I'm really curious, what are your thoughts for choosing open groups as the imperial player? in the beginning I was really overwhelmed with my choices, but now that I tried almost all deployment cards, they really have individual niches. Some are better for offense, some are great to slow those pesky rebel heroes down and some can hold places on the map like no other.
Officer: I almost always try to include an Officer since his special action Order is incredible for repositioning (especially with vader and E-Web)
Stormtroopers are good standard units, they have a good damage output but they drop like flies (non elite) and have a tendency of being killed with one attack. And if you keep them together and away from these nasty blast and cleave attacks their accuracy is pretty stable if you include rerolls and surges.
Probe droids They are great shooters and have mobile. I haven't really tried to blow them into my heroes face, and I'm not using the technological skill tree, so I mostly skip them
Trandoshan hunters ...those guys really scare my players. Causing Strain on RNG 3 and additional Hit symbols on adjacent combined with lots of hitpoints. Tather expensive but still Great. get them to an isolated hero and see him sweat.
Nexu ...now this little furry guy I mostly use as a wrench to slow the heroes down. Cleave and bleed really makes it hard to ignore him and the white die seems to be a proper imperial citizen and gives me lot of dodge.
E-web Engineer as many people have said on this forum, he's a rainbow machine of doom when focused, but he needs to stay a long way away from the heroes, because he will be focused hard (or ignored if the heroes have the chance). Accuraccy +3 helps with that a lot.
Royal Guard awesome roadblock, good offense, incredible defense. if you can attach additional health to them they get on the hero durability level.
Darth Vader boy, that guy puts a lot of hurt on the table. He's expensive as hell, and you need to "win" him with a mission first, but he either had the effect of terrorizing my players so they completely lose focus on their mission, or - on the contrary - he motivated them to succeed in their objecitves as quickly as possible.
AT-ST cannot enter buildings in the campaign, so he has very limited use. If you get the chance to put him in a path the heroes must take, ideally with a looong corridor between him and heroes...things get messy.
(will continue this post in the evening)
What are your thoughts/experiences?
Edited by derroehre