Mak Hero Guide

By CalebML, in Imperial Assault Campaign

Hey guys,

As part of a series I'm doing on my blog on guides for Imperial Assault Heroes in Campaign, I just finished an article on Mak. These guides aren't meant to be definitive ways to play characters or anything, but rather I hope to outline potential abilities, strategies or weaknesses for people to think about when they take a certain hero for a campaign. Let me know what you think!

http://theboardgamereviewer.com/index.php/2016/04/06/imperial-assault-hero-guide-mak-eshkarey/

Just a reminder: DXR-6 cant take mods, so Marksman Barrel cant go on it. So maybe I missed something you're combining it with?

I like some of your tips on Maks abilities.

~D

The Marksman barrel was just a possible option for the E-11 to get more use out of Ambush/Covert early on

I like it! Just a few minor typos that jumped out at me:

Under "Buying Items" - typo on "Diesengageing"

Under "Supply Network". You deplete, so it gives you a free item once per mission - not per round.

Missed a replace of "Gaarkhan" here "So here’s what my ideal upgrade path would look like for Gaarkhan:"

Keep in mind, with the E-11 you actually only have a 1/36 chance that you won't have at least 4 range (if you factor in surges for accuracy, which isn't always ideal).

Basically, the only combo is blue with 2 accuracy/1 damage and green with 1 accuracy/2 damage. Everything else either gives you at least a surge (for the accuracy boost) or enough range.

Now, that's assuming the enemy doesn't roll an evade (surge cancel), but still...

Probably a better attachment for the E11 is the tacticool display as the extra surges are more handy than the range (how often are you more than 4 spaces away in a campaign anyway?). Underbarrel with Mak would also be good as he has easy access to focus so getting 2 surges isn't that difficult (one for +2 damage, one for blast) as well as literally giving him a min range of 4.

Edited by brandothecommando

I would argue that the strain recovery is the more valuable part of execute.

I would argue that the strain recovery is the more valuable part of execute.

That's a good point, I had forgotten about that. I will add it in, thanks!

Keep in mind, with the E-11 you actually only have a 1/36 chance that you won't have at least 4 range (if you factor in surges for accuracy, which isn't always ideal).

Basically, the only combo is blue with 2 accuracy/1 damage and green with 1 accuracy/2 damage. Everything else either gives you at least a surge (for the accuracy boost) or enough range.

Now, that's assuming the enemy doesn't roll an evade (surge cancel), but still...

Probably a better attachment for the E11 is the tacticool display as the extra surges are more handy than the range (how often are you more than 4 spaces away in a campaign anyway?). Underbarrel with Mak would also be good as he has easy access to focus so getting 2 surges isn't that difficult (one for +2 damage, one for blast) as well as literally giving him a min range of 4.

Thanks for the thoughts, I admit that the items and attachments is the part I felt the least confident about when writing. I will go back and edit these with some other ideas, thanks!

I also didn't mention how much I enjoyed all of your articles on the heroes. They're very well written, with excellent pacing, informative (and informed) opinions/suggestions, and an interesting perspective on the game. Well done! My only complaint is there isn't one for every hero yet! Looking forward to seeing your future ones!

The Marksman barrel was just a possible option for the E-11 to get more use out of Ambush/Covert early on

Thats legit, I would just recommend breaking that down. The flow of the sentence seems to want to combine that with the DXR. :)

Look forward to your next one(s)!

~D

I fundamentally disagree with your assessment of Decoy. No Escape is only valuable against high health targets, since the majority of the time, Mak will be attacking with Ambush. Whereas Decoy allows you to perform a free Disengage, and a focused attack against *ANY* legal target (not just the attacker, or the same target you just hit in the case of No Escape) and causes the original attack targeting Mak to miss, outside of his activation. This miss/move/one attack can easily turn the tide of a game and foil the imperial player's plans when used correctly. Yes, it does have the deplete cost, but it also has no strain cost. Yes, the deplete cost is expensive, but in skilled hands, Decoy can turn a game around.

Your article completely ignored attributes. Mak has the BEST attributes (Skilled/Skilled/Talented), above all other heroes in the game (Gideon is the same, but Gideon tends to stay back issuing orders, not taking attribute tests himself). when comparing him to Loku who has the WORST (Unskilled/Talented/Unskilled) attributes in the game.

Edited by Fizz

While I agree that Decoy is a good skill, the deplete makes it a no-go for me. How many times can you really use it during a campaign? 3-4?

As opposed to the number of times you will actually use "No Escape" and have it resolve to a similar effect? I'd say it's a wash. People fear "deplete" too much.

I don't know. I could see you use No Escape several times each mission against big targets.

I built a really interesting version of Mak, getting Decoy, No Escape, Jeswandi Training, and Supply Network. And I have to say, Decoy single handily won us 2 missions as the imperial tried super hard to wound Mak as the last hero needed to be wounded. The fact that the attack misses is just great. I really really enjoyed using it. If you blitz the skill, you can use it for 6 to 7 missions of the campaign. I agree its a great level 4 value. It can be a mission changer, and seeing that play out has made me enjoy the skill even more.

How many times does General Weiss, any other AT-ST or Vader show up (or RGC)?

Those are your No Escape uses.

Decoy's drawback to me is three fold.

1) Deplete, obviously. I agree that people are too scared of it though. Most missions Mak will only have 5-7 turns anyway. How many times would you realistically expect to use No Escape in a single mission?

2) Mak is usually not in a position to be attacked because he's taking advantage of Covert. These abilities (and Disengage) work against one another to an extent.

3) If the IP knows you still have Decoy in your back pocket why even set up a scenario where it can be used unless wounding each hero is your only path to victory? This is the bigger problem than Deplete to me.

Edited by TheRedSon

How many times does General Weiss, any other AT-ST or Vader show up (or RGC)?

Those are your No Escape uses.

Royal Guards

eRoyal Guards

eStormtroopers with Assault Armour

eE-Web Engineer

eTrandoshan Hunter

And if you will overkill the figure with No Escape, you can afford to use 1 surge to relieve strain essentially making the skill 1 strain for 1 Focused attack per round.

How many times does General Weiss, any other AT-ST or Vader show up (or RGC)?

Those are your No Escape uses.

No Escape also works for:

Royal Guards

eRoyal Guards

eStormtroopers with Assault Armour

eE-Web Engineer

eTrandoshan Hunter

And if you will overkill the figure with No Escape, you can afford to use 1 surge to relieve strain essentially making the skill 1 strain for 1 Focused attack per round.

We're just past halfway through Hoth and my Mak right now has a 280 with plasma cell and tac display and with the focus he usually gives himself or Diala can give him. He'll be one-shotting most of your examples. A typical shot will be 7 pierce 3. At this point the Imperial's best play is to put lots of cheap units on the board that Mak will massively overkill, rather than expensive units that he will one-shot. Or a Bantha, because screw you "Mr. Pierce!" But getting a Bantha to Hoth can be difficult.

How many times does General Weiss, any other AT-ST or Vader show up (or RGC)?

Those are your No Escape uses.

No Escape also works for:

Royal Guards

eRoyal Guards

eStormtroopers with Assault Armour

eE-Web Engineer

eTrandoshan Hunter

And if you will overkill the figure with No Escape, you can afford to use 1 surge to relieve strain essentially making the skill 1 strain for 1 Focused attack per round.

We're just past halfway through Hoth and my Mak right now has a 280 with plasma cell and tac display and with the focus he usually gives himself or Diala can give him. He'll be one-shotting most of your examples. A typical shot will be 7 pierce 3. At this point the Imperial's best play is to put lots of cheap units on the board that Mak will massively overkill, rather than expensive units that he will one-shot. Or a Bantha, because screw you "Mr. Pierce!" But getting a Bantha to Hoth can be difficult.

Green max damage is 2 (3 sides).

Blue max damage is 2 (2 sides).

You have a surge for +2 damage.

You have a surge for +1 damage.

You have passive Pierce 1.

You need a surge or Ambush for another Pierce 2.

How is 7 damage + pierce 3 your average? At minimum you need 4 damage and 2 surges. There is no dice combination that gives that result even with Tactical Display much less it being the average.

Sure you can be Focused on your first attack allowing you to dish out that much damage. But No Escape basically allows you to duplicate that for your second action for the likely cost of only 1 strain, helping you take out that second eStormtrooper or eRoyal Guard in the same activation.

How is 7 damage + pierce 3 your average? At minimum you need 4 damage and 2 surges. There is no dice combination that gives that result even with Tactical Display much less it being the average.

2 green + blue + tac display + plasma cell + ambush can give 8 pierce 3, there are lots of dice combinations that give 7 pierce 3. In my case I also have Diala giving rerolls.

No Escape has to be the same target, so, if you are having problems taking out 1 eTrooper, you aren't likely to get 2. No Escape is an okay card, but Decoy is better and Mak can't afford to take both 4 point cards.

2 green + blue + tac display + plasma cell + ambush can give 8 pierce 3, there are lots of dice combinations that give 7 pierce 3. In my case I also have Diala giving rerolls.

No Escape has to be the same target, so, if you are having problems taking out 1 eTrooper, you aren't likely to get 2. No Escape is an okay card, but Decoy is better and Mak can't afford to take both 4 point cards.

Sure you can be Focused on your first attack allowing you to dish out that much damage. But No Escape basically allows you to duplicate that for your second action for the likely cost of only 1 strain, helping you take out that second eStormtrooper or eRoyal Guard in the same activation.

in the same activation.

If being Focused and using Tactical Display is the average attack for your Mak (ie. your Mak only attacks 1-2 times per round) then your group plays Mak very differently from my group. In my group Mak attacks on average 3-5 times per round thanks to No Escape and Gideon. So the average attack excluding No Escape is the non-focused one.

As a result, hefty Imperial figures aren't that imposing and smaller figures get cleared out by Garkhan cleaving or Diala using Way of the Sarlacc. The Imperial player (using Military Might) is actually in a bit of a bind due to their attack efficiency. It frees up a lot of the team's other actions to be on completing the mission.

How is 7 damage + pierce 3 your average? At minimum you need 4 damage and 2 surges. There is no dice combination that gives that result even with Tactical Display much less it being the average.

2 green + blue + tac display + plasma cell + ambush can give 8 pierce 3, there are lots of dice combinations that give 7 pierce 3. In my case I also have Diala giving rerolls.

No Escape has to be the same target, so, if you are having problems taking out 1 eTrooper, you aren't likely to get 2. No Escape is an okay card, but Decoy is better and Mak can't afford to take both 4 point cards.

I disagree, made a very good build against ST deck with Mak. Jeswandi, Decoy, No Escape, Supply Network. Played out great against that deck, Decoy single handily won the Rebels 2 missions.