Starter Set Review & Beginner Guide

Learn what’s inside the Gundam Assemble starter set, how the timeline system works, and beginner tactics for 3-on-3 games.

Why the Gundam Assemble Starter Set Matters

The Gundam Assemble starter set is the fastest way to get from building miniatures to playing a complete 3-on-3 tabletop battle. For about $35, it packages six fan-favorite mobile suits alongside the dice, cards, map, terrain, tokens, and rules you need to start rolling. If you have ever wanted a Gundam miniatures game that rewards positioning and timing instead of just list building, the Gundam Assemble starter set is designed for exactly that.

The box pulls mobile suits from three different Gundam universes: the original Mobile Suit Gundam, Gundam Wing, and Iron-Blooded Orphans. That crossover approach means your first games can pit RX-78-2 against Wing Zero Custom or send Barbatos Lupus Rex hunting Char’s Zaku. The result is a compact, self-contained skirmish game rather than a collectible treadmill.

What Comes in the Gundam Assemble Starter Set

The Gundam Assemble starter set is a complete 3-on-3 box. It includes six unpainted miniatures that require assembly, plus enough shared components for two players to run full games right away.

ComponentIncluded in Starter Set 01Why It Matters
Mobile suitsRX-78-2, Char’s Zaku, Epyon, Wing Zero Custom, Vidar, Barbatos Lupus RexSix units give each player a three-model team without needing extra purchases
Unit cards6Each card carries the unit’s combat and timeline information
Tactics cards18Supports the recommended starting layout of nine cards per player
Game mapDouble-sided board with two layoutsLets you vary deployment and objective pressure
Terrain and tokensCardboard terrain, unit tokens, objective markers, and game tokensProvides the physical board state the rules reference
DiceAttack diceUsed for weapon attacks and critical results
RulesHandbook and two quick-reference guidesKeeps the core actions easy to check during play
ScenariosTwo objective cardsGives you ready-made battle setups

The miniatures in the Gundam Assemble starter set are not just shelf pieces. Each one has a distinct card and a reason to care about the timeline. The box also avoids the “buy more before you can play” problem: you can assemble the models, set up the map, and run a complete game with what is inside.

UnitSeriesDocumented Starter Hook
RX-78-2 GundamMobile Suit GundamRescue-focused; gains energy after saving a garrison, turning objective play into extra options
Char’s Zaku IIMobile Suit GundamDash pressure; can use quick strikes and movement to snipe garrisons or set up close-range bazooka attacks
EpyonGundam WingStatus controller; heat rod and abilities can slow enemies and punish units carrying negative effects
Wing Zero CustomGundam WingLong-range finisher; its rifle can hit multiple targets in a cone but costs 4 timeline, so each shot must count
VidarIron-Blooded OrphansRanged harasser; handgun attacks can clear garrisons and pressure exposed objectives
Barbatos Lupus RexIron-Blooded OrphansMelee bruiser; self-damage exertion unlocks extra movement and attacks, but it is a high-value target

How a Game Plays: Timeline, Actions, and Scoring

Each game is split into two phases. A phase runs through 10 rounds on the timeline, then scoring happens. The timeline is the heart of the system: every unit starts at a listed position, and most meaningful actions push its token forward. A unit that takes big attacks or dashes repeatedly will act less often, while a unit that takes efficient, low-cost actions can keep appearing before the opponent is ready. When units share a timeline space, the order of the stack decides who activates first.

Action or DecisionRule SummaryTimeline Consideration
AdvanceMove up to 3 hexesSets up a stronger primary action
DashAdd 2 hexes of movementTypically costs 2 timeline; good for reaching objectives or escaping danger
AttackRoll dice equal to weapon strength; 4+ hits, 9–10 are criticalsTypical primary actions cost 2; large attacks can cost up to 4
EnergizeGain energy for special abilitiesCosts timeline, but fuels effects that can swing a turn
Rescue garrisonRemove an adjacent friendly garrison and score 2 victory pointsCosts timeline; can be combined with unit abilities
Defeat and returnRemove a destroyed unit, move its timeline token forward, then redeploy it laterKnockouts are temporary, but the timeline delay matters

Elevation can modify hit numbers, so high ground is not just visual. Critical results can add damage or trigger weapon effects, which makes them worth planning around. Tactics cards and command abilities also have specific timing windows, so read the card before you commit to an attack.

Scoring usually comes from two places: objectives and garrisons. In the Operation Sleeping Leviathan scenario, objectives 1 and 2 are worth 5 victory points each, while objectives 3 and 4 are worth 8 each. Garrisons are worth 2 points, whether you rescue a friendly one or destroy an enemy one. Objectives score at the end of each phase, and the player with the most victory points after phase 2 wins.

Scoring Priorities: Objectives, Garrisons, and Upgrades

The Gundam Assemble starter set rewards players who treat the board as a score map, not just a kill zone. A unit can control an objective at the end of its activation if it is on or adjacent to it. If the objective is neutral, it flips to your color. If an opponent already controls it, you must neutralize it first, then control it on a later activation.

That two-step flip matters. Spending an activation to neutralize a high-value objective can be worth it even if you cannot claim it immediately, because you deny the opponent points at the end of the phase. In the starter scenario, objectives 3 and 4 are worth 8 points each, so a late neutralization can erase a large lead.

Upgrades are the other major source of tempo. Nine upgrade tokens are placed on the battlefield and remain unknown until a unit reaches them. The starter set’s upgrade examples include strength, speed, and shield effects.

UpgradeEffectBest Used On
StrengthAdds attack diceUnits with reliable weapons that need more damage
SpeedAdds movementMelee units and objective runners that need to close distance
ShieldReduces incoming damage, then rechargesFragile units or high-value models you cannot afford to lose

Do not chase every upgrade at the cost of scoring. A speed upgrade on a melee unit can change its threat range, while a shield on a fragile ranged unit can keep it alive for another phase. The right choice depends on whether you need points now or board control later.

Starter Set vs. Deluxe Sets and Expansions

The Gundam Assemble starter set is the right first purchase for most players because it contains a full 3-on-3 experience. After you understand the timeline, you can expand in a few directions. Deluxe sets move the game toward 5-on-5 battles, including battleship command in larger scenario play. You can also mix and match expansion packs to customize your squad, while scenario packs add more structured battles.

Product TypeListed PriceWhat It AddsBest For
Starter Set 01$34.99Six units, map, dice, tokens, rules, and scenarios for 3-on-3 playLearning the core game
Deluxe Set$170Larger battles, including 5-on-5 play and battleship commandPlayers ready to scale up
Expansion Pack$40More units and squad optionsCustomizing a favorite force
Scenario Pack$55Additional scenario contentStructured and narrative play

Prices and contents can change, but the progression is clear: start with the starter box, learn how activations and scoring interact, then add products only when you have a reason to change your games.

Beginner Strategy Checklist for the Gundam Assemble Starter Set

  • Build a balanced first team. A practical trio includes one unit that can rescue garrisons, one unit that can threaten at range, and one melee unit that punishes overextension.
  • Treat timeline as a resource. A big attack that costs 4 timeline may be worth it, but it also means that unit waits longer to act again. Compare every expensive action against an extra activation later.
  • Score early with garrisons. Two victory points per garrison adds up quickly, and some units gain energy or other benefits after rescuing one.
  • Grab upgrades before the midgame. Strength, speed, and shield tokens change how units function. A fast melee unit with a speed upgrade can reach objectives or targets a turn earlier.
  • Protect high-value units. Defeated units return, but they lose time on the timeline. A unit worth a large bounty can hand the opponent a big point swing if you leave it exposed.
  • Use energize before a big ability turn. Energy powers many special effects, and spending an activation to energize can set up a stronger follow-up.
  • Watch the stack. When two units share a timeline space, the top token activates first. Manipulating that order is often more important than raw damage.

With the Gundam Assemble starter set, the best first step is to play the suggested scenario before adding custom rules. Learn how far a unit can move, how much timeline a typical attack costs, and how many points a garrison swing is worth. Those basics carry over to every later game.

FAQ

Is the Gundam Assemble starter set enough to play?

Yes. The Gundam Assemble starter set includes six miniatures, unit cards, tactics cards, a game map, terrain, tokens, dice, a handbook, quick-reference guides, and scenario cards. You can run 3-on-3 games without buying anything else. The miniatures are unpainted and require assembly.

Do I need to paint the miniatures before playing?

No. The models are unpainted and require assembly, but painting is optional. You can play with them as assembled, or paint them to match the anime, a movie, or your own color scheme.

How many players does the starter set support?

The starter set is built around two-player, 3-on-3 games. Each player picks three mobile suits, builds a tactics deck, and uses the shared map, tokens, and dice.

What is the most important beginner rule in the Gundam Assemble starter set?

Timeline management. Every meaningful action pushes a unit’s token forward, and large attacks can cost up to 4 timeline. The player who balances scoring, upgrades, and activation frequency usually controls the game.