Monday, April 30, 2018

IP Class Deck Review: Military Might


When you think of the Galactic Empire, there is probably nothing more iconic than Darth Vader at the head of a sea of Stormtroopers in polished white armor. Though Stormtroopers are notorious for not hitting their targets, they are the backbone of the Imperial war machine and they are the terror of many people groups (both those that support the Rebellion and those that do not). In this post, we’ll be looking at the Imperial Class Deck that focuses on Troopers the most: Military Might.

Military Might: The Power Of Troopers
With the release of the Core Set, the Trooper choice for the Empire was decent: between Stormtroopers and E-Web Engineers, you had high-damage Troopers and swarm options. With each successive release, we’ve seen new (and perhaps better) Trooper options – from Heavy Stormtroopers and Riot Troopers to Jet Troopers and Sentry Droids. When you include the handful of Trooper heroes they’ve received (most notably CaptainTerro), Troopers can be the workhorse of any Imperial army.
Military Might, released in the Core Set, works predominantly with Troopers, giving them bonuses to keep them alive longer or do more damage on offense. While the primary focus of this post will be on Troopers, not all of the Military Might cards require a Trooper to be the primary beneficiary of the card. So, let’s see what we can do with the minions of the Empire today.

End-Game Build #1 – Troopers Only: Show Of Force, Combat Medic, Riot Grenades, Endless Ranks, Shock Troopers, Combat Veterans (11 XP)
In most scenarios, you’ll have 2-3 open groups (rarely more than that). As such, all you really need are 3 Trooper choices outside of the Core Set (though it helps to have more for choice and stuff). If you focus on the upgrades that benefit Troopers only, all of your open groups can be Troopers. Two of the upgrades we’ve chosen for this build are attachments: one squad can carry Riot Grenades (useful when targeting characters with poor Insight like Biv Bodhrick and Gaarkhan), while another (or the same one if you prefer) can be Combat Veterans (who benefit from bonus Accuracy/Damage on attack and bonus Block on defense). To supplement these attachments, our other upgrades are not assigned to particular squads, but provide one-time benefits that help our guys (like Show Of Force to make someone Focused or Combat Medic to help a Trooper and friendly figures adjacent to him) or static, global benefits (Endless Ranks makes the deployment cost – not the reinforcement cost – cheaper for Troopers, while Shock Troopers gives any Troopers who are attacking at close range a free Surge).

Best IP Units:
·         Riot Trooper (Heart of the Empire) – These guys benefit from all of it: with a base cost of 5 points, they drop down to 4 points with Endless Ranks, making them easily recoverable in any campaign. Their Block power token complements the bonus block from Combat Veterans very well and since they’re melee, they’ll always get a free Surge from Shock Troopers. If you weren’t killed, you can benefit from the Combat Medic bonus and heal those around you!
·         Sentry Droid (Heart of the Empire) – Sentry Droids – released alongside Riot Troopers in the Heart of the Empire expansion – are close-range shooters, making them prime candidates to benefit from Shock Troopers. They’re not as defensive as Riot Troopers are, but they have the potential to shoot more than once with a shy penalty to their offense (which you can ignore if you make them Combat Veterans).
·         Heavy Stormtrooper (Twin Shadows) – What can I say – a Red-Blue attack pool won’t surge very often, so you stand a good chance of actually triggering Blast with these guys if you have Shock Troopers. Their speed makes getting within 2 spaces a bit difficult unless they’re playing defense, so make sure you see where the Rebels need to go and then place these guys in their path to guarantee close-up targets.
·         Stormtrooper (Core Set) – These guys were released in the Core Set and for a while were the only three-man Trooper choices the Imperial Player had in his arsenal. With a reroll on the attack, these guys can better utilize the double-damage faces of their attack pool and avoid wasting surge (rely on Shock Troopers to trigger your Surge-for-Damage option).
·         Bespin Wing Guard (Bespin Gambit) – While not Imperial units, these guys are Troopers and are available to any Imperial Player in any mission. Since these guys can heal themselves whenever they attack, they complement the Combat Medic upgrade quite well (going from damaged to undamaged to damaged to undamaged very quickly).

End-Game Build #2 – Balanced Approach: Show Of Force, Assault Armor, Sustained Fire, Shock and Awe (9 XP)
While Troopers are incredible, you’re not guaranteed to get Troopers in your starting (or reserved) units. Even if you do, there are plenty of great units that are not Troopers at all! If you don’t want to use Troopers and want to use something else, can you do it with Military Might? Yes!
As mentioned previously, Show Of Force is great for anyone – make someone Focused! You can add some additional firepower with Sustained Fire, which allows you to attack an additional time and then become Stunned afterwards. In many ways, the strategy here works the same way as To The Limit – look for ways to get more utility out of your offense. I will say that this one card allows you to basically spend both actions attacking in a given round (your first action is spent removing the Stun, the second is spent attacking to trigger Sustained Fire) – if you can manage not moving, it’s not bad.
To supplement these two abilities, we have Shock and Awe and Assault Armor. Shock and Awe is a global upgrade that allows you to add a bonus Damage to any declared attack for the low-low cost of 1 Threat (maybe). As great as this upgrade can be, it’s hard to get much bonus out of it. Unless you choose not to use it in a given round, you’ll never get more than two applications of +1 Damage (and in my opinion, that’s not worth 4 XP). You could skip buying this upgrade if you wanted to get Shock Troopers and Combat Medic instead. Assault Armor is one of the best upgrades in the game available to an IP – at the cost of 2 XP, you get +2 Health on whatever deployment card receives the attachment and the ability to reroll a Black die (which is incredible).

Best IP Units:
·         Trandoshan Hunter (Core) – We all know that Trandoshans deal a lot of punishment (what with the Strain against anyone within 3 spaces and the bonus Damage (or two if it’s an Elite Trandoshan Hunter) against adjacent targets. Sustained Fire and Show Of Force are fantastic bonuses for Trandoshans (and the extra health from Assault Armor is great too).
·         Elite Gamorrean Guard (Jabba’s Realm) – Elite Gamorrean Guards are fantastic units – Red-Red attack pool with Reach and the ability to reroll 1 attack die. With Sustained Fire, you can get a second attack out of one of the guards and you can get more damage out of the second guard with Show Of Force. Assault Armor supplements the free Block you receive from the Gamorrean Honor Guard rule and provides a reliable defense against melee attacks (against which the GHG rule doesn’t apply).
·         Clawdite Shapeshifter (Heart of the Empire) – Clawdites, like most single-model deployment cards, aren’t the best units to benefit from Assault Armor (you’re only getting a cosmic +2 Health vs. +4/+6 Health for 2-3 figure deployment cards), but a regular Clawdite Shapeshifter can deal a lot of damage when Focused. Regardless of form, Sustained Fire with one of these units is powerful – Senators heal more, Scouts shoot at long range more, and Streetrats can deal two Red die worth of damage in a single turn. Sure, you get stunned – big deal when you can do that kind of damage!
·         Tusken Raider (Twin Shadows) – There isn’t much strategy involved here: Tuskens are the melee-version of Trandoshans and their Red-Green attack pool is fantastic (and fairly reliable). Since they have low Health, they benefit greatly from Assault Armor, which keeps you from having to re-purchase them when both figures invariably die.
·         Royal Guard (Core) – You know all those good things I said about Elite Gamorreans? They all apply to Royal Guards as well. Royal Guards are not only fantastic on offense, but because they provide static Block bonuses to nearby non-Guardian units, they tend to be the first targets of Rebel figures. Placing Assault Armor on these guys not only makes the Rebels work more to kill them off, but also takes away an attack or two that was intended for someone else (someone weaker).

End-Game Build #3 – Resilience: Show Of Force, Combat Medic, Assault Armor, Combat Veterans (7 XP)
If you don’t care about what kind of troops you bring, you can instead focus on keeping your deployment cards alive (which is generally the best course of action). To do this, we’re going to join the two most defensive upgrades (Assault Armor and Combat Veterans – both are attachments, so they’ll help no more than two units) and purchase Combat Medic to heal figures at the end of each round. The best thing about this build is that it only costs 7 XP, so you’ll have 2-4 additional XP in a short campaign (and not too much more in a long campaign), so you can purchase whatever other upgrades you want.

Best IP Units:
·         Riot Trooper (Heart of the Empire) – Whether you give these guys Assault Armor or Combat Veterans, they’re very hard to kill. We’ve already talked about them, so I won’t prolong the discussion.
·         Snowtrooper (Return to Hoth) – If you’re going to use Combat Medic, you can’t go wrong with Snowtroopers. You get three figures in the deployment card, all of whom can spend an action healing any Troopers adjacent to them. Combat Medic not only augments this, but also heals non-Troopers adjacent to one of them. Give these guys Assault Armor, and they’ll have 6 Health and a rerollable Black die on defense – not bad.
·         Jet Trooper (Jabba’s Realm) – Jet Troopers benefit greatly from Combat Veterans – the free Block ensures they’ll always be able to gain an Evade (useful late in the campaign when the Hero’s weapons have good surge abilities), and the free Damage on the attack is great too (though the Accuracy is often unnecessary). With Mobile, you can also position these guys anywhere you want, allowing them to trigger Combat Medic and heal units that are spread out across the map.
·         Heavy Stormtrooper (Twin Shadows) – while Shock Troopers is fantastic for Heavy Stormtroopers, either of the defensive attachments are good as well – having 8-10 Health keeps these guys alive for a while if you give them Assault Armor, while getting a static Block from Combat Veterans (which becomes 2 Block when being shot at from 4+ spaces away) also keeps them alive. Whichever you choose (though you could slap both of them on a squad of these guys), you’re looking at a hardy unit with lots of power.
·         Stormtrooper (Core) – There’s something about these “vanilla” Stormtroopers that I love – the reroll on offense is fantastic, but they get even better with Combat Veterans (and much harder to kill with Assault Armor). Not only do they provide 3 figures to trigger Combat Medic, but they’re better on offense than Snowtroopers and benefit from the Focus die of Show Of Force better than any of the other options (besides maybe Heavy Stormtroopers).


In our next post, we’ll be examining the final Imperial class deck in the Core Set: Subversive Tactics. While Technological Superiority provides both attachments and general upgrades and Military Might makes your Trooper units stronger, Subversive Tactics focuses more on slowing Rebel Heroes from triggering their moves (instead of making the Imperial units better). Until next time, happy gaming!

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