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.
| Component | Where it goes | Setup check |
|---|---|---|
| Game board | Center of the play space | Leave room for cards and dice around every edge |
| Bases or Carriers | On the board as the scenario indicates | Confirm each player’s deployment point |
| Garrisons | On the board as directed | Note which are allied, enemy, or neutral |
| Upgrades and Energy | On the board or in the shared pool | Separate tokens before play begins |
| Scenario Objectives | On the board at the marked positions | Check control-token colors and starting state |
| Terrain | On the board per the scenario map | Confirm elevation levels and water areas |
| Timeline track | Near the board, within reach of both players | Keep 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.
| Decision | Rule | Practical setup tip |
|---|---|---|
| Squad size | The scenario specifies the number of units, often three or five | Count models, cards, and Timeline tokens before play |
| Duplicate units | No two copies of the same unit card number unless Mass Produced | Mark Mass Produced models and tokens clearly |
| Tactics deck size | Exactly nine cards | Build the deck after the squad is locked |
| Opening hand | Shuffle, then draw three cards | Keep the deck and discard pile separated |
| Phase refill | After Phase 1, draw three more cards | Leave room for a growing hand |
| Card requirements | Signature cards need the matching unit title; faction cards need a matching trait | Check every card against your unit traits |
| Copy limit | Normally one copy of each Tactics card | Do 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.
| Step | Action | Check |
|---|---|---|
| 1 | Read each unit card’s starting Timeline value | Match every model to its card and token |
| 2 | Place each token on your side of the track | Do not mix tokens across player sides |
| 3 | Stack tokens that share a round | Put the unit you want to activate first on top |
| 4 | Find the lowest starting Timeline value | That player acts first |
| 5 | Break ties with one attack die per player | Higher roll goes first; reroll ties |
| 6 | Resolve setup abilities in activation order | Start with the first player |
| 7 | Move the round token to the lowest occupied round | Begin 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.
| Action | Timeline cost | What it does |
|---|---|---|
| Advance | Basic move | Move up to three hexes; terrain and elevation can add movement costs |
| Dash | 2 TL | Move up to two hexes |
| Energize | 2 TL | Gain one Energy on the unit card |
| Rescue | 2 TL | Rescue an adjacent allied Garrison and score two victory points |
| Attack | Weapon’s TL cost | Choose a weapon and legal target, pay the cost, then roll |
| Tactics card | As printed on the card | Maximum one card per activation |
| Command ability | As printed on the card | Each 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.
| Feature | Movement effect | Attack effect |
|---|---|---|
| Elevation | Costs 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 Terrain | Cannot be crossed without Hover; cannot end movement there | Blocks movement and can block Line of Sight |
| Minovsky Particles | No 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 elevation | Must 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.
Related Guides
Beginner Guide: Core Rules & Setup
Gundam Assemble beginner guide: learn setup, timeline turns, unit actions, combat, tactics cards, and victory points for your first tabletop match.
Core Rules and Timeline Guide
A clear guide to Gundam Assemble rules, from the 10-round timeline and primary actions to attacks, upgrades, objectives, and scoring.
Core Rules Guide: Timeline and Combat
Learn the Gundam Assemble core rules: setup, timeline costs, unit actions, line of sight, combat math, and tactics for a clean 20-round game.
How Many Players: 2-Player 3v3
Gundam Assemble how many players? Launch battles are two-player 3v3, with six units per starter set and larger formats planned later.