Monday, May 21, 2018

IP Class Deck Review: Inspiring Leadership

Well, we took last Monday off because . . . life. Today, we move from the Imperial Class decks provided in the Core Set to those provided in the Expansion sets. I’ve decided to start off with the Class deck provided in the Twin Shadows expansion: Inspiring Leadership.

Inspiring Leadership: Kings and Pawns
The Core Set provides an handful of Leader figures – Darth Vader, General Weiss, and Imperial Officers. The irony, of course, is that Twin Shadows only has one Leader to choose from (Kayn Somos), so it would probably be better thematically in the Core Set. Regardless of why it appears in Twin Shadows, Inspiring Leadership allows your Leaders to do more for your team than they normally do (the quintessential examples are Field Officer, Field General, and Lead By Example) – though these boosts tend to be available to select non-Leader groups too. Some of the upgrades, however, make your regular units more dangerous (like Optimal Tactics) or more resilient (like Press On). In the end, your focus will either be to make either your Leaders or your “other units” better. Without further ado, let’s dig into it.

End-Game Build #1 – Maximum Free Actions: Field Officer, Strategic Planning, Field General, Lead By Example
One of the things that Inspiring Leadership does very well is grant free actions. With Field Officer as a starting upgrade, you can transfer an action from a Leader/Guardian/Trooper to enable a friendly figure to perform a move. With its bigger cousin Field General, you can give some of your regular Trooper/Guardian units (Stormtrooper, Snowtrooper, Bespin Wing Guard, Gamorrean Guard) the ability to give additional movement/attacking actions to a better unit. While this doesn’t innately count as a free action, you can make it a fully free action by taking Lead By Example.
To best use these three upgrades, I recommend that you place any units that plan on using this upgrade (let’s say that two Stormtrooper squads have been given Field Officer and Field General and that there is an Imperial Officer on the table as well) in a daisy chain, with one of the figures standing near a deployment point (either where a reserved unit to arrive or one of your standard deployment points that’s not near the enemy). You are then able to give the newly-arrived unit a great amount of movement WITHOUT SPENDING A MOVE ACTION! Each of these guys will be able to also perform a move (though note that with Field General you could also allow the guy to attack – and you can then follow up and attack as well), which allows you to keep pace OR keep running away if you’re trying to preserve the last member of an expensive squad.
The only other upgrade we’ve chosen is Strategic Planning, which is a great way to ensure that your good, average-cost units get maximum time in the sun. Let’s say that you have a Regular Stormtrooper unit (either by your own choice OR because the mission gave them to you) and the unit is down to a single figure. This isn’t going to be much help to you, as a single Stormtrooper isn’t going to do a lot of damage. Instead, he can use his activation to ready another unit – let’s say a Riot Trooper squad that has already been activated.

Best IP Units:
·         Stormtrooper (Core) – When you have three options for where to use your Field Officer or Field General skill, life is good. You can be flexible across the battlefield AND you can keep your units split up to ensure the card doesn’t get removed (which is often costly to replace). Stormtroopers also don’t tend to be too dangerous in later missions, so using them to get more expensive and powerful units into position is amazing. I will note that you can put multiple attachments on the same unit, so a single Stormtrooper unit COULD take both Field Officer AND Field General – opening up tons of options for back-to-back moving and attack with another figure (effectively giving a free activation to someone you like).
·         E-Web Engineer (Core) – While you can give Field General to these guys, I recommend these guys for a more flexible purpose. As we’ve said in a previous post, E-Webs play defense and in that vein, if you have an E-Web already in position (e.g. you don’t want to move him) AND you can’t shoot at someone, you want to be able to give his turn to someone else. Enter Strategic Planning. Once your opponent comes within range, you want to be able to give him extra attacks via Field General to maximize on all that firepower. Protecting this guy will be the primary goal of any commander, however, as the relatively low health of these guys makes it hard for them to stay on table very long.
·         Snowtrooper (Return to Hoth) – Though slightly more expensive than Stormtroopers, these guys are more resilient and can heal Troopers around them. While not a stellar candidate for Field General (as their attack is aweful), these guys make great Field Officers (being able to move along with an ally AND healing in the same turn is extraordinary).
·         Riot Trooper (Heart of the Empire) – Let me begin by saying that I don’t recommend these guys hold either the Field General or the Field Officer upgrades (though they can definitely benefit from both). Instead, I provide them here because they’re cheap and can be readied by pretty much any unit that you could might choose to exhaust for Strategic Planning. Additionally, their defense abilities also make them excellent units to exhaust with Strategic Planning to ready someone else (as they’ll probably survive whatever pounding they get – especially if backed up by Snowtroopers).
·         Elite Imperial Officer (Core) – So what good is taking someone who already has the equivalent of Field General? TONS! According to the FAQ, the Field General upgrade and the existing Executive Order ability are different unique abilities, so you can spend both of your actions moving people or telling people to shoot! If an Elite Imperial Officer is given Field General, not only can he call in a friendly unit to shoot twice during his turn (“Take two E-Web shots in the face, you Rebel Scum!”), but he is then allowed to take two shots of his own – focusing himself (hopefully) with the first shot, and then stunning the target with his second shot. Ouch!

While gaining extra actions is incredible, Inspiring Leadership has several defensive tricks as well. At the forefront of these abilities is Imperial Dedication, which allows you to choose a friendly, adjacent figure who could have been the target and make him the target instead. If you direct damage towards a Leader or Guardian, you can trigger Noble Sacrifice if they die – perfect for during a “defeat” to a really powerful offensive round. To go along with these two upgrades, we’ve chosen to take the dual-pairing of Field Officer/Field General that we’ve seen already, as well as the Supervisory Agent and Press On upgrades, which allow you to get a free regular Imperial Officer (useful) and heal 1 damage at the end of each round on a regular Imperial deployment card – perfect for staying alive just a little bit longer.

Best IP Units:
·         Imperial Officer (Core) – We’ve already talked about the utility of giving Field Officer or Field General to one of these guys, but the pairing of Supervisory Agent and Noble Sacrifice is amazing. By taking a Regular Imperial Officer as one of your open groups, you can play him (once per mission) without paying his cost and then when he does, he can Focus up to 5 figures who can see him. This is a great way to grant Focus to Massive units as well as any Guardian units who are nearby. With Imperial Dedication, Rebel Heroes who try to avoid the rerollable White die of these officers won’t be able to attack other units, getting use out of Noble Sacrifice faster (and the cost of redeploying these guys is minimal).
·         Royal Guard (Core) – While Imperial Officers make great targets for Imperial Dedication, the best units to utilize Imperial Dedication for the purpose of deflecting damage towards someone else is a Royal Guard. Since a Royal Guard doesn’t benefit from the free Block he provides to non-Guardian, adjacent, friendly figures, you want the person standing next to you to be the target of the attack. Since Royal Guards have the Guardian keyword, they can take both Field Officer and Field General, which makes them very flexible support units (and when one of them dies, they can trigger Noble Sacrifice).
·         Bespin Wing Guard (Bespin Gambit) – Bespin Wing Guard also get good mileage out of Imperial Dedication, as they can force the attack to target an adjacent, friendly figure, which triggers the Wing Guard’s Keep The Peace ability. Wing Guard also have the advantage of having three figures in the squad, which means you can provide the potential for Imperial Dedication across the board, remaining flexible to use it wherever you need.
·         Stormtrooper (Core) – Most of the upgrades we’ve chosen won’t apply to these guys, but in order to use most of the other units effectively, you need someone who isn’t a Guardian (Bespin Wing Guard and Royal Guards require non-Guardian units to be the target of an attack). Stormtroopers are not very healthy, but they have a decent defense and you get a lot of them, which allows you to redeploy them easily (so long as you can keep one of them alive). We’ve already talked about how they make great carriers for the Field Officer and Field General abilities, which will be helpful if they’re adjacent to a Bespin Wing Guard or Royal Guard.
·         Riot Trooper (Heart of the Empire) – While the other Guardians we’ve talked about before are good at deflecting damage away from themselves towards other figures, Riot Troopers are the Guardians you want to absorb damage. This uses the same strategy we talked about with Imperial Officers above, using Imperial Dedication to force attacks against the high-defense Riot Troopers and just-so-happening to Focus a bunch of people when one of them dies. When a Riot Troopers becomes Focused, he rolls a Red-Green-Blue (with the ability to turn just about every Surge into damage).

Let’s be honest: with any Imperial Class deck, we want to be able to blow stuff up. Inspiring Leadership certainly has some neat tricks it can play, but thankfully it also has options for straight-up offense. The core of this strategy is centered around Optimal Tactics, which gives a static Damage 1 bonus to any Imperial attacks where the attacker is within 3 spaces of a friendly Leader AND a free reroll of one die in the attack pool as well. To make sure we get lots of Leaders on the board (though you may only need 1-2 depending on the scenario), we’ve decided to take Supervisory Agent, which once again allows us to get a free Imperial Officer on the board (he just takes up one of our open groups). If you’re looking for best offensive firepower, it’s hard to argue with Noble Sacrifice (up to 5 Focuses is awesome) and Strategic Planning (take a unit who isn’t doing much and ready a unit that’s going to do more that’s already gone this round).
If you’re getting a free reroll out of the bargain, you want to focus on getting Red-die units – that Damage 1 face is awful, so you want to get a different result as often as you can. This can make Red-die figures much more powerful, though don’t underestimate the power of reroll Green die as well (if you can surge for Damage 2).

Best IP Units:
·         Imperial Officer (Core) – Obviously, whenever you take Supervisory Agent, you want to take an Imperial Officer. For this build in particular, we need Leaders on the board – and who better to pick than cowering Imperial Officers?
·         Elite Jawa Scavenger (Jawa Scavenger Villain Pack) – At only 1 point more expensive than an Imperial Officer, an Elite Jawa Scavenger is an excellent bargain: he’s got a static Block 1 (if he applies a -1 Evade penalty), makes friendly Droids more reliable/useful, and has a 50% chance of increasing your Threat by 1 each time he shoots. All told, he’s an annoying little chap and an excellent bargain.
·         Elite Clawdite Shapeshifter (Heart of the Empire) – Clawdites are cheap (Regulars cost 4, Elites cost 6) and they have great attack pools. If you’re looking to do damage, you get some great benefits out of the static Damage 1 and rerollable Red die (or your choice of the Green/Blue if you’re in Scout form). What’s more, since Elite Clawdites cost 6 points, you can tap them to ready one of your other 2-6 cost units with Strategic Planning.
·         Gamorrean Guard (Jabba’s Realm) – Coming in a 6 points, Gamorrean Guards pack in a lot of punch – Red-Red attack pool with Reach is awesome. What is remarkably less awesome is the -1 Damage penalty they suffer from and the ability to reroll an attack die at the loss of 1 Strain (which is killer in the Campaign, since you need to take it as damage). Enter Optimal Tactics: the -1 Damage penalty is mitigated nicely by the static Damage 1, giving Gamorreans the full weight and power of their Red-Red combo. Want that reroll? You got it with the Optimal Tactics upgrade and without damaging yourself. Since they’re 6 points, you can ready them with Strategic Planning by exhausting a unit you don’t want to use (a lone Stormtrooper who’s just trying to stay alive, perhaps).
·         Riot Trooper (Heart of the Empire) – Yeah, these guy show up a lot – they do a lot of damage, they’re really painful to fight, they’re hard to kill, AND they can really benefit from that reroll. With the ability to reroll either the Red or the Blue, they reliably do 4 Damage each time they attack (which can crack a Black easily). Not much else to say about these guys.

In our next post, we’ll be moving on from Twin Shadows to talk about one of my favorite decks: Nemeses. While we’ve caged all of our discussions heretofore to non-Villain units that work well in each deck, we’ll be including some big, bad, ugly villain units in the next post. Until next time, happy gaming!

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