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.
| Component | Included in Starter Set 01 | Why It Matters |
|---|---|---|
| Mobile suits | RX-78-2, Char’s Zaku, Epyon, Wing Zero Custom, Vidar, Barbatos Lupus Rex | Six units give each player a three-model team without needing extra purchases |
| Unit cards | 6 | Each card carries the unit’s combat and timeline information |
| Tactics cards | 18 | Supports the recommended starting layout of nine cards per player |
| Game map | Double-sided board with two layouts | Lets you vary deployment and objective pressure |
| Terrain and tokens | Cardboard terrain, unit tokens, objective markers, and game tokens | Provides the physical board state the rules reference |
| Dice | Attack dice | Used for weapon attacks and critical results |
| Rules | Handbook and two quick-reference guides | Keeps the core actions easy to check during play |
| Scenarios | Two objective cards | Gives 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.
| Unit | Series | Documented Starter Hook |
|---|---|---|
| RX-78-2 Gundam | Mobile Suit Gundam | Rescue-focused; gains energy after saving a garrison, turning objective play into extra options |
| Char’s Zaku II | Mobile Suit Gundam | Dash pressure; can use quick strikes and movement to snipe garrisons or set up close-range bazooka attacks |
| Epyon | Gundam Wing | Status controller; heat rod and abilities can slow enemies and punish units carrying negative effects |
| Wing Zero Custom | Gundam Wing | Long-range finisher; its rifle can hit multiple targets in a cone but costs 4 timeline, so each shot must count |
| Vidar | Iron-Blooded Orphans | Ranged harasser; handgun attacks can clear garrisons and pressure exposed objectives |
| Barbatos Lupus Rex | Iron-Blooded Orphans | Melee 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 Decision | Rule Summary | Timeline Consideration |
|---|---|---|
| Advance | Move up to 3 hexes | Sets up a stronger primary action |
| Dash | Add 2 hexes of movement | Typically costs 2 timeline; good for reaching objectives or escaping danger |
| Attack | Roll dice equal to weapon strength; 4+ hits, 9–10 are criticals | Typical primary actions cost 2; large attacks can cost up to 4 |
| Energize | Gain energy for special abilities | Costs timeline, but fuels effects that can swing a turn |
| Rescue garrison | Remove an adjacent friendly garrison and score 2 victory points | Costs timeline; can be combined with unit abilities |
| Defeat and return | Remove a destroyed unit, move its timeline token forward, then redeploy it later | Knockouts 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.
| Upgrade | Effect | Best Used On |
|---|---|---|
| Strength | Adds attack dice | Units with reliable weapons that need more damage |
| Speed | Adds movement | Melee units and objective runners that need to close distance |
| Shield | Reduces incoming damage, then recharges | Fragile 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 Type | Listed Price | What It Adds | Best For |
|---|---|---|---|
| Starter Set 01 | $34.99 | Six units, map, dice, tokens, rules, and scenarios for 3-on-3 play | Learning the core game |
| Deluxe Set | $170 | Larger battles, including 5-on-5 play and battleship command | Players ready to scale up |
| Expansion Pack | $40 | More units and squad options | Customizing a favorite force |
| Scenario Pack | $55 | Additional scenario content | Structured 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.
Related Guides
Deluxe 03: Release Guide
Check the announced release window and compare Deluxe Set 03 with the other Gundam Assemble formats.
Deluxe Set 01: 5v5 Battle Guide
Plan your Gundam Assemble deluxe set 01 games with a clear contents breakdown, 5v5 setup tips, timeline tactics, and buying advice.
Deluxe Set 02: Contents and Planning
Plan around the confirmed contents, scale, and Japan listing details for Gundam Assemble Deluxe Set 02.
Deluxe Sets: Format and Buying Guide
Choose a Gundam Assemble deluxe set based on scenario scale, group experience, and the confirmed product format.