Good morning all,
After a long hiatus (read five years) from covering Imperial class decks (and anything related to Imperial Assault in general), we’re back! We've been busy over on our other blog (which mostly tackles topics for the Middle-Earth Strategy Battle Game), but this year, I'm coming back and working through the other articles I intended to write for Imperial Assault (and covering the Tyrants of Lothal expansion, which has been released since I stopped writing). Today we tackle the second IP deck from Jabba’s Realm: Hutt Mercenaries. While I personally think this is the weaker brother to the Nemeses deck, you can get some nice free bonuses from many of the cards (and you can get a TON more damage than you can in the Nemeses deck). Like our other posts, you’ll see units that work well in the deck – so get ready for LOTS of Mercenary cards (though you’ll see Imperials as well).
Hutt Mercenaries: A Wretched Hive of Scum and Villainy
The Hutt Mercenary deck relies on a new token mechanic: bounties. At the start of the game, each Rebel Hero is assigned a “Bounty token” and they hold this bounty token until they’re defeated for the first time (aka wounded). These Bounty tokens do different things based on the upgrades you choose, but the simplest bonus you get is that once per turn you can add +1 Damage or +1 Surge to the attack results. Other bonuses to Bounty tokens can be offensive (rerolling attack dice, adding extra dice/ignoring figures in the way, adding even more damage) or defensive (die rerolls). While not all Hutt Mercenary cards rely on the Bounty Token mechanism, the Bounties can provide niche benefits in a particular fight – I recommend stacking up all of the bonuses in the same fight. Like I said in my post on Power of the Dark Side, you can get some absolutely deadly combinations by pairing multiple class deck cards together in a single fight. Without further ado, let’s look at some lists.