Empire player Poll: Turn 1 optional deployments?

By Fizz, in Imperial Assault Campaign

At the beginning of a mission, you see the phrase: "Increase Threat by 2 x Threat Level and resolve an Optional Deployment". You are faced with a choice:

A) Instill fear. Spend as much threat as you can and optionally deploy something nasty.

B) Defensive / Offensive posturing. Spend some of the threat and deploy something to make the rebels rethink their opening moves. Bank some for later turns.

C) Keep the element of surprise. Bank all the threat, deploy nothing optionally, and wait until you really need it.

Just curious what you guys do. Me? I'm a solid "C" every time.

Edited by Fizz

Only Imperialed two games so far but I think I like throwing out something cheap and useful early so I can potentially reinforce/recycle it sooner while also distracting the Rebs some more. An officer or a probe (troopers once I have the starting threat).

The more opportunities I have to distract them with cheap stuff the better.

I read that as something that must be done. Which would eliminate option C in my book.

Still, if double the threat gives it to me, I'd gladly spend it all on 2 Royal Guards. Their stun wreaks so much havoc on any mission with a turn limit. I also like to drop a Stormie squad if it gives me to units necessary to clog a hallway. My Rebels love to run, and I love to slow them down.

The only reason I might bank some points is if I have earned Vader and I want to get him on the board. Otherwise, let the rumble start off early and the rebels chips fall where they may.

Option B or C.

B) Throw in a cheap diversion to buy time if the threat level is 4+ Don't necessarily have to engage the rebels. Just force them to move out / slow down.

C) Wait until they are in a perfect spot for an ambush. Deploy high cost nastiness.

I read that as something that must be done. Which would eliminate option C in my book.

Nope, C is completely valid. When resolving an optional deployment you *can deploy*, it does not say *must deploy*. Plus, you know, the word "optional".

"Deployment (Campaign Deployment)", RRG, Page 11

When the Imperial player resolves an optional deployment, for example during the Status Phase, the Imperial player can deploy any Deployment cards from his hand.

The Imperial player may deploy any number of groups during each optional deployment.

Zero is a number. :)

I understand the part about optional deployments, it's the word "and" that changes the meaning of this sentence "Increase Threat by 2 x Threat Level and resolve an Optional Deployment". If resolving an optional deployment was truly optional, the wording should read "Increase Threat 2 x Threat Level and you may resolve an optional deployment".

However, this is contradicted by the phrase in the RRG "The Imperial player may deploy any number of groups during each optional deployment." And you are correct that zero is a number. So I'll retract the first part of my original statement.

However I won't retract the fact that I think buffing up early is generally the way to go. But, last night I came up with a devious strategy that had the Rebels afraid to spread out and thus got beat down hard. I have Vader available as an optional deployment, so I put him in my hand and banked up my points. But after the 3rd round, when I had enough points to deploy Vader, I didn't. Instead, I deployed other units, but made sure I always had enough points to deploy Vader if I needed to. Since the Rebels know that deployment points can change at various times, they didn't want anything less than their full force in case Vader came down. I never even needed to deploy Vader. I finally did on the last round, but just to show them that I wasn't bluffing. I don't know if this will work a second time...

@thestag So did you find that made your Rebels more cautious? They weren't taking risks or were resting more so they weren't over extended if/when Vader appeared?

I think this really depends on the mission and deployment locations. Right now I think 'more, sooner' is the way to go, but that may change as my Rebels get more canny.

The specific mission we were playing was "A Simple Task". It was a side mission with threat level 5, so the Rebels had some good upgrades by then. But we had already played Homecoming and Dark Obsession, so they knew the power of Vader. "A Simple Task" doesn't have a turn limit, so they took their time healing up and keeping together as a group. But all that did was get them in the building quick, then loiter about on my property while I'll took them down. I clogged up the doorways and used the Royal Guard's stun. When there was only one left, that's when I brought out Vader. But on the other side of the map, because I'm mean like that.

But after the 3rd round, when I had enough points to deploy Vader, I didn't. Instead, I deployed other units, but made sure I always had enough points to deploy Vader if I needed to.

Question: how did you manage to keep your units alive? Did you avoid combat? I ask because in our typical mission, if the imperial does not deploy constantly, the map is pretty empty by round 3. Waiting 3 rounds for deploying Vader means that Vader will end up alone, in our game.

For me, its situational. If the units already deployed don't have or need an extra officer; I'll deploy one. But if I see great opportunity to bank the threat and set up an all out ambush later; that has worked really well for me.

Really, its about your play style in relation to the objective. Sometimes deploying extra forces prevents the Rebel scum from a quick and easy victory. Other times, its better to "lay in the weeds" so to speak, and strike when the enemy makes a mistake.

So I would say B or C usually, but there will be times when A is critical to stop the quick win by the wretched filth of the Rebellion.

I like to drop an Eweb ASAP. That was the one unit throughout the whole campaign that my rebel players did their best to avoid. They where also the only unit that would just destroy them every time they got within range.

So in my case: Eweb = Bad News Bears.

@Tauntaun: Like I said before, I don't know if this strategy would always work, but it did for me on "A Simple Task". Since there was no time limit, my Rebels were fighting more than usual, which slowed them down. Plus I kept my starting units moving so they wouldn't die.

The Elite Trandoshan Hunter is nice for the Empire in that mission.

Plus my subversive tactics deck is always being put to good use.

If I can deploy royal guard near troopers I will, it makes it much harder for the rebels to kill the starting troops therefor giving me more options. If I can't afford them and early on I didn't use them* or my starting forces are spread ot/not going to impact the first turn I am more likely to bank it.

* I desided that I wouldn't put anything in the open group that hadn't been seen by the rebel players yet so they would be something new when they showed up, hence no royal guard till I played breaking point as a side mission, meanthat we are near the end but AT-ST and some of the elites haven't seen the table yet, will make replaying more interesting.

Depends on the objective.

For instance, in the mission Hunted, the rebels had to kill a trandoshan who was holding a security key, so for my beginning of mission optional deployment I put two royal guards next to him.

Edited by ICE 0ne

When there was only one left, that's when I brought out Vader. But on the other side of the map, because I'm mean like that.

I think I might be in love with you a little there, thestag. I'm definitely going to keep your strategy in mind as my group progresses.

Depends entirely on what I have on map and what I could deploy later. I almost always have some Royal Guards, so most likely I'll just take the extra threat and hoard it towards sending them out. I might consider deploying something early if it needs time to get into position, like the E-Web.