For the last few months, we’ve
been reviewing one Rebel Hero from the campaign game each week. For the list of
characters we’ve finished (and the ones to come), check out our Getting Started page. In our new Monday
column, we’ll be going through the much shorter list of Imperial Class decks.
Each expansion comes with 1-3 class decks that the Imperial Player (IP) uses to
achieve his mission objectives. In a similar style to our Rebel Hero posts, we’ll
be looking at a few different builds you can do with each of these class decks
and we’re going to begin our series with one of the most flexible (and perhaps
the least straight-forward) of the class decks: Technological Superiority.
Technological Superiority:
Universal vs. Specifics
Imperial class decks always center
around a theme and the theme for “Tech Superiority” is the ability to provide
global, static benefits to your units OR attachments that make a particular
unit much, MUCH stronger. While attachments can be found in almost every class
deck (Hutt Mercenaries is the
exception), no
deck has more attachments than Tech Superiority – four of its nine upgrades are attachments!
Similarly, while all class decks have one or two upgrades that either benefit
all Imperial units on the board (or hurt all Rebel Heroes on the board) –
conditionally or universally, three of the nine upgrades available in Tech Superiority
provide static benefits to Imperial figures (one of which is limited
to Droids, another is limited to deployment cards with at least one
attachment).
This unique nature of the Tech
Superiority class deck allows it to be played with a universal focus (helping
all of your units) or a very specific focus (helping a select few units),
depending on how you want to play it. Most decks don’t do this, so we’re going
to look at a few different builds to help you see what you can do with it.
End-Game Build #1 – Flexible
Approach: Experimental Arms, Technical Support, Failsafe, Cloaking Device, Adaptive Weapons (10 XP)
In our “flexible” build, we’re
going to purchase upgrades that aren’t attachments (though we get Experimental Arms for free). In many
ways, this build centers around one upgrade: Adaptive Weapons. This upgrade allows you to replace any 1 die in
your attack pool with another die of your choice – perfect for getting a little
more oomph out of your attacks. Perhaps the most obvious units to use with this
upgrade are those who have one Red die in their attack pool and don’t have good
surge abilities. These units can go from a Red-{other color} attack pool to a
Red-Red pool! While this can be tricky to do with range units (you still need
Accuracy), many range units available to the IP who roll a Red die already get
static accuracy (like Heavy Stormtroopers or E-Web Engineers).
The other option for using
Adaptive Weapons is to give units who don’t have a Red die (like Sentry Droids
or Probe Droids) a Red die to turn potentially-wasted surge into Damage. Since
we’re also taking Technical Support
(which not only makes your Droids faster, but also allows them to
heal/Focus/cleanse their adjacent friends) and Cloaking Device (not strictly tied to Droids, but very helpful for
keeping them or your favorite Trooper squad alive), any help you can give to
boost the damage on your Droids is welcome.
Finally, we add Failsafe to the list, which is great
for the end-game missions where you need to keep your favorite villain
character alive. Failsafe requires
you to save some Threat, but can keep you from taking a world of punishment
from a Rebel Hero (and potentially buy you the time you need to get a Droid
nearby to heal the villain). I’ve been bailed out countless times by this
upgrade – though it has a high Threat cost, it will be well worth the XP and
Threat you pay.
Best IP Units:
·
Tusken Raider (Twin Shadows) – Since
the surge abilities for Tusken Raiders doesn’t allow them to add damage to the
attack total, rolling a Red-Red with the chance to Cleave 1 (or Weaken) is a
huge increase. Additionally, you can get better range out of your Tusken Cycler ability with a Blue-Blue
or Green-Blue instead of the traditional Red-Blue attack pool.
·
Heavy Stormtrooper (Twin Shadows) –
With a static 2 Accuracy, you can roll a Red-Red and do a TON more damage at
very close range than you would with your traditional Red-Blue (though you
could also roll a Red-Green for improved damage while still getting some
Accuracy).
·
Riot Trooper (Heart of the Empire)
– These guys are basically Heavy
Stormtroopers in melee form – their surge abilities aren’t bad, but they’re
better served with a Red-Red pool than a Red-Blue pool.
·
Regular
or Elite Clawdite Shapeshifter (Heart of the Empire) – Regular Clawdite Shapeshifters get
a Green-Blue attack pool when using the Scout Form, but you can turn this
into a Red-Blue combo for increased Damage (and at least 4 Accuracy), though
they can also use the Senator Form if they wish to attack
adjacent characters and use a Red-Red combo. Elite Clawdite Shapeshifters are
better served using the Streetrat Form with a Red-Red-Green
combo, relying on the Green die to get you not only the required Accuracy but
also the Surge to trigger Assassin’s
Blade.
·
Sentry Droid (Heart of the Empire)
– Whether you choose to shoot twice with a Green-Green attack pool (Damage -1
penalty) OR shoot once with +2 Accuracy, you’re well served by swapping one of
those Green die with a Red die. These guys are also one of the new multi-figure
Droid squads, giving you multiple healing actions in the same round.
End-Game Build #2 – Attachments
Everywhere: Experimental Arms, Jetpacks, Arc Blasters, Cloaking Device, Superior Augments (11 XP)
When I first played with Tech
Superiority, I liked the attachments: slap one (or more) of these things on
each deployment card and see the benefits abound. Got slow units (like E-Webs
or Heavy Stromtroopers)? Give them Jetpacks.
Got a unit that gets lots of surge and not much to spend it on (like
Stormtroopers, Jet Troopers, or E-Webs)? Give them Arc Blasters. Need to keep that one Trooper (or Droid) unit alive
longer? Try on a Cloaking Device.
Just want a little more surge? Experimental
Arms is an equal opportunity provider (at a cost). With these four upgrades
available to you (at 7 XP), you can afford all four of them in any game.
Adding in the Superior Augments upgrade, each of your units that has an
attachment gains +1 speed (great for the card using Jetpacks) and gains +1
Damage to its attack results (great for those Arc Blasters and Experimental
Arms users). While I don’t think Superior Augments is better than Adaptive
Weapons, if you’re running a Trooper/Droid-oriented list, it’s a good upgrade
(and it gives you a maneuverability benefit instead of just a combat upgrade).
The trick to running this list,
however, is to pick
one upgrade for each deployment card you have. While there’s no rule
limiting you to one upgrade, putting multiple upgrades on a deployment card
limits the effectiveness of Superior
Augments (as the bonuses aren’t applied per attachment, but based on
whether you have one or more attachments). While some units might benefit from
multiple upgrades (want that Trooper hero you love to have a Cloaking Device AND Arc Blasters?), your ability to do
maximum Damage (and get maximum positioning) is limited if you clump your
upgrades among a select few units. Just saying…
Best IP Units:
·
Stormtrooper (Core) – The “vanilla” Stormtrooper variant benefits from all of
the upgrades (less so the Experimental Arms upgrade because of their low health
and limited Surge abilities). With Jetpacks,
they become very maneuverable, while the Cloaking
Device keeps them alive much longer (improving their chance of getting
Evades and giving that ever-elusive-but-oh-so-wonderful Dodge result). Arc Blasters is a great upgrade for Elite Stormtroopers, allowing 2
Surge results to be turned into Damage (and Blast) – you’re pretty likely to
get the 2 Surge results if you’re Focused.
·
Heavy Stormtrooper (Twin Shadows) –
While Jetpacks certainly help with the slow speed of these units, their high
Health stat (as well as automatic Block against attacks from long-range) make Experimental Arms a tempting choice. Since
their Red-Blue combo doesn’t generate Surge very often, having the ability to
deal 1 Damage to yourself in order to trigger Blast 1 (or Damage 1) is nice.
Even if you never have to use it, at least you leave yourself the option of
doing it.
·
E-Web Engineer (Core) – Ah, E-Webs
– so powerful if they get to attack. As I said in a previous post a while ago, E-Webs play defense.
To assist with this, giving them Jetpacks
for maneuverability (getting 6 movement points with Mobile is pretty great to get them in position) or Arc Blasters (your surge potential is
great) improves their utility a ton. If they're destroyed, it takes a lot of Threat to get them back, so be careful.
·
Trandoshan Hunter (Core) – Now
begins the not-Trooper part of the list. Trandoshans – as everyone who’s played
against them already knows – get free Damage if attacking someone adjacent to
them (and a free Strain on any target within 3 spaces). When paired with the
Superior Augments upgrade, these guys are PAINFUL if they can attack someone
adjacent to them (pretty easy with the +1 Speed). While they can’t carry Jetpacks or the Cloaking Device, the Experimental
Arms upgrade (they have plenty of Health – automatically triggering Pierce
2 or Bleed is nice) is useful.
·
Hired Gun (Hired Gun Villain Pack)
– Perhaps the most flimsy of units available to the Imperial Player, Hired Guns are all-but-guaranteed to
get a shot in against the strongest Rebel figures. If a Hired Gun squad has the Arc
Blasters upgrade, during their parting shot they have the chance to Stun
the person who shot them (potentially disrupting the Rebel figure’s turn) AND
applying Stun to people adjacent to the target (which may disrupt THEIR turns).
Having done this before, I can say there’s nothing more satisfying about losing
one of your own figures than seeing him do something meaningful on his way out.
Beyond that, don’t
give these guys any of the other attachments.
End-Game Build #3 – Heavy
Fire: Experimental Arms, Jetpacks, Superior Augments, Adaptive Weapons (9 XP)
In the previous two builds, we’ve
looked at purchasing upgrades that are centered on the Adaptive Weapons upgrade and the Superior Augments upgrade. This poses a question: can you use both?
Because you start with Experimental Arms,
the Superior Augments upgrade will
be useful, though I recommend picking up Jetpacks
too – it’s cheap. The other attachments are expensive and picking them up both
of them basically excludes you from getting anything else. In this case, we’re
going to forego these two attachments and instead get Adaptive Weapons for its general benefit to your units. If you’re
playing a long campaign, you can rely on your Agenda Deck side missions to give
you additional attachments (I recommend Imperial Industry, Agents of the Empire, 501st Training, and Tusken Treachery). This comes at
the steep price of Influence, but these side missions (or Forced Mission for
the Agents of the Empire one) provide great upgrades for your team (and can be
given to you automatically if the Rebels wish to do something else).
Best IP Units:
·
Sentry Droid (Heart of the Empire)
– With both the Superior Augments
upgrade and the Adaptive Weapons
upgrade, you can give a Sentry Droid squad the Experimental Arms attachment and fire twice with no Damage penalty
and a Red-Green attack pool. With an impressive Speed 5, it’s pretty easy to
get into close range with your target and deal incredible damage.
·
Heavy Stormtrooper (Twin Shadows) –
We’ve probably talked about these guys enough already, but if you get the 501st Training upgrade,
you can have these guys Recover 3 Damage AND become Focused (or get to attack
and move a little, supplementing your low Speed). Rolling a Red-Green-Blue
(which can turn into a Red-Red-Green) is fantastic, even if you do nothing else
with it!
·
Elite Jet Troopers (Jabba’s Realm) –
While Jet Troopers don’t require the Jetpacks upgrade (they’re already Mobile),
they do benefit from Experimental Arms
(especially if they are shooting at someone close-by with a Red-Green-Blue
attack pool). 501st Training
is also good for them for the same reasons identified above for the Heavy Stormtroopers.
·
Tusken Raider (Twin Shadows) – While
Tuskens can’t get much mileage out of Experimental
Arms, they can get a TON out of Jetpacks
– melee units can always benefit from Mobile. A Tusken Raider with Jetpacks is
not only Speed 5 + Mobile, but he can also roll a Red-Red in melee with +1
Damage to the attack results (+2 Damage if it’s an Elite Tusken Raider).
·
Royal Guard (Core) – While Tuskens
are fantastic, you can get even more strength out of Royal Guards. Though
slightly more expensive, these guys can be Speed 6 + Mobile + Reach with Jetpacks OR Speed 6 + Reach with the
ability to gain additional Surge with Experimental
Arms. If you get Tusken Weaponry,
you can give Royal Guards a Red-Blue range attack pool (which you could change
to a Blue-Blue or Green-Blue if you prefer) or have a Red-Red attack with +2
Damage and no surge abilities. Both are great and VERY painful.
In our next post, we’ll be
examining the Military Might class deck (also
available in the Core Set). While this deck will predominantly feature
Troopers, you’d be surprised at the wealth of benefits this deck provides. Until
next time, happy gaming!
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