When the Nemeses class deck was released with the Jabba’s Realm expansion, we thought we were getting the Sith deck
we always wanted. Then, with Heart of
the Empire (and the release of Emperor Palpatine and Maul), we were told
that we had received the actual Sith deck we always wanted with Power
of the Dark Side. When I first saw it, my thoughts went
something like this. . . .
THIS. DECK. SUCKS!
So, it’s taken me some time to
look at the deck and determine what I think of it. My thoughts over the last
six months shall be shown below. Rest assured, my views have gotten better, but
given the choice, I think (for the record) I’d still choose Nemeses (you can read my thoughts on
that deck here).
Power of the Dark
Side: Give A Little To Get A Little
Every now and again, you’ll find a
class deck that focuses on something new that was released in that expansion.
This is seen most obviously in two Imperial class decks to date: Power of the Dark Side (with Damage
Power tokens) and Imperial
Black Ops (with the Hidden condition). When you’re playing with
these kinds of decks, you’ll be given many opportunities to use whatever new
mechanic is introduced – and often times if you focus full-bore into it, you’ll
do alright. Power of the Dark Side
does have a variety of ways to get Damage Power tokens (DPTs hereafter), but
I’m going to submit that focusing fully on it isn’t that necessary. While we
will discuss how you can use this “damage in your pocket” to the max, we’ll be
looking also at the non-Damage-Power-Token routes that you can take.
What makes the Power of the Dark Side Imperial Class
deck unique from the other decks is not only its use of a new game mechanic,
but also the penalties it requires in order to gain benefits. While other decks
might provide static offensive or defensive benefits for being near a certain
unit, Power of the Dark Side rarely
requires proximity to something but instead provides either a one-time boost to
someone, a temporary boost to someone, or it requires taking damage in order to
become stronger. This allows your units to act more autonomously, but requires
that you take healthier units (or field cheap units that you can regrow as you
require).
Perhaps the best thing about this
deck is that unlike all other decks we’ve seen thus far, it doesn’t rely on an
Imperial Player using a particular kind of unit (only one upgrade has any kind
of exclusion at all). While other decks might require you to have Troopers,
Guardians, or Leaders in your deck, this one helps everyone equally. With that
said, let’s get into it. . . .
End-Game Build #1 – That
Thing Yoda Says: Manifest
Aggression, Embrace
Fear, Embrace
Anger, Embrace
Hate, Embrace
Suffering
Okay, I’ll be honest: when I first
saw the deck, I said “Huh, it follows that quote Yoda says in Episode I: I
wonder if that’s worth doing.” After some debate, I think it MIGHT be worth
doing, but I couldn’t hesitate in the end from presenting it. J
The automatic upgrade available to
the IP is Manifest Aggression – this
is a great way to give 2 Imperial figures each a DPT. This is the most reliable
way to get DPTs spread across your army (and the good thing is that it doesn’t
require you to do anything bad to the guy receiving the token). The cost paid
is this: you either a) get 2 tokens but tell the heroes where they’re going to
be, or b) you get 1 token and the heroes can’t preemptively strike whoever gets
it. I highly recommend that you NOT give out Damage tokens at the start of the
first round and instead assign DPTs at the end of the first round AND the start
of the second round – this gives you 4 DPTs to use during the second round (and
you could have 2 DPTs on 2 figures if they can attack multiple times). The only
cost of doing this is not being able to up your damage during the first round
(which you’ll be hard-pressed to see that realized into anything meaningful
because most of your units will likely be out of position to attack properly).
Supporting this upgrade are two
upgrades that deal Strain to Rebel heroes: Embrace
Fear and Embrace Hate. Embrace Fear can only be relied on to
give 1 movement point to an Imperial figure when he activates (which isn’t that
great, but is on-par for what we expect from a 1 XP upgrade). The value in this
upgrade is that it dictates which Rebel figure goes first – the Rebels can
appear to be defeating this upgrade by activating someone with a good Insight
check pool (but this might not be figure who is in the most danger). If the
chosen first figure fails the check, they’ll suffer 1 Strain (which turns into
Damage if the hero is already fully strained OR makes it less likely that
they’ll be able to use their special abilities). While only a niggling hurt,
every Strain suffered pushes the Rebel hero closer and closer to having to
spend an action resting (which is often good for the IP, since many missions
require the heroes getting somewhere or killing things).
Embrace Hate allows you to choose a Rebel figure in the status
phase to suffer 1 Strain. This not only happens right before Embrace Fear (which means a Rebel hero
with only 2 Strain left could go from able-to-strain to
not-able-to-strain-without-resting), but it’s not dependent on having line of
sight to the figure. If you do have line of sight to the figure, your figure
suffers 1 Damage and gains a DPT. Pairing these two upgrades together is
powerful not only because you can slap 2 Strain on someone if they don’t have a
good Insight pool and they NEED to go first (like if they’re about to be
wounded). This, added to the DPTs that are handed out, makes it very likely that
you can wound that character so long as you have units healthy enough to endure
the first Rebel activation.
The other two upgrades we have are
different: one is offensive, the other tactical. Embrace Anger is perhaps one of the best upgrades available in this
class deck (if you have healthy characters): an Imperial figure can exhaust the
card when he declares an attack to suffer 1 Damage and add 1 Damage to his
attack results. Since this card readies at the start of each Imperial
activation, you can use healthy units to rail against a single hero, driving
him to rest (see the Hate-Fear combo we just talked about for how to finish
this guy). Embrace Suffering is far
more situational: you can either choose to exhaust the upgrade without paying
Threat to push someone (useful if they’re trying to get somewhere or be next to
something/someone) OR you can pay Threat to take control of a Rebel figure and
perform an attack (like using that amazing Polearm
with Vibrogenerator and whack
another Rebel figure with it). It’s painful AND it happens at the end of the
round, so you can rack up a little extra damage on someone before the first
activation of the round is decided.
This build is eclectic, but it
works. Your emphasis is on doing as much damage as you can during the round and
then as one round turns into another, you add a little Strain, do some
unexpected damage, gain a few DPTs – BAM! You’re all set up for another round
of punishment.
Best IP Units:
·
Royal
Guard (Core) – If you’re going to be taking damage in order to
gain bonuses, you might as well get a static Block 1 each time you defend
yourself. While Royal Guards don’t give themselves static Block results, they
do give friendly figures this bonus. They themselves not only have a great
attack profile (Red-Yellow with Reach), but they also have a great
health-for-cost ratio (great for keeping them alive).
·
Elite
Gamorrean Guard (Jabba’s
Realm) – While these guys can’t benefit from the free Block provided by the Royal Guards mentioned above, they do
receive a static Block 1 against blaster attacks. With the same cost and health
as Royal Guards (plus a punchier
attack pool and a reroll whenever they attack), these guys are less
team-oriented and more self-oriented – the perfect candidates for the two DPTs
provided by Manifest Aggression.
·
Riot
Trooper (Heart of the Empire) – With an equally good
health-to-cost ratio as Royal Guards and Gamorrean Guards, Riot Troopers are
very inexpensive and their free Block Power Token allows them to supplement
their defense results quite nicely. As Guardian units, they also can’t benefit
from the static Block 1 of the Royal Guards, but they’re still great to have
(and can be easily fielded in the first half of any campaign. On offense, they
lack the Reach of the previous two candidates, but they can turn any surge they
get into Damage, which is pretty nice (and can convert Damage into Strain if
required).
·
Heavy
Stormtrooper (Twin
Shadows) – Like the previous three candidates, Heavy Stormtroopers also have a great health-for-cost ratio and are
the first non-Guardian units we’ve considered (so they can benefit from the
static Block 1 bonus from the Royal
Guards). They can add to this an additional static Block 1 against attacks
from 4+ spaces away – perfect for not being sniped (though in practice, the Rebels
tend to just run up closer, so it’s not a big thing). As one of a handful of
Imperial units who can surge for Blast, getting a DPT is critical to getting
the damage you need to breach an opponent’s defenses and blast into his
friends.
·
Elite
Probe Droid (Core) – While getting free defense is a way to
offset taking damage, healing is far more reliable. Elite Probes not only have
a good health stat, Probe Droids have always been an inexpensive
three-dice-attack-pool unit – and the ability to Recover Damage is huge.
End-Game Build #2 – Maximizing
DPTs: Manifest
Aggression, Embrace
Hate, Unnatural
Abilities, The
Power of Passion
Four of the nine upgrades in this
Class deck allow the Imperial Player to hand out one or more DPTs. While we’ve
already talked about Manifest Aggression
(use back-to-back at the end of a round and the start of the next every other
round) and Embrace Hate (which comes
at the cost of a damage to whoever gets the DPT), there are two other upgrades
that provide DPTs: Unnatural Abilities
and The Power of Passion.
Unnatural Abilities rewards you for having single-figure,
non-Creature deployment cards in your list. With a static Block 1 + Evade 1,
your single-figure deployment card is MUCH harder to kill (though multi-model
deployment cards still get the static Evade 1), and at the end of the
deployment group’s activation, one figure in the group receives a DPT to use
during his next activation (regardless of how many figures are in the group). The
Power of Passion makes anyone who
uses a DPT more powerful by adding a static Surge 1 to the Damage 1 of the DPT.
This static benefit is supplemented by the ability to exhaust the upgrade in
order to reroll any number of attack dice. This is similar to upgrades in other
Imperial Class decks (Precision
Training, Nemeses)
while other decks allow a reroll of a single die (Inspiring
Leadership, Precision
Training, Hutt
Mercenaries). While the ability to reroll attack dice is nice,
the real benefit comes from the static offensive benefits – don’t get too
caught up in which unit gets the reroll.
Best IP Units:
·
AT-DP
(Heart of the Empire) – If equipped with Unnatural Abilities, this guy gets a
static Block 2 + Evade 1 (in addition to whatever he gets on the Black die –
likely an additional Block 2). The Evade 1 is the real boon, since you want to
keep those nasty Pierce 3 guys from getting through all that armor – and
because you lose the ability to perform multiple attacks each turn if you fall
below half health. With very few surge abilities (and a Yellow die already in
your attack pool), it’s not that necessary to use DPTs with this guy (unless
you’re just trying to maximize damage).
·
Elite
Clawdite Shapeshifter
with Streetrat
Form (Heart of the Empire) – I love this build – the surge
abilities on the Streetrat are phenomenal (free Red die worth of damage against
an adjacent figure, Damage 1, or DPT) and with the Elite, you have a good
chance of getting 2 surge (which you should use to deal the Red die worth of
damage and regain your DPT). As a single figure deployment card, you also get
the full benefits of Unnatural Abilities (which can give you a DPT at the end
of the round if you didn’t surge to get a DPT during your attack).
·
Elite
Probe Droid (Core) – If you’re going to get a free surge result
from your DPT, you might as well have some great surge abilities to use – with
choices of Damage 2 / Pierce 2 / Recover 2, it’s hard to go wrong with this
guy. He also will get the full weight of Unnatural
Abilities to assist him in defense, including a free DPT each turn,
allowing you to use Manifest Aggression
on other figures.
·
Clawdite
Shapeshifter with Senator
Form (Heart of the Empire) – Thanks to the Conspire skill on the Senator
Form (and the ability to surge for a Wild Power Token), you can make sure
all of your teammates get DPTs. This is a cheaper, less-powerful version of the
Elite Clawdite Shapeshifter we
discussed previously, but if you’re planning on playing the support role and
passing out tokens, I recommend taking the cheaper version.
·
Wing
Guard (Bespin Gambit)
– These guys don’t benefit from the static Block 1 from Unnatural Abilities, but they do benefit greatly from the static
Surge from DPTs (as a Green-Blue doesn’t reliably surge and they can Recover
Damage whenever they surge). The DPT gained from Embrace Hate can be an excellent counter to the Damage 1 suffered
in order to gain the DPT (since you can then surge to Recover 1). Be watchful
of the damage these guys are taking though – they’re not hard to reinforce, but
redeploying a new batch costs 6 points (which is very hard to come by in most
missions).
End-Game Build #3 – Defensive
Stance: Manifest
Aggression, Dark
Resurgence, Supernatural
Vigor, Unnatural
Abilities
It was a little surprising to me
that a Sith-oriented deck could play defense – none of the Sith characters have
any kind of defensive abilities. Some of these upgrades, however, are quite
good. We’ve already seen the defensive (and offensive) benefits of Unnatural Abilities, but there are two
other upgrades we’ll look at: Dark
Resurgence and Supernatural Vigor.
Dark Resurgence is simple: pick someone who was just defeated to
recover 3 Damage instead. While this is an obvious boon to an Imperial figure
who needs to be defeated in order for the mission to end, it’s not as powerful
as the Failsafe
upgrade in Technological
Superiority. That said, it’s a 1 XP upgrade – how much can you
really complain (and unlike Failsafe, it doesn’t cost Threat)? Supernatural Vigor is a tricky upgrade
to use: whoever receives it has a slight health boost (or a dramatic health
boost if it’s a low-health figure), but that figure needs to be able to recover
any damage that spills over onto the upgrade in order for it to move to someone
else (assuming it follows the general understanding of the Adrenaline
Command card – see discussions here
and here).
In my opinion, it’s best put on a low-health figure who will begin at the front
of the fighting, keeping him alive for an additional attack action – though it
obviously has benefits on a villain that you’re trying to keep alive for
mission objective reasons.
Perhaps the best thing about this
build, is that it only costs you 6 XP in order to field – giving you plenty of
opportunities to get other upgrades to supplement your offensive needs (I like Embrace Anger, though borrowing a Rebel
figure to perform an attack with Embrace
Suffering is also great).
Best IP Units:
·
Stormtrooper
(Core) – When it comes to thinking about a defensive build for an IP team,
cheap units are one way to do it. If you can keep one of your guys alive (let’s
say with Supernatural Vigor), then
redeploying your men comes easily. When I mentioned above that you want to give
Supernatural Vigor to someone who
might get one-action-KO’d by your opponent, I had Stormtroopers in mind.
·
Elite
E-Web Engineer (Core)
– E-Webs are great at using both Unnatural
Abilities and Supernatural Vigor:
not only can they Recover up to 4 Damage in a single turn (if they shoot twice
and surge to Recover 2 Damage each time), but they will have a static Block 2 +
Evade 1. Since E-Webs play defense (our mantra on this site), I kinda felt like
I needed to put them in the list.
·
Elite
Probe Droid (Core) – what can I say – we’re looking for units
who can Recover Damage? These guys are just going to naturally benefit from
upgrades like Unnatural Abilities and Supernatural Vigor (with the healing
bringing them under the +3 bonus health they receive), but don’t underestimate
the benefits they get from free damage provided by Manifest Aggression or Embrace
Anger.
·
Clawdite
Shapeshifter with Senator
Form (Heart of the Empire) – The Senator Form allows a Clawdite
Shapeshifter to Recover Damage and since Clawdites have low Health as it
is, this makes them difficult targets to remove if they have Supernatural Vigor and Unnatural Abilities. I’ll note that you
can run a Elite
Clawdite Shapeshifter as well, passing the Senator Form along
with the Supernatural Vigor upgrades
between them – boosting the health of whichever one needs to recover the most.
·
Wing
Guard (Bespin Gambit)
– As the final unit that can recover damage, it shouldn’t be a surprise that
these guys made it here: like their Stormtrooper
counterparts, they don’t benefit particularly well from getting Unnatural Abilities, but Supernatural Vigor can keep one of them
from dying.
In our next post, we’ll be looking
at the Imperial
Black Ops Class deck
– another deck that focuses on maximizing a new game mechanic introduced in its
expansion. Until next time, happy gaming!