Character review: Mak Eshka'rey
The core game includes six of the best characters in Imperial Assault. We've covered Diala Passil and Gideon Argus in our Support section, as well as Gaarkhan and Fenn Signis in the splash characters section. Last week we covered Jyn Odan and today we continue our series on sharpshooter characters with the last of the core set characters: Mak Eshka'rey.
Mak Eshka'rey: The Rule of Four (Spaces and Actions)
Mak follows two different rules: first, you want to attack from at least 4 spaces away from your target. Thanks to his Covert rule, he can't be seen by his foes so long as he's 4 spaces away from them (which guarantees he can trigger Ambush for Pierce 2). Blue-Blue weapons (like his starter weapon) guarantee the Accuracy required, but Blue-Green combos work reliably too (as well as those with static Accuracy buffs).
Mak's second rule is this: try to get four actions each round. Half of Mak's upgrades allow him to perform extra actions (or basically perform extra actions). Disengage allows him to nearly make a free move, while Decoy allows Mak to avoid taking Damage (once) and perform a free move (effectively) and perform a free attack. Cards like Expertise and No Escape are more direct in handing out free actions, though they come at the cost of Strain. However you choose to do it, Mak can do more than most characters, so do as much as you can. With that, let's look at some character builds. . . .
Mak's second rule is this: try to get four actions each round. Half of Mak's upgrades allow him to perform extra actions (or basically perform extra actions). Disengage allows him to nearly make a free move, while Decoy allows Mak to avoid taking Damage (once) and perform a free move (effectively) and perform a free attack. Cards like Expertise and No Escape are more direct in handing out free actions, though they come at the cost of Strain. However you choose to do it, Mak can do more than most characters, so do as much as you can. With that, let's look at some character builds. . . .
End-Game Weapon #1 - Don't Argue With A Classic: Longblaster with Disruption Cell
Mak's Longblaster is a good starter weapon: it can turn any of its Surge into Damage and it gets no less than 4 Accuracy. With an estimated 3 Damage coming off the blaster and a Strain to activate Ambush, you're in good shape to clear out light units like Stormtroopers or Hired Guns in a single shot. Against healthier figures, though, you want to do a bit more Damage, so once you get to Tier 3, pick up the Disruption Cell to make one of those Blue die more reliable at doing Damage (though you're locked into 4 Accuracy more often). Until you get to Tier 3, I recommend the Bolt Upgrade, giving you a Red die instead of a Blue die. To get the Accuracy you want, pick up the Target Acquired upgrade to guarantee the Accuracy and open up new possible targets.
To flesh out this build, we're taking the Disengage upgrade (for extra movement, which not only makes Mak more survivable but also helps keep that Rule of Four alive), Jeswandi Training (for health and to become Focused), and Execute (to recover Strain and stop those pesky White dice from stopping your Damage output from being used).
This doesn't use all your XP, so use whatever extra you get on whatever else you want. What's more important is that you only spent 600 credits on your weapon, so you can buy the Combat Coat (or Responsive Armor) to protect yourself or Extra Ammunition to make your attack pool more reliable.
To flesh out this build, we're taking the Disengage upgrade (for extra movement, which not only makes Mak more survivable but also helps keep that Rule of Four alive), Jeswandi Training (for health and to become Focused), and Execute (to recover Strain and stop those pesky White dice from stopping your Damage output from being used).
This doesn't use all your XP, so use whatever extra you get on whatever else you want. What's more important is that you only spent 600 credits on your weapon, so you can buy the Combat Coat (or Responsive Armor) to protect yourself or Extra Ammunition to make your attack pool more reliable.
Upgrades to purchase - 8 XP: Disengage (1), Target Acquired (2), Jeswandi Training (2), Execute (3)
We've talked about the A280 in many posts already. Today, we're talking about it's alter-ego, the EE-3 Carbine. Because Mak can Ambush, surging for Pierce 2 on the A280 is unnecessary. The EE-3 provides more static Accuracy but less surge-able Pierce. The EE-3 also uses a Green die instead of a Blue die, making it's Damage more reliable (and its Surge slightly more reliable) at the cost of a lower maximum Accuracy.
With a static 2 Accuracy from the blaster, a static 1 Accuracy from the Under-Barrel HH-4 (which opens up Blast options), and at least 2 Accuracy from the attack pool, you are guaranteed to get at least 5 Accuracy. This will trigger the Sniper Scope, which will provide you with a free Surge (which on this weapon translates into Damage 2 OR Blast 1, depending on what you need more). Using this should be pretty straight forward. Prior to getting to Tier 2 (when the EE-3 is available, put the Under-Barrel on your Longblaster - it won't trigger the Blast very often, but automatic Accuracy 5 on the Blue-Blue is pretty nice (and gets you used to being 5 spaces away earlier in the game).
For our upgrades, I recommend Jeswandi Training (you get 3 Green dice when Focused), but besides that, the doors are wide open. My recommendation is to pick up No Escape (get more out of your Sniper Scope) and Decoy (to get still more out of your Sniper Scope), though you can do whatever really.
With a static 2 Accuracy from the blaster, a static 1 Accuracy from the Under-Barrel HH-4 (which opens up Blast options), and at least 2 Accuracy from the attack pool, you are guaranteed to get at least 5 Accuracy. This will trigger the Sniper Scope, which will provide you with a free Surge (which on this weapon translates into Damage 2 OR Blast 1, depending on what you need more). Using this should be pretty straight forward. Prior to getting to Tier 2 (when the EE-3 is available, put the Under-Barrel on your Longblaster - it won't trigger the Blast very often, but automatic Accuracy 5 on the Blue-Blue is pretty nice (and gets you used to being 5 spaces away earlier in the game).
For our upgrades, I recommend Jeswandi Training (you get 3 Green dice when Focused), but besides that, the doors are wide open. My recommendation is to pick up No Escape (get more out of your Sniper Scope) and Decoy (to get still more out of your Sniper Scope), though you can do whatever really.
Upgrades to purchase – 10 XP: Jeswandi Training (2), No Escape (4), Decoy (4)
Now I'm just going to say this upfront: this costs a fair bit of cash. Coming in at 1200 credits, it's not the most expensive thing I've seen, but it's pretty pricey. To offset this a bit, we're taking Supply Network to make it more likely that Valuable Goods are picked up when searching crates.
The weapon itself is good: a Tier 1 weapon that surges for Damage 2 and can get Damage and Accuracy on the same Surge. Furthermore, because one of the die is Blue, you're guaranteed 4 Accuracy thanks to the Surge abilities on the weapon. Unlike the rifles we've viewed thus far, the Surge potential on this blaster is fantastic, giving us the ability to recover Strain much more easily.
To make life even better, the Plasma Cell gives us a Static Pierce 1, so we can skip using Ambush against White die targets and crush Black die targets with a single Strain. We can also turn up to 3 surge into Damage, giving us a maximum of Damage 6 + Pierce 3, which is pretty good. Finally, use the Overcharger to handle double Defense dice figures OR White die figures who irritate you.
Besides Supply Network, I recommend taking Expertise (to allow you to pick up a crate or open a door as a free action), Jeswandi Training (it's just a good card, can you tell?), and No Escape (so you can shoot more).
The weapon itself is good: a Tier 1 weapon that surges for Damage 2 and can get Damage and Accuracy on the same Surge. Furthermore, because one of the die is Blue, you're guaranteed 4 Accuracy thanks to the Surge abilities on the weapon. Unlike the rifles we've viewed thus far, the Surge potential on this blaster is fantastic, giving us the ability to recover Strain much more easily.
To make life even better, the Plasma Cell gives us a Static Pierce 1, so we can skip using Ambush against White die targets and crush Black die targets with a single Strain. We can also turn up to 3 surge into Damage, giving us a maximum of Damage 6 + Pierce 3, which is pretty good. Finally, use the Overcharger to handle double Defense dice figures OR White die figures who irritate you.
Besides Supply Network, I recommend taking Expertise (to allow you to pick up a crate or open a door as a free action), Jeswandi Training (it's just a good card, can you tell?), and No Escape (so you can shoot more).
Upgrades to purchase – 10 XP: Supply Network (1), Jeswandi Training (2), Expertise (3), No Escape (4)
Mak Eshka'rey in the Skirmish Game
Let's start with this: Mak is cheap. Mak's Damage output is low (what you pay for having a Blue-Blue attack pool), but he ignores figures when drawing line of sight and can surge for Pierce 2 and Damage 1. While his Health isn't great, Mak Eshka'rey can sail in finish up figures who have been injured by others. To get the most out of him, use him with Leia Organa and Gideon Argus - Mak is a great second attacker for Leia's Battlefield Leadership special action and Gideon can make Mak Focused and call him in to attack with Take It Down!
In our final post for sharpshooter characters, we'll be looking at Loku Kanoloa - a character who gets plenty of Accuracy no matter what he uses and the ability to get static Damage and Surge results. Until then, happy gaming!
No comments:
Post a Comment