How to Set Up Your First Battle

Learn how to set up a Gundam Assemble battle: squads, Tactics decks, timeline tokens, objectives, terrain, and the first round.

Setting up Gundam Assemble looks simple until you spread the board, Timeline track, unit cards, and Tactics deck across the table. A clean Gundam Assemble how to set up routine protects you from the most common first-game mistakes: missing scenario terrain, stacking Timeline tokens incorrectly, or discovering your deck lacks a legal card. This Gundam Assemble how to set up guide walks through the table, squad, Timeline, and first-round decisions in play order so you can start rolling dice with confidence.

The Gundam Assemble Setup Sequence

Gundam Assemble how to set up is not a five-minute formality. The chosen scenario controls which components enter the board, how many units each player brings, and where those units begin on the Timeline. Skip a step and your opening round can stall before the first attack roll. A reliable Gundam Assemble how to set up routine moves in a fixed order: table, scenario pieces, squad, deck, Timeline tokens, then deployment.

ComponentWhere it goesSetup check
Game boardCenter of the play spaceLeave room for cards and dice around every edge
Bases or CarriersOn the board as the scenario indicatesConfirm each player’s deployment point
GarrisonsOn the board as directedNote which are allied, enemy, or neutral
Upgrades and EnergyOn the board or in the shared poolSeparate tokens before play begins
Scenario ObjectivesOn the board at the marked positionsCheck control-token colors and starting state
TerrainOn the board per the scenario mapConfirm elevation levels and water areas
Timeline trackNear the board, within reach of both playersKeep each player’s tokens on their own side

Place the game board in the center, then add only the pieces your scenario lists: Bases or Carriers, Garrisons, Upgrades, Energy, Scenario Objectives, and Terrain. Keep shared tokens, status markers, Energy, attack dice, and objective control tokens within reach of both players. The exact scenario setup steps settle the map layout, so follow them before placing miniatures.

Build the Squad and Tactics Deck Before You Touch the Board

A clean Gundam Assemble how to set up flow includes list-building, not just table dressing. Most scenarios call for three or five units, and your squad can mix factions freely unless the scenario says otherwise. The key restriction is duplicates: you cannot bring two copies of the same unit card number unless that unit is Mass Produced. Build the squad first, then choose Tactics cards that legally support it.

DecisionRulePractical setup tip
Squad sizeThe scenario specifies the number of units, often three or fiveCount models, cards, and Timeline tokens before play
Duplicate unitsNo two copies of the same unit card number unless Mass ProducedMark Mass Produced models and tokens clearly
Tactics deck sizeExactly nine cardsBuild the deck after the squad is locked
Opening handShuffle, then draw three cardsKeep the deck and discard pile separated
Phase refillAfter Phase 1, draw three more cardsLeave room for a growing hand
Card requirementsSignature cards need the matching unit title; faction cards need a matching traitCheck every card against your unit traits
Copy limitNormally one copy of each Tactics cardDo not assume two copies are legal

Tactics cards add another constraint. Signature cards require the named unit with the matching title. Faction cards require at least one unit with that trait. With rare exceptions, your deck cannot hold duplicate cards. After shuffling nine cards, draw three for your opening hand; at the end of the first Phase, draw three more. That leaves three cards undrawn in a standard two-Phase game, so every include matters.

Seed the Timeline Track and Choose the First Player

Gundam Assemble how to set up the Timeline track correctly is the difference between a smooth game and constant backtracking. Each unit’s card prints a starting Timeline value. Put that unit’s token on the matching space of your side of the track. If two of your units share a space, stack them in the order you want them to activate; the top token acts first.

StepActionCheck
1Read each unit card’s starting Timeline valueMatch every model to its card and token
2Place each token on your side of the trackDo not mix tokens across player sides
3Stack tokens that share a roundPut the unit you want to activate first on top
4Find the lowest starting Timeline valueThat player acts first
5Break ties with one attack die per playerHigher roll goes first; reroll ties
6Resolve setup abilities in activation orderStart with the first player
7Move the round token to the lowest occupied roundBegin play from that round

First player is the player whose unit has the lowest starting Timeline value. If both players tie, each rolls one attack die and the higher roll goes first; reroll ties. Resolve setup abilities after that order is clear, starting with the first player. Then move the round token to the lowest numbered round that contains a Timeline token and begin.

Deploy Units and Run the First Activation

Gundam Assemble how to set up deployment lanes matters because deployment is part of activation, not a separate pre-game parade. Units begin in Reserve. On a unit’s first activation, place it on the same hex as your Base or adjacent to the middle hex of your Carrier, then activate it immediately. A unit cannot end movement on a Base; it must move at least one hex before ending that activation. Defeated units return to Reserve, move two spaces forward on the Timeline as a penalty, and redeploy on their next activation.

ActionTimeline costWhat it does
AdvanceBasic moveMove up to three hexes; terrain and elevation can add movement costs
Dash2 TLMove up to two hexes
Energize2 TLGain one Energy on the unit card
Rescue2 TLRescue an adjacent allied Garrison and score two victory points
AttackWeapon’s TL costChoose a weapon and legal target, pay the cost, then roll
Tactics cardAs printed on the cardMaximum one card per activation
Command abilityAs printed on the cardEach Command ability once per activation

Every activation must include one Primary Action: Attack, Dash, Energize, or Rescue. Advance, Command abilities, and Tactics cards can join that activation, but they do not replace the Primary Action. When you attack, declare the weapon and target, confirm range and Line of Sight, pay the weapon’s Timeline cost, and roll dice equal to its Strength. A four or higher is a hit; a nine or ten is a critical hit.

Use bullet checks during your first attack:

  • Confirm the target is in range and has clear Line of Sight.
  • Pay the weapon’s Timeline cost before rolling.
  • Roll the weapon’s Strength in attack dice.
  • Apply elevation, water, debris, and Minovsky modifiers before counting hits.
  • Resolve critical effects, Shields, and damage in order.

Terrain, Objectives, and the Details That Decide Games

Gundam Assemble how to set up the board is also about reading terrain before the first move. Elevation changes movement and accuracy, water slows movement and muddies shots, debris fields do similar, and Minovsky Particles punish non-adjacent attacks. Place terrain exactly as the scenario directs, and agree on any player-placed terrain before models hit the board.

FeatureMovement effectAttack effect
ElevationCosts one extra movement per level gained; moving down is free+1 Accuracy against lower targets; -1 against higher targets
Water-1 hex to movement started in water-1 Accuracy into or out of water; -2 if both units are in water
Debris Field-1 hex to movement started in a debris field-1 Accuracy into or out of debris; -2 if both units are inside
Impassable TerrainCannot be crossed without Hover; cannot end movement thereBlocks movement and can block Line of Sight
Minovsky ParticlesNo movement penalty-2 Accuracy against non-adjacent targets; penalties do not stack
Engagement-1 hex to movement while adjacent to an enemy at the same elevationMust target at least one engaged enemy

Objectives are the other half of setup. A unit contests an Objective only when it ends its activation on or adjacent to it. If your side has more units there than your opponent, you capture a neutral Objective or remove an enemy control token. You keep control until an opponent wins a later contest, so review objective positions before the first activation.

Victory points come from several sources:

  • Defeating an enemy unit awards its printed VP value.
  • Defeating an enemy Garrison awards two VP.
  • Rescuing an allied Garrison awards two VP.
  • At the end of each Phase, score objectives and scenario goals as instructed.

Before your first ranged attack, check the detailed line-of-sight rules because elevation and blocking units are easy to misread on a crowded map. Line of Sight can be blocked by higher terrain, enemies at equal elevation, and enemy structures. Use this Gundam Assemble how to set up checklist before the first round: legal squad, nine-card deck, correct Timeline tokens, first player decided, shared tokens within reach, and objectives clearly marked.

FAQ

What is the first step in Gundam Assemble how to set up?
Choose the scenario first. It tells you which components go on the board, how many units each player brings, and what special rules apply. Place the board in the center, add the scenario pieces, then set up squads, decks, and Timeline tokens.

How many Tactics cards do I draw at the start?
Each player builds a nine-card Tactics deck, shuffles it, and draws three cards for the opening hand. After the first Phase ends, each player draws three more cards. A standard two-Phase game uses 20 rounds total.

Who takes the first turn?
The player whose unit has the lowest starting Timeline value acts first. If both players tie, each rolls one attack die and the higher roll wins the tie; reroll if the result is still tied.

What should I check before the first activation?
Confirm every unit has its model, unit card, and Timeline token in the right starting position. Check that Objectives, Garrisons, terrain, Upgrades, and Energy are placed as the scenario directs, and keep attack dice and status tokens within reach.