Technological Support Builds??

By jomayo112, in Imperial Assault Campaign

I've read a lot about how TS gets more powerful as the game goes on. We are currently 6 missions in, last night finishing up Fly Solo and then Dark Obsession I had put into play. I am really struggling with TS deck, not that I think its weak, I am just having trouble finding ways to combo the skills/attachments with groups and find some ways to really exploit the Heroes.

I am at 8 XP points and I have purchased Technical Support and Cloaking Device thus far. I have really really debated on which level 4 to go with. Adaptive weapons sounds great but still leaves you up to the die roll. I really like the idea of Superior Augments and making my team a "hit and run" style squad. Also unsure on if Arc Blasters is worth it. Anyways wondering what builds Imp players have made with TS, and what has been the most effective for them.

I would get Superior Augments next, then Jetpacks since it's so cheap. If you get the XP, I'd save up for Arc blasters afterward since it's the last augment (and it can be useful, depending on which heroes you're up against). Having multiple squads with increased speed and damage is absolutely amazing. In fact, I actually stopped using it in my campaign because it was too rough on the rebels.

I thought adaptive weapons would be great, but after trying it for a mission or two I realized that a lot of the figures already use the dice that I would want them to have.

Cloaking Devices and Arc Blasters are both really great at denying action for the rebels.

Something worth keeping in mind is that Cloaking Devices are less useful when the rebel heroes team includes Diala and Mak who can both remove white defence dice.

Edited by DEBO

Yeah, but those actions are pretty costly and will keep them from using strain on other stuff. Making them spend 2str just to ignore a single white die while still leaving the black one, if it is on aan elite trooper, it might not even be enough to kill him.

I thought adaptive weapons would be great, but after trying it for a mission or two I realized that a lot of the figures already use the dice that I would want them to have.

I disagree.

-Probe droids are flat-out deadly with Adaptive weapons (BRY w/ reroll to avoid Red 1 is 2.4 dmg vs 0.7 dmg Yellow)

-Stormtroopers rolling RG from close-range with their re-roll ability are much deadlier (high potential for 4/5/6 damage repeatedly)

-Trandoshans, same as above (Blue is 1.16 dmg vs red 2.33). With scattergun you're attacking adjacent anyway.

-E-Webs are harder to attack being able to roll BRR (they have +3 accuracy anyway)

Trading surges for raw damage is really good at taking down those pesky white dice weak characters quickly.

Adaptive weapons makes it extremely hard for the rebels to assault a defended position (most missions are the Rebels assaulting). As the Rebels advance, the Imperials hit much harder.

Edited by jnad83

Im playing tech superiority at the moment.

I grabbed Adaptive weapons and Tech support right away. have a squad of stormies with a probe droid guardian is pretty neat. heals them, and can give focus. then adaptive weapons damage. the rebels always run.

Im playing tech superiority at the moment.

I grabbed Adaptive weapons and Tech support right away. have a squad of stormies with a probe droid guardian is pretty neat. heals them, and can give focus. then adaptive weapons damage. the rebels always run.

Yeah, Adaptive weapons really increases the punch of the cheap peon characters that have crappy surge bonuses. Even Imperial Officers become dangerous for 2 threat (Blue/Red or RGY/BRG if Focused).

Being able to flood the board with cheap characters is always a valid strategy. If you can make them more deadly, that's huge.

Since cancel surge is a high probability on white dice (or dodge), just doing raw unmitigated damage is always best.

The biggest thing is, you're always utilizing it (the % utilization is high). With Jetpacks yeah, there might be a mission or two where it comes in handy (necessary, even), but Adaptive Weapons can be used on everything. There's no character that's ideal for every situation.

Even Darth Vader can be made better with Red/Red/Red against white dice characters. Chance to one hit kill Jyn? Yes, please.

Edited by jnad83

Adaptive Weapons is superb IMO. I found myself using it on pretty much every attack roll (usually for damage, occasionally for range).

Think of it like this: if each time you use it, it gives you just one more damage... and if you attack just three times per turn... and a game lasts just six turns... that's 18 more damage in total, or nearly two more Wounded heroes (or force them to spend way more actions healing to avoid being Wounded). That could easily be the difference between winning and losing.

The rest of the Technological Superiority deck is pretty lacklustre TBH (Jetpack was useful maybe twice... the rest of the time I'd use it just because I could, not because it was actually useful) but Adaptive Weapons is an absolute winner.

The rest of the Technological Superiority deck is pretty lacklustre TBH (Jetpack was useful maybe twice... the rest of the time I'd use it just because I could, not because it was actually useful) but Adaptive Weapons is an absolute winner.

Tech Support is a pretty awesome card. Added with Adaptive Weapons it makes Probe Droids almost mandatory for every mission.

Adaptive Weapons makes them offensive powerhouses and Tech Support lets them heal those special Reserve characters... Black Dice makes them not entirely squishy.

Cloaking Device is pretty nice too. It's more psychological. As rebels, we tend to avoid the ST group that has Cloaking Device since they're harder to kill ("wasted actions"). It's quite demoralizing when it gets put on Elite STs.

Arc Blasters is quite nice for the Stun ability, but that depends what characters you're playing against. Keep in mind you do the rolls for "each figure that suffered damage". So it stacks with the bottom ability, which has Surge: +1, Blast 1. So anyone that took Blast Damage rolls for Stun. Suddenly Red/Green on STs is looking pretty darn nice.

Basically you severely penalize any adjacency tactics or bonuses the rebels use and disrupt their strategy. Even Blue/Green strength rolls only have a 2/3rd chance of passing.

Edited by jnad83

Sorry for bumping an old post...

We're in the middle of a Hoth campaign and we're finding that Technical Support is a hard card for the Rebels to manage. On any map with a "boss," it's hard for the Rebels to do damage to it that outpaces the healing, especially if there's a probe droid or two in any open groups. It's easy to get a full compliment of droids, which means we're either chasing droids to prevent healing or having any damage we do to a boss negated by the healing.

Any suggestions?

Sorry for bumping an old post...

We're in the middle of a Hoth campaign and we're finding that Technical Support is a hard card for the Rebels to manage. On any map with a "boss," it's hard for the Rebels to do damage to it that outpaces the healing, especially if there's a probe droid or two in any open groups. It's easy to get a full compliment of droids, which means we're either chasing droids to prevent healing or having any damage we do to a boss negated by the healing.

Any suggestions?

3 droids could heal a whole 9 points in a round. A Rebel team mid Hoth should be easily able to do well over 20 damage through defences in a round on anything but maybe Vader/Fett/Weiss. I'd suspect your team's damage is FAR lower than it should be for some reason. Technical Support is at best a nice spoiler to cost the Rebels an extra action occasionally to get something killed, it is nothing close to being able to prevent the Rebels from killng something they want dead.

Edited by Union

3 droids could heal a whole 9 points in a round. A Rebel team mid Hoth should be easily able to do well over 20 damage through defences in a round on anything but maybe Vader/Fett/Weiss. I'd suspect your team's damage is FAR lower than it should be for some reason. Technical Support is at best a nice spoiler to cost the Rebels an extra action occasionally to get something killed, it is nothing close to being able to prevent the Rebels from killng something they want dead.

We've gone... 2/5 I think, so we're not flush with cash.

It was a combination of some poor strategizing on our part and the Imps meat walling the target behind other units. We couldn't reliably get to him to do more than about 10 damage on a turn. But he brought out HKs during the last round, too, and it seems like having 3 - 5 units on the board that can keep a target healthy would be hard to overcome.