Jabby 1,042 Posted October 9, 2018 General Veers [80]Commanding Presence [10]Esteemed Leader [5]Stormtroopers [44]DLT-19 Stormtrooper [24]Stormtroopers [44]DLT-19 Stormtrooper [24]Snowtroopers [48]Flametrooper [20]Impact Grenades [5]Snowtroopers [48]Flametrooper [20]Snowtrooper [12]Impact Grenades [5] Boba Fett [140]Duck and Cover [8]Hunter [6]Emergency Stims [8]Scout Troopers (Strike Team) [16]DLT-19x Sniper [28]Duck and Cover [8]HQ Uplink [10]Scout Troopers [60]Sonic Charge Saboteur [26]74-Z Speeder Bikes [90]Long-Range Comlink [10] Commands:Standing OrdersImperial DisciplineZ-6 Jetpack RocketPushZX Flame ProjectorAmbushWhipcord Launcher total : 799 This is what I’m planning to run once I get Boba and Scouts. My collection includes: Core set, 2 snowtroopers, veers, Fett, scouts, at-st, han, rebel troopers, fleets, commandos and the airspeeder. Where i need advice is with the command cards. 1 LordBubba reacted to this Quote Share this post Link to post Share on other sites
lukecook 100 Posted October 9, 2018 If you feel like you need ambush, I would take maximum firepower over the whipcord. I ran a tourney army with Boba and Veers this past wknd, went 3-0. I ran all their cards except replaced veers 2pip with push as I had no vehicles. Quote Share this post Link to post Share on other sites
Jabby 1,042 Posted October 10, 2018 10 hours ago, lukecook said: If you feel like you need ambush, I would take maximum firepower over the whipcord. I ran a tourney army with Boba and Veers this past wknd, went 3-0. I ran all their cards except replaced veers 2pip with push as I had no vehicles. Why do you think max firepwr over whipcord? Personally I think that whipcord can be more useful tying down luke 1 LordBubba reacted to this Quote Share this post Link to post Share on other sites
lukecook 100 Posted October 10, 2018 1 hour ago, Jabby said: Why do you think max firepwr over whipcord? Personally I think that whipcord can be more useful tying down luke Well personally I don’t think you ever want to get Boba that close. And I like Veers’ maximum firepower a lot. It puts out a consistent 3-4 hits and a suppression every game. Against rebels that could be just about a whole squad. Against armor it’s usully 3 damage as Veers surges to crits and if you have him aim you’re almost sure to get 1 crit. I always open up with maximum firepower. Back to the whipcord; I ran it in the tourney and used it 1 time throughout the course of 3 games and it wasn’t necessary. The range 1 on it makes it almost never come into play. That being said I still ran it as well as Veers max fire, didn’t see myself needing to active a trooper unit with ambush so I decided to run both the names 1 pips. My other thinking was if you need a unit to use ambush it will most likely be Boba that needs it so may as well just bring his 1 pip card along. 1 Gengis Jon reacted to this Quote Share this post Link to post Share on other sites
lukecook 100 Posted October 10, 2018 Also, I don’t think the sab scout trooper is any good. Especially not when running just 1 of them. I would swap out for the sniper. I ran 2 full sniper teams, those are beastly. Dish out aims to them consistently with veers so they can still move and take a sniper shot, and when they get into range they unleash everything. Just my experience 2 Gengis Jon and LordBubba reacted to this Quote Share this post Link to post Share on other sites
Jabby 1,042 Posted October 10, 2018 11 hours ago, lukecook said: Also, I don’t think the sab scout trooper is any good. Especially not when running just 1 of them. I would swap out for the sniper. I ran 2 full sniper teams, those are beastly. Dish out aims to them consistently with veers so they can still move and take a sniper shot, and when they get into range they unleash everything. Just my experience I would but I only ordered and can only afford 1 expansion currently. I’ll get another some time 1 LordBubba reacted to this Quote Share this post Link to post Share on other sites
lukecook 100 Posted October 10, 2018 Gotcha. I’d recommend taking off the upgrades on your sniper team. The uplink and duck and cover are not necessary on a 2 man squad that will be hanging in the back. Opens up 18 pts 1 Jabby reacted to this Quote Share this post Link to post Share on other sites
SirCormac 530 Posted October 16, 2018 Here's a trick: Whipcord basically already is Ambush, so you don't need Ambush. What do you want with Ambush? To win the initiative. By playing Boba's 1 pip, you get his order token out of the pool, and hopefully win yhe initiative. I would definitely want to keep it since it is so useful against Luke. So, I would do this: All of Boba's cards, Push, Max. fire, Imp. discipline. 1 Jabby reacted to this Quote Share this post Link to post Share on other sites
Jabby 1,042 Posted October 16, 2018 19 minutes ago, SirCormac said: Here's a trick: Whipcord basically already is Ambush, so you don't need Ambush. What do you want with Ambush? To win the initiative. By playing Boba's 1 pip, you get his order token out of the pool, and hopefully win yhe initiative. I would definitely want to keep it since it is so useful against Luke. So, I would do this: All of Boba's cards, Push, Max. fire, Imp. discipline. That makes sense. Maybe i can add a couple hq uplinks into the mix 1 LordBubba reacted to this Quote Share this post Link to post Share on other sites
SirCormac 530 Posted October 16, 2018 52 minutes ago, Jabby said: That makes sense. Maybe i can add a couple hq uplinks into the mix And combined with Imp. discipline, you can refresh those token the moment you use them, giving you two uses out of HQ uplink. 1 Red Castle reacted to this Quote Share this post Link to post Share on other sites