Which Imperial Class?

By Budgernaut, in Star Wars: Imperial Assault

I plan on starting a campaign next week, but am still undecided about my Imperial Class. By theme alone, I've been leaning toward Subversive Tactics, but now that I've had a chance to read through it, I'm a little concerned. It seems to really shut down heroes' abilities by giving them extra strain and cancelling surges. It seems to try to goad heroes into Resting and then punishing them for it. My concern is that this class basically tries to remove special abilities from the heroes which will make them feel less heroic and might take some of the fun away for my Rebel players. I was wondering if others have thoughts on this, whether from experience or theory.

Also, if you're so inclined, feel free to post which class you will play and why.

I was undecided after reading them all too, so I just pulled one out at random and got the Military Might (or whatever it's called) deck.

I used the starting card on that one to amazing effect on my E-Web, and plan on using it on Vader when he finally arrives. Mwahahahaaa!

Edited by Space Monkey

I also started with a random class, technological superiority.

It took a while for me to warm to it but after getting half way through the campaign I quite like it.

My troops can swap and one combat dice for a dice of my choice and my droids can heal/focus adjacent figures.

how many class exist in core for imperial player ? (i'am french and i don't have the game ^^)

3 at the moment

can i have a descripton of this class ?

Subversive Tactics -- contains class cards that cancel surges, add strain to heroes, and punish heroes for resting.

Military Might -- powers up your troopers and basically increases offense. Its starting class card seems the best to me.

Technological Superiority -- has lots of attachments and things to improve your figure, like Cloaking Devices, Arc Blasters (think Dark Trooper from Battlefront II), and Jet Packs. As mentioned above, there is also a card that lets your Probe Droids heal.

On first impression, I'd say Subversive Tactics is a control style of play, Military Might is agro, and Technological Superiority sits in the middle. All three have a very tight theme, I'd say. They all look fun.

I took Technological Superiority because..."Jetpacks".

(Extra abilities and attachments are also more fun than shutting down and frustrating heroes with Subversive Tactics, and Military Might seemed less interesting, but is probably also a good choice).

At the last minute, I decided on Technolgical Superiority over Subversive Tactics. We played four missions before they had to leave and I won three of them. The last one was fun for me. We played Vader's Obsession which allows troopers adjacent to Vader to be the target instead of Vader. I had just purchased Cloaking Device before that mission so I put it on the elite Stormtroopers escorting Vader which made them pretty tough to kill (the added white die earned them some Dodge results). I also put Experimental Arms on the elite Royal Guards so they could be more likely to Stun the heroes. It worked brilliantly. I quite like Technological Superiority now.

Edited by Budgernaut

I went with might. Why? Because there is nothing more cinimatic than hordes of storm troopers swarming the rebels. That is what I was hoping for and that is exactly how it played out. After a couple of upgrades they were ripping rebel scum to shreds!

im going with might when we start our 2 man IA story :) nowt say die rebels like extra attacks

I'm a Stormtrooper fanatic so Military Might all the way for me. It benefits Stormtrooper most directly.

Yep, I've been abusing military might as well.

Elite stormtroopers + show of force for one figure + that agenda card that allows troopers to attack twice + assault armor attachment = "Holy hell, I'd rather deal with Vader again." (Rebel Scum Friend, 2014)

Edited by Armandhammer

Actually, technological superiority also seems quite potent on Stormtroopers :

Some attachments (cloak, jetpacks?) are Stormtroopers only, and they can leverage the adaptative weaponry quite well with their reroll ability.

I like the idea of turning them into Darktroopers with cloak + atc blasters or whatever the blast card is called.

Im also going to avoid suverdive tactkcs. Playong against control is never fun

I'm using Military Might in the campaign with kiddos and using Subversive Tactics in the campaign with my hard core gamer friends.

Savage weaponry on troopers is surprisingly deadly, especially for only 1 xp. But I could also tell that my Rebels very much did not like bleeding all the time.

Went with MM for the first outing. I just relish the idea of sending waves of Stormtroopers at Rebel scum with non-stop blaster fire light shows. Definitely love having that Focused on hand, puts a little fear in my Rebel players when they see the extra green die coming from a trooper with his 'buddy reroll' at the ready.

Looks like I'm the first to chime in to say I went with Subversive Tactics and both my wife and son hate me for it. Not only could I cancel out surges, make them gain strain (or later deal 1 damage per strain on target up to max of 3) or to interrupt when they try to rest.

I played that up to the last campaign mission and we need to get back to that sometime soon. Honestly, it was a LOT of fun but I love crowd control in games and hence my wife and son both knew that and were afraid of what it would do in the game. They really, really, hated that class and thought I played it well.

My next one will be Military Might, I believe, before the son will be running our next campaign I believe.

I can tell you military might is a fun deck.

The starting card (or one of the cheap ones) allows you to focus a unit once per turn when they attack. This really makes every unit dangerous and forces the heroes to really decide if they should sneak by a lone unit or not.

military might is what i choose to start, i haven't read through all the campaign rules yet, so we only get to choose 1 class for the whole campaign?