Build a flank before you build damage
Assault is the class for an Operator who wins by changing the shape of a fight. Its value is not simply standing closest to an enemy; it is taking the route that removes cover, opens a firing lane, or moves a dangerous target into a worse position.
On a first run, give the Assault one simple job: reach the enemy that is making your ranged characters uncomfortable. That might mean forcing a sniper out of full cover, knocking a droid away from an objective, or taking a finishing shot after the Heavy has drawn attention.
The best Assault turn makes the rest of the squad’s shots easier. Do not spend every Action Point moving unless that movement creates a real angle.
What the class brings
| Tool | Job in the squad | Best moment to use it | | --- | --- | --- | | Sweeping Salvo | Wide pressure and Disorient | Several exposed enemies are grouped in a cone | | Bull Rush | Melee damage and displacement | A target is close to a ledge, cover object, or ally’s lane | | Fleet of Foot | Faster opening movement | A flank lane exists before the shooting begins | | Strike the Flanks | Critical chance against Exposed targets | Another squad member has already removed the enemy’s safety |
First-turn pattern
- Start from cover and identify the one enemy whose position matters.
- Move only far enough to gain a better attack line or threaten a shove.
- Use Bull Rush when displacement solves the next shot for the team.
- Finish the turn in cover or with a defensive teammate ready to absorb the response.
The most common early mistake is charging first and asking the team to repair the position afterward. A sturdy Assault can survive more exposed turns than a Sharpshooter, but it should still treat cover and squad sight-lines as resources.
Pairings worth testing
Assault + Scoundrel
This pairing rewards players who create messy enemy positions on purpose. Use disruption to strip safety from a key target, then let the Assault arrive from the angle the enemy cannot defend. It is aggressive, but the rest of the squad must still protect its retreat line.
Assault + Medic
The Medic pairing trades some burst potential for a much safer frontline rhythm. It fits a squad that wants one operator to contest dangerous spaces while the rest fire from stable cover. Use it when mission failures are caused by a key operator being downed too early.
Assault + Heavy
This can create a durable close-range anchor, but avoid giving both roles the same target every turn. Let the Heavy hold the obvious lane; use the Assault for the second angle, an objective, or a target that needs to be displaced.
When to choose another role
Skip Assault as a primary class if the squad already has a frontliner and the real problem is damage at range. A Gunslinger or Sharpshooter may turn a safe position into a fast clear, while a Medic can keep an otherwise-good composition operating through injuries.