Armored Onslaught: Adding
Some Steel To Your Army
Armored Onslaught is one of two
Imperial Class decks released in the Return to Hoth expansion. As we’ve talked
about in our post on
Endless Reserves, an Imperial
Player is able to get far more out of vehicles with the advent of Jabba’s Realm
(which introduced the
Jet Trooper). While vehicles of all
kinds are certainly an important part of this list, most of the cards that
benefit a vehicle ALSO benefit
Droids
or
Heavy Weapons. If you don’t have
cheap vehicles (aka
Jet Troopers),
you can still get a lot out of this deck by using heavy weapons and droids
(both of which are commonly available in the Core set).
In addition to flexible unit
choices (Droids, Heavy Weapons, and Vehicles), you also get one of the best
starting Upgrades for any Imperial Class deck:
Explosive Munitions. While it
requires that the unit that uses it is making a blaster attack, it allows you
to swap a die out for a Red die AND add Blast 1 to the attack results – perfect
for giving a unit that doesn’t use surge well to add a little oomph to their offense
and damage nearby units should they stray too close. Like
Show Of Force, this can only be
used by a single figure, but it can make an attack that wasn’t likely to do any
damage do a TON of damage. So, let’s get into the meat of the post and see what
kinds of things you can do with this class deck.
We’ve already talked about how
great Troopers are in our post on Military Might, but something bears
repeating:
the
best thing about Troopers it that you can get a lot of them. Since
most Vehicles and Droids come as single-model deployment cards (
AT-ST,
SC2-M Repulsor Tank,
AT-DP for Vehicles;
Probe Droid for droids), having
lots of figures is a huge boon. If you take Troopers (be they Troopers without
other keywords like Stormtroopers or those that share other keywords like Heavy
Stormtroopers),
Armor Corps is a
great benefit to you – getting that reroll on defense is HUGE (especially in
the early missions). To get the most out of this upgrade, you just need to have
enough Droids, Vehicles, or Heavy Weapons to be adjacent to all of your
Troopers. Since this is a static bonus, you don’t need to protect a single
deployment card with it – you can help everyone (which is great).
Assisting
Armor Corps is
Reactive Armor and
Automated Repairs – both of which are attachments, so you’ll need
to pick one or two deployment cards to use them.
Automated Repairs should go on a unit that surges a lot in order to
get the most use out of recovering damage, while
Reactive Armor should go on a unit that can benefit from the added
health (since you can’t count on getting the Evade on the black die at all). As
good as it is to have these two upgrades, they’re nothing to write home about:
Reactive Armor might provide more
benefit than the
Assault Armor we saw in
Military Might, but it costs 3 XP
instead of 2 XP.
Automated Repairs
is useful in that a unit can heal itself with Surge or by spending an action,
but it doesn’t heal as much as
Technical Support does (though
admittedly it doesn’t require coordinating Droids with the troops that need
healing). Where this list really shines is in its final two upgrades.
Heavy Firepower is incredible: you basically get to remove a Red
die to guarantee that it rolls its highest possible damage face. With Explosive Munitions ever-present in any
list you choose, any blaster-wielding unit can benefit from maximum Red damage
AND you add Blast 1 to the attack as well. As long as most (or all) of the
units you take have a blaster attack type, you’re all but guaranteed to be able
to do maximum damage to the Rebel target of your choice. While limited to once
a round, you only need to focus your firepower on a single person in order to
make it worth the effort.
In addition to Heavy Firepower, we
also took the Mortar upgrade: unlike the
Riot Grenades found in the
Military Might deck, any figure can
perform a special action to do a Red die worth of damage to anyone on or
adjacent to a space within 3 spaces of the attacker. Because it’s not an
attachment, you can do a TON of damage if ANY figure has a free action. It’s
important to note that any figure (massive vehicles, creatures, anyone) can do
this – which seems a little broken, but hey, we paid 3 XP for it, so it might
as well be good.
Best IP Units:
·
Heavy Stormtrooper (Twin Shadows) –
Want cheap heavy weapons?
Heavy
Stormtroopers are your guys. Unlike other Heavy Weapon choices (and there
aren’t any),
Heavy Stormtroopers
come in a pack of two, allowing you to spread them out between two teams to
make your
Armor Corps more
effective. With a Red-Blue attack pool, they can automatically trigger
Heavy Firepower OR you can run them
with a Red-Red attack pool with a static Accuracy 2 + Blast 1 with
Explosive Munitions. Of course, you can
go the extra mile and make things even more painful with
Heavy Firepower…
·
Jet Trooper (Jabba’s Realm) – Best
paired with
Heavy Stormtroopers to
accompany your Troopers,
Jet Troopers
can wait with your Troopers while your
Heavy
Stormtrooper advances. The accompanying Troopers are then able to move up
to be adjacent with the
Heavy
Stormtrooper while the
Jet Trooper
swoops in for clean-up. While these guys have low health, they’re easily
deployed (and re-deployed) in early missions, making them invaluable assets to
your team.
·
Snowtrooper (Return to Hoth) – To
finish the Trooper Trifecta,
Snowtroopers
not only come in large numbers, but can heal your
Heavy Stormtroopers and
Jet
Troopers, making it more difficult for the Rebels to clear out your
Armor Corps bonus. On offense, these
guys aren’t great, but all that can be fixed with Heavy Firepower if you really
need it.
·
AT-DP (Heart of the Empire) – Okay,
time for an “actual” vehicle: as the cheapest “actual” vehicle available to the
Empire, AT-DPs are fantastic: with plenty of health, a static Block on top of a
Black die, and the potential for multiple attacks (and very poor surge
abilities), you want to give this guy
Automated
Repairs. Since your ability to attack twice is tied to the amount of damage
you’ve taken, recovering damage is a HUGE part to getting the most out of this
guy. I don’t think
Reactive Armor is
that helpful (I think it’s much better on
Jet
Troopers, though it’s been
confirmed on the forums that they
can’t use
Agile to trigger the free
2 Block), but if you have no other vehicles or Droids, I guess you might as
well.
·
Probe Droid (Core) – Ah, the
original cheap three-attack-dice-pool Droid available to the Empire – yes,
they’re a good option as well to get more out of
Armor Corps. In my opinion,
Probe
Droids are the opposite of
AT-DPs
for this list:
Probe Droids aren’t
great carriers for
Automated Repairs
(they only have 5 Health and they can already Recover 1), but they are great
carriers for
Reactive Armor (with
only 5 Health, getting to 7 makes it far harder for you to be one-turn-KO’d).
Having a Red-Yellow-Blue attack pool with a static Blast 1 is also not bad,
though make sure you don’t give up that Blue die – you need to guarantee your
Accuracy in order to get any use out of the
Explosive Munitions upgrade!
As powerful as the last list was,
it’s not nearly as powerful as the list we’re about to unveil. In addition to
the Explosive Munitions, Heavy Firepower, and Mortar upgrades, we’re taking Explosive Entry and Rapid Dominance. Explosive Entry allows you to do some damage (generally 1-2 damage)
to any Rebel heroes who are sitting in a deployment zone – this is great in
some missions, but incredibly niche (I recommend getting it late in the
campaign – you want Heavy Firepower first). Rapid Dominance requires that you save a lot of Threat in order to
allow a Heavy Weapon or Vehicle to attack a second time OR ready itself (at the
cost of depleting the upgrade). While I’m not convinced that Rapid Dominance is worth the cost, it
does get you more usage out of your power units – and if you take the right
ones, you can get a TON of benefits from it.
To balance out the lack of
healing/defense boosting, I recommend that you purchase units that are healthy
– in early missions, you can take whatever units you can afford, but you want
to move towards healthier units as the missions progress (as you’ll need a good
bit of your Threat to pay for Rapid
Dominance). It’s important to note that you can use Heavy Firepower with anyone who has a red blaster die (which can
really be any blaster die if you use Explosive
Munitions with it), allowing you to bring some cheap units alongside your
expensive ones that allows you to offset the cost of Rapid Dominance. Furthermore, the Mortar can be used by anyone (melee or blaster attack types
combined), allowing you to get other units that might also offset your costs.
Best IP Units:
·
Heavy Stormtrooper (Twin Shadows) –
Yes, we love these guys – they’re great. With
Rapid Dominance, you can get two attacks from one of them each
round (which is SO GOOD) and in a critical round you can pay 3 Threat to ready
their card instead – glorious.
·
Sentry Droid (Heart of the Empire) –
Perhaps the best unit to use with
Rapid
Dominance,
Sentry Droids have
two great special actions that lend them a total of three attacks. With
Rapid Dominance, you get the ability to
attack three times for 2 Threat or four times for 3 Threat (though I think the
former is much better as it doesn’t require you to deplete the card).
·
Elite Jet Trooper (Jabba’s Realm) –
While regular
Jet Troopers are
wonderful, we’re looking for healthier stock.
Elite Jet Troopers are fabulous on offense, incredibly mobile, and
they can benefit (as vehicles) from
Rapid
Dominance (which will give them 4 free points of movement with Mobile if
they’re shooting at nearby figures – which translates to a free move).
·
SC2-M Repulsor Tank (Return to Hoth)
– Right, time to talk proper vehicles. While the tank is slightly more
expensive than the
AT-DP and very
similar to the walker in many respects,
SC2-M
Repulsor Tanks specialize in focused damage to one target (instead of
spreading damage against several). Thanks to a static Accuracy 2, you can use
Explosive Munitions to get a Red-Red-Yellow attack pool with a static Accuracy
2 + Blast 1 and the ability to turn additional surge into Blast 1 or Damage 2 –
perfect for doing LOADS of damage to the target. On defense, you have the
flexibility of either a static Block or static Evade, which is slightly better
than the
AT-DP. With multiple
attacks that can’t be taken away as you take damage (though only 10 health vs.
16 health), it’s hard to say that the Tank is the better choice, but it
certainly works well with this list (as bringing it doesn’t require the use of
Rapid Dominance with this card).
·
Dewback Rider (Captain Terro
Villain Pack) – When you’re looking for a good health-to-cost ratio, Dewbacks
are fantastic. With free movement points at the start of its activation, a
Dewback Rider can ride forward and perform both a powerful attack and use its
Shock Lance - a nasty special ability
that softens up a hostile figure. While a Yellow-Green-Blue is a perfectly
acceptable attack pool, you’ll get far more utility out of a Red-Yellow-Green
if your enemies are close (or a Red-Green-Blue otherwise) thanks to
Explosive Munitions. If you don’t like
the
Shock Lance, he can always use
the
Mortar. At only 5 Threat, he’s
also easy to deploy and (if you can keep him from being exposed to too much
fire) he’s decently hard to kill.
In our first list, we saw a balanced
approach to both offense and defense. This list takes most of the upgrades from
our first list and trades the high-powered upgrades for the
Power To Shields upgrade. This niche
defensive upgrade gives you the ability to ignore certain keywords when a Rebel
figure attacks you – perfect for mitigating those annoying
Pierce 3 surge abilities,
static Cleave 3s, and
static Blast bonuses. To accompany
this amazing upgrade (which you can spend Threat to ready after you use it), we
have the tried and tested
Armor
Corps-Automated Repairs-Reactive Armor upgrades to boost the healing or
resiliency of your army.
On offense, we only have Explosive Munitions, but this upgrade
is still something to be reckoned with – you get incredible flexibility for one
of your attacks to get the damage you want with the Blast bonus you so rarely
get. All told, this build focuses strongly on staying alive and relies on
taking high-damage units to deal the real death-blows to the Rebels.
Best IP Units:
·
Heavy Stormtrooper (Twin Shadows) –
Basically, see the comments we made in our first list – they all still apply.
Since you want these guys to provide the
Armor
Corps bonus to nearby Troopers, ignoring the Blast/Cleave keywords is
fantastic (keeps those grunts you’re protecting alive longer).
·
Jet Trooper (Jabba’s Realm) – Same
comments as our first list.
·
Sentry Droid (Heart of the Empire) –
Yes, these guys are great in both offensive and defensive builds. While having
two droids is a great way to also get
Armor
Corps bonuses, the extra health they can get from
Reactive Armor is also helpful in keeping them alive. On offense,
getting a Red-Green attack with
Explosive
Munitions will do a lot more than a Green-Green (both suffer -1 Damage if
you’re using
Multi-Fire).
·
Elite E-Web Engineer (Core) – As
we’ve said in several posts,
E-Webs play defense. Who better to have in a
defensive list, then, than an E-Web! With a static block, you stand ready to
resist a fair bit of punishment (and getting 9 Health with
Reactive Armor certainly helps). The better upgrade (though you can
take both) is
Automated Repairs,
which allows you to turn 2 Surge into healing (recovering 4 Damage in a single
attack). While this is a bit overkill (given that you only have 7 Health – or 9
Health if you have
Reactive Armor as
well), there aren’t too many more threatening units that you could bring to
your list than an E-Web. On offense, getting a Red-Red-Yellow with a static 3
Accuracy (or a Red-Red-Blue with at least 5 Accuracy) is fantastic – and the
static Blast 1 is a nice benefit.
·
AT-ST (Core) – He’s the icon of the
deck – I needed to include him.
J
Here’s a fact:
Pierce
is most effective against units that have more than one defense die.
Sure, someone might get 2-3 Block on a Black die, but half the time they’ll get
0-1 Block and at that point, surging for Pierce 2 (or automatically getting
Pierce 2 as we showed with
Verena and
Murne) just doesn’t do very much.
When your target has 2 Black dice, however, having the ability to surge for
Pierce 2 all but guarantees knocking out one of those die, leaving the rest of
your attack to deal with a single defense die. It’s no wonder that the
high-Pierce characters of the world go charging towards
AT-STs and other such high-defense figures – they can actually do
something against them!
AT-STs not
only benefit from all of the bonuses in this build (though I don’t recommend
Automated Repairs – you want to move
and spend your surge on other things), but they can also roll a Red-Red-Red
with a static Accuracy 3 and Blast 1 (which can turn into Blast 3 if you can
land a single surge) and the ability to reroll one of their attack die. Sure,
you can’t attack people who are adjacent to you, but feel free to move and then
attack once the target is clear of you.
In our next post, we’ll be turning our attention to the
depths of the Dark Side and looking at the Power
of the Dark Side Class deck. While Nemeses
gives us access to powerful villains throughout the campaign, Power of the Dark Side provides static
bonuses to your units that makes them better (and sort of villain-ish). Until
next time, happy gaming!