 

 

My List

 

Poe Dameron

  • Veteran Instincts
  • Proton Torpedo
  • BB-8
  • Weapons Guidence

Ello Asty

  • R5-D8
  • Determination
  • Weapons Guidence

Luke Skywalker

  • Veteran Instincts
  • Proton Torpedoes
  • R2-D2

"Dutch" Vander

  • Ion Cannon Turret
  • Advanced Proton Torpedoes
  • Proton Torpedoes
  • Targeting Astromech

Jake Farrell (from State Farm)

  • Proton Rockets

Both lists are 180 points.

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That Imperial list doesn't stand a chance.  Way too few ships for that point level.

 

Expose: horrible, horrible card.  Worst. Card. Ever.  Not even remotely a good idea.  You deal as much damage with a focus token and don't lose any agility.

 

Elusiveness: also pretty bad.  It might work positively once per game, but no guarantee that it actually does anything useful----most of the time you just end up stressing yourself and still get damaged anyway. 

 

Interceptors want Push the Limit.  Badly.  Its so much better on them than any other option.  Really it is.  Carnor might do okay with veteran instincts if you're careful with him, but in bigger point games, its even more of a gamble because more ships on the table means more difficult to avoid firing arcs (so the ability to take Focus + evade through push the limit becomes even more valuable).

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Too many upgrades on too few Imp ships. Hell, you're almost better off building another rebel squad together to put her in.

I also wouldn't suggest putting somebody new to the game in ships that rely on maneuvering and arc dodging. Rebels again here just because they are easy mode compared to Imps as far as piloting goes

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Take everything off kath.

She'll never make use off all those missles and bombs

Minus predator

That alone is enough for almost 2 tie fighters

Go with push the limit or veteran instincts on jax

Maybe take off hull or shield upgrade and add autothrusters if you have one.

If not just use a proxy.

If you don't like using proxy cards keep the two mods.

Take off expose and add push the limit on the royal guard.

Take out the zeta ace.

Add in a few tie fighters.

Keep them as blockers, and fodder ship.

Look at it this way

For her, it's better to lose a 12 pt ship than a 20+ ship.

If you have extra pts maybe add rebel captive on kath, or upgrade a tie to dark curse, nightbeast

Edited by Krynn007

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If you want to ease a player into the game, I suggest naked TIEs vs naked X-Wings.  Lots of loaded up ships with wonky Action combos are unnecessarily confusing for a beginner.

We have already played the basics with a T-70 X-Wing and two TIE/FO Fighters, I think we can have some advanced rules.

 

 

Updated lists

 

 

Mothers

 

Horton Salm

  • Munitions Failsafe
  • Ion Cannon Turret
  • Proton Torpedoes
  • Advanced Proton Torpedoes
  • R2-D2

Chewbacca

  • Millennium Falcon
  • Cluster Missiles
  • Gunner
  • Weapons Engineer

 

VS

 

Mine

 

Kath Scarlet

  • Slave One
  • Proton Torpedoes
  • Ion Cannon
  • Proximity Mines
  • Mercenary Copilot

Rexler Brath

  • Push the Limit
  • Heavy Laser Cannon
  • Proton Rockets

What I am teaching is the rules on large ships, ion tokens, alternate firing arcs, upgrade cards, secondary weapons, and Pilot Abilities, all in a balanced 2v2 setting. Are we OK here?

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