# emeralddays

This week I want to look at dice combinations what is effective in what situation and how to take advantage of choosing units with effective die.  I will mention briefly characters like IG-88 and General Weiss who have the amazing ability to choose whatever die they would like when attacking.  The wonderful thing about Imperial Assault is something I have mentioned before.  There is no such thing as bad dice.  In a game like X-Wing bad dice is based on the number of die you roll, however everyone rolls the same die for attack and defend.  When I first heard of Imperial Assault, and saw the many colored die I figured that some dice would just be better than others.  In a way I was right, some dice are better than other, in specific situations that is.  A red die can output far more damage than any other die, however if you are a ranged unit using a red die you better hope to get range somewhere else because it definitely won’t be with the red.  With a blue die you will be able to hit even further than any other die by far, though it won’t be sending much damage the way of the defender.  Defensively a black die will likely block more straight up damage yet surge abilities will run rampant, yet the white die will cancel those surges as well as a one in sixth chance of dodging the attack altogether.  I analyze the white and black die in my article about cunning. Two-Dice

All probabilities below are actually listed by their percentage

Red/Red:

 Probabilities Damage Surge Accuracy Probability of 0 0 69.44444 100 Probability of 1 0 27.77778 0 Probability of 2 2.777778 2.777778 0 Probability of 3 16.66667 0 0 Probability of 4 36.11111 0 0 Probability of 5 33.33333 0 0 Probability of 6 11.11111 0 0

Red-Yellow:

 Probabilities Damage Surge Accuracy Probability of 0 0 27.77778 33.33333 Probability of 1 5.555556 47.22222 33.33333 Probability of 2 25 22.22222 33.33333 Probability of 3 38.88889 2.777778 0 Probability of 4 25 0 0 Probability of 5 5.555556 0 0

Red-Blue:

 Probabilities Damage Surge Accuracy Probability of 0 0 55.55556 0 Probability of 1 2.777778 38.88889 0 Probability of 2 16.66667 5.555556 33.33333 Probability of 3 36.11111 0 33.33333 Probability of 4 33.33333 0 16.66667 Probability of 5 11.11111 0 16.66667

Red-Green:

 Probabilities Damage Surge Accuracy Probability of 0 0 41.66667 0 Probability of 1 2.777778 50 50 Probability of 2 13.88889 8.333333 33.33333 Probability of 3 30.55556 0 16.66667 Probability of 4 36.11111 0 0 Probability of 5 16.66667 0 0

Yellow-Yellow:

 Probabilities Damage Surge Accuracy Probability of 0 11.11111 11.11111 11.11111 Probability of 1 33.33333 33.33333 22.22222 Probability of 2 36.11111 36.11111 33.33333 Probability of 3 16.66667 16.66667 22.22222 Probability of 4 2.777778 2.777778 11.11111

Yellow-Blue:

 Probabilities Damage Surge Accuracy Probability of 0 5.555556 22.22222 0 Probability of 1 25 44.44444 0 Probability of 2 38.88889 27.77778 11.11111 Probability of 3 25 5.555556 22.22222 Probability of 4 5.555556 0 27.77778 Probability of 5 0 0 22.22222 Probability of 6 0 0 11.11111 Probability of 7 0 0 5.555556

Yellow-Green:

 Probabilities Damage Surge Accuracy Probability of 0 5.555556 16.66667 0 Probability of 1 19.44444 41.66667 16.66667 Probability of 2 36.11111 33.33333 27.77778 Probability of 3 30.55556 8.333333 33.33333 Probability of 4 8.333333 0 16.66667 Probability of 5 0 0 5.555556

Blue-Blue:

 Probabilities Damage Surge Accuracy Probability of 0 2.777778 44.44444 0 Probability of 1 16.66667 44.44444 0 Probability of 2 36.11111 11.11111 0 Probability of 3 33.33333 0 0 Probability of 4 11.11111 0 11.11111 Probability of 5 0 0 22.22222 Probability of 6 0 0 22.22222 Probability of 7 0 0 22.22222 Probability of 8 0 0 13.88889 Probability of 9 0 0 5.555556 Probability of 10 0 0 2.777778

Blue-Green:

 Probability Damage Surge Accuracy Probability of 0 2.777778 33.33333 0 Probability of 1 13.88889 50 0 Probability of 2 30.55556 16.66667 0 Probability of 3 36.11111 0 16.66667 Probability of 4 16.66667 0 27.77778 Probability of 5 0 0 25 Probability of 6 0 0 19.44444 Probability of 7 0 0 8.333333 Probability of 8 0 0 2.777778

Green-Green:

 Probabilities Damage Surge Accuracy Probability of 0 2.777778 25 0 Probability of 1 11.11111 50 0 Probability of 2 27.77778 25 25 Probability of 3 33.33333 0 33.33333 Probability of 4 25 0 27.77778 Probability of 5 0 0 11.11111 Probability of 6 0 0 2.777778

With these tables I will go over some good options based on the probabilities.

IG-88:

Once the IG-88 pack comes out I will do an entire examination of his skirmish card but I want to bring him up because here we can see how most effectively use him.

Melee:

Two common die combinations among melee units in the game are Red-Yellow and Red-Green.  Based on these probabilities unless your unit has really amazing surge abilities, such as the Saboteurs, the Red-Green is probably a better option.  With Red-Yellow there is a little more than a 30% chance of rolling less than 3 damage, whereas the Red-Green combo is almost half that percentage of rolling less than 3 damage.  Red-Green has over 50% chance of rolling at least 4 damage, where Red-Yellow has only a 30% chance of rolling 4 or more damage.  The one stronger aspect of the Red-Yellow is its ability to roll surges with only a 27.8% chance of rolling no surges compared to Red-Green’s 41.7% chance.  Red-Yellow also gives you about a 25% chance of rolling multiple surges which is awesome for the Saboteurs who can use multiple surges on the same surge ability.

Ranged:

The two most common die among ranged characters (excluding the Saboteurs who are treated a little more like melee characters with reach) is Blue-Green and Blue-Yellow.  I will look at unit’s ability to shoot at a range of 5 since as a ranged character you want to keep distance and this is a very common distance I tend to find my self.  Similar to melee’s Yellow and Green combinations, here the Yellow is obviously stronger with surges, while the Green is better at Damage(and Accuracy).  Again the Blue-Yellow, like the Red-Yellow has a high chance of doing less damage; here there is 30% chance of doing less than 2 damage while the Blue-Green has half that.  When looking at Accuracy the Blue-Yellow suffers even more than the damage.  The Blue-Yellow has about a 61% chance of rolling less than 5 Accuracy while the Blue-Green only has a 45% chance of not making it the same Accuracy.  The Blue-Yellow though will very likely roll surges significantly better than the Blue-Green, it is also more likely that you will roll multiple surges.  This means that which die combination will depend on the abilities and surge abilities of the unit.  The Rebel Troopers for instance if they do not move their extra damage and accuracy erase the difference between Blue-Green so well it actually becomes stronger.  Conclusion:

The way FFG has designed the game is that most melee units get a red die, and ranged gets a blue, while either is supported by some extra push with the green die or higher chance of activating specials with the yellow.  Green seems to be the stronger support die depending on the surge abilities available.  Again the thing I love about this game is the fact that none of these options are bad but instead meant for a specific situation or strategy.  The most useful unit that these tables are for, is IG-88 who can choose any combination of these die.

EmeraldDays