Imperial Class Cards

By thiagolbahia, in Imperial Assault Campaign

Hello!

I'm Starting a big Campaign, and i can't decide with Imperial Class to go.

Military Might?

Subversive Tactics?

Technological Superiority?

There is one that stands above all?

Thanks in advance!

Subversive Tactics is the strongest deck, but you will drive off your Rebel players with it. Not because they will lose, but because this deck makes them unable to use any of their shiny skills. It's very frustrating to play against so if your Rebel players can't handle that for a full campaign, don't use it.

Military Might is the strongest early game, but tapers off at the end.

Technological Superiority is very strong late campaign, but a bit weak at the beginning.

Have your Rebel players played a campaign already or will this be the first one? Have you played or is this your first one? The reason I ask this is because I feel the Subversive Tactics class is not a good option for beginners. The reason being is because it can really limit the Heroes in what abilities they can use because of how much strain can be dished out. I personally find it to be one of the better class decks but only once everyone is really familiar with how all the rules and mechanics work. I personally find Military Might to be awesome. Im pretty sure the starting card is "Show of Force" which lets any Imperial figure to become focused before an attack (once per round) It also focuses a lot on the Troopers. When I played with that class I just focused on swarming the board with as many troopers as possible (especially after getting the card that allows the be 1 point cheaper, that really makes a difference). I have yet to try Technological Superiority.

Military might is not the strongest deck, but my personal experience is that its *fun. Perfect for the armchair general who wants his stormies to be as mean and tough as stormies are *supposed to be. It gets even better with Twin Shadows, because that adds even more stormie fun (And Kayn Somos, Stormie Commander).

I have a friend who played with the Leadership Deck from Twin Shadows, and it using it to amazing effect, but I've not tried it myself.

Leadership is not bad [i decided to use it at the moment in order to test it]. And the main problem with it is that is gets good around threat level 4+, when it is reasonable to deploy 8 cost units, because then you use the combination of Elite Eweb and Heavy Stormies [plus regular Royal Guards if one of them is already in the mission] to grant Stormies additional activation using Eweb and when it's time to defend and your Stromies are hurt you use them to grant additional activation for the Eweb [using Strategic planning for 2 xp]. Before that you just rely on hordes of regulars. Unfortunately then you have to wait for the 3 xp and then 4 xp for Field General and Lead By Example. And don't forget to use officers once you get the Lead By Example. I thought about getting the Field General before the Strategic Planning, but in my opinion it is slightly better since early in the campaign you get some decent units in you reserves.

Basically if you have a decent group of players against you, you hope for some good rolls and mistakes by the players, because before you get the set you wil loose some missions [in my group I have three players and the additional activation makes it easier for them to both kill of my dudes and rush time limited objectives so I just try to win whatever I can and hope for a good finale].

The main flaw of this class is that you rely heavily upon 3+ open groups, good combination of reserves and threat boosts, since you're going to needs quite some units to pull off combos.

I have a feeling it was meant to be used with basically a lot of Stormies and not much else.

On the side note. Do you have the feeling that the new Leia [if acquired early] makes this class pretty much useless?

Edited by RavendeKruk

I hated playing against Subversive Tactics. Playing with your heroes constantly strained out takes away a lot of the fun. But it probably didn't help that we were playing a 3-hero campaign (and heroes don't get extra endurance the way they get extra health when there are fewer heroes).

If you heroes are new to the game don't play Subversive Tactics. They will not be able to counter that well, if they are experienced its fine and I actually find this to be one of the weaker decks (it's easy to counter if you know what you are doing), our group did the best on story missions and most wins in the campaign against this deck.

Military Might starts off very strong, great for early campaign. The fun in this deck is making your troopers better. If you like stormy's this is your deck.

I love tech superiority, lot of interesting hit and run tactics you can use. The attachments are well rounded and great. I am defensive minded, and I find this deck the best for unit survivability. I had the most fun playing this one of the three, just so many choices with this deck. It also is the best late campaign deck, Experimental Arms will seem weak from the start but will get amazing as more powerful groups come in. Superior Augments makes wounding heroes much easier, and is perfect for hit and run. Overall, I find this one to be the most fun!

I'm interested in the two new decks for Return to Hoth. What are your guy's thoughts on them?

I'm interested in the two new decks for Return to Hoth. What are your guy's thoughts on them?

Precision Strike, the deck is not sexy at all. It will not give you the amazing damage from a roll, it is more of a death by a thousand stings component. Brutal with the generic +1 accuracy and Pierce 1 cards that go to ALL imperial figures. Amazing Sniperesque deck.

Armored Assault, to me this deck is sexy. It is all about your Vehicles, Droids and Heavy Weapons. This deck will give you the brute strength that you want and love to dish out. Make dice turn into reds and turn those into 3 damage showing automatically. You will never want to bring the vanilla Stormtroopers with this deck. Bring the Heavies and with the starting XP card for the deck, roll 2 reds at your enemies at 2 range for free with your regular Heavy Stormtroopers or at 3 with the elites. Probe droids become brutal for only three threat.

I'm interested in the two new decks for Return to Hoth. What are your guy's thoughts on them?

Been playing against Armored Onslaught and have to say, the starting card is amazing, almost as good as Show of Force. The ability to do damage with this deck is very high, allowing Imperials to focus more on wounding. But the other interesting part of this deck versus the other ones is the amount of defensive abilities. Half the deck is survivability cards, and I think I would say this is the highest surviability deck going (although specific to vehicles, droids, and heavy weapons for the most part). I like that this deck encourages you to use different types of units as well.

Armored Onslaught was a lot better than i gave it credit for when initally revealed. It has some pretty damaging skills. Replace a die with red and gain blast 1, remove a red to add 3 dmg, and action to roll a red die, damaging all squares adjacent to it (i loved using officers for this). Reactive armor is pretty great for the +2 health and turning the evade into 2 block. I spent the remaining on the 4xp vehicle skill, which is great in the finale.

I'm only 2 missions into a new campaign with precision training. It is not very exciting as there isnt a lot of interactivity to it but it should be effective. Snowtroopers (which you recieve a lot of in the new campaign) are really good with the reroll attachment. The -dodge skill is pretty great as most of the white die characters dont have a lot of hp. The pierce 1 will be great. I think i will be going for both 4xp skills, setting a die to your choice will be especially effective on the red and yellow die.

CRAP!

Everyone is talking about how good Armored Onslaught is and I started Hoth last night with Precision Strike!

Tell me something to make me feel better now.

Edited by Boba Rick

CRAP!

Everyone is talking about how good Armored Onslaught is and I started Hoth last night with Precision Strike!

Tell me something to make me feel better now.

Tell me about it - I spent the last week studying all the class cards and agenda cards and decided on Precision Strike with several agenda sets that either fit it, or the Hoth theme... Now I'm wondering if I shouldn't go for Armored Onslaught...

I do want to play both - but the group I'm playing with on Sunday are pretty decent players and run circles around me. My other group I need to take my B-game. So I'm wondering if I shouldn't switch and use Precision strike for the other players and Armored Onslaught on Sunday...

Armored Onslaught is flashier but it isn't necessarily better. For example exchanging a blue to a red will net you around +1 damage (tho you will sometimes cause blast damage), whereas the reroll on a group of 3 snowtroopers will achieve at least that, and maybe more.

Also, the 3 damage skills all exhaust whereas the pierce 1 that you get is on all the time. Not to mention the fact that Percision Training has more than 3 skills to increase damage. It is a bit weak on the defense department tho, whereas Armored Onslaught is more diverse.

Damage-wise I think Precision Training is stronger than Armored Onslaught, but it is just not a particular exciting skill deck to play.

Edited by Deadwolf

There's a card that gives all my guys +1 accuracy, all the time. That, combined with the card that let's me shoot through other figures, should be cool.

There's a card that gives all my guys +1 accuracy, all the time. That, combined with the card that let's me shoot through other figures, should be cool.

Yeah, haven't dived completely yet into Precision Training, but there is some serious potential for long range hit and run tactics with that deck. Which, depending on the make up of the Rebels, it could be very effective. Lot of different combo's you can put together with that deck.

I chose precision training as well, and I'm saving up for Assassins or the one that is -1 dodge. Strike force is okay, good for attaching to elite stormies or snowtroopers.

I chose precision training as well, and I'm saving up for Assassins or the one that is -1 dodge. Strike force is okay, good for attaching to elite stormies or snowtroopers.

What way are you thinking of building the deck? I have to admit I am at a loss here, so many options!

I chose precision training as well, and I'm saving up for Assassins or the one that is -1 dodge. Strike force is okay, good for attaching to elite stormies or snowtroopers.

What way are you thinking of building the deck? I have to admit I am at a loss here, so many options!

I trying to compensate my incorrigible dice luck with cards that grant surges or damage or screw with the enemies dice. "You rolled a dodge? Too bad!"

I chose precision training as well, and I'm saving up for Assassins or the one that is -1 dodge. Strike force is okay, good for attaching to elite stormies or snowtroopers.

What way are you thinking of building the deck? I have to admit I am at a loss here, so many options!

For me, my plans are:

Pinpoint Accuracy (-1 Dodge, this is a group dependent decision, the rebel group in my campaign have 2 white die characters)

Find The Weakness (+1 Pierce)

Single-Minded (Set a die instead of reroll)

Assassins (reroll all dice, figure don't block los)

12 xp

That seems like the best to me. Switching out Pinpoint for Sharpshooters is fine.

Edited by Deadwolf

I trying to compensate my incorrigible dice luck with cards that grant surges or damage or screw with the enemies dice. "You rolled a dodge? Too bad!"

Hah, robbing people of their dodge. SO cruel. The celebrations every time the rebels rolled a dodge are funny. To stomp on their fun is so Imperial.

Of course it is only once per game, so you might have to save it for pretty key moments.

Anytime i get to blast Jyn in her smug face is a key moment.

Also, you do not when, if ever, a dodge will be rolled against you again

Edited by Hatting

Of course it is only once per game, so you might have to save it for pretty key moments.

Nice part about it, you get to see your damage potential before deciding to use it. So if your roll was bad anyways, then its like "meh" let them dodge. But if its a super powered Focused eweb roll, well bye bye Jyn's, Maks, and Loku's of the world.

I've got a my first campaign coming up. I like skirmish. Anyway I've got The core set and Twin Shadows. This is also the players first time. The heroes are: Biv.Gideon.Mak. and Fenn. What class deck should I take?