Potential errata for Imperial Industry

By Tvboy, in Imperial Assault Campaign

So I'm playing a Hoth campaign with some friends, and I am begrudgingly playing as the Empire. I managed to obtain Imperial Industry after the second side mission, and I think I broke the game. In combination with Fire at Will, Final Blast, Find the Weak Point and other stun units available to me like Sorin, Dengar and the Royal Guards, it's gotten pretty sad for the rebels, to the point where I'm now not even wanting to use the card just to keep the missions interesting for myself.

I'm thinking a possible fix for this card would be very simple and still maintain its effectiveness. Just replace the first sentence of the card with:

"Exhaust this card while attacking to gain the following:..."

Basically make it only apply to one attack out of a group so you can only stun 1 rebel per turn instead of 2-3. Thoughts?

I think Imperial Industry is widely regarded as the best reward card the Imperials can get.

That being said, a lot of heroes (and some items) have abilities that let them remove Harmful Conditions or add Evades to their defense, both of which would help in this case. Stuns are very bad for the Rebels, and they should be doing everything they can to avoid being stunned.

I think Imperial Industry is widely regarded as the best reward card the Imperials can get.

No, it's regarded as the most stupidly broken thing in the game and I don't use it. The campaign is over as soon as Imperials get it because the Rebels lose every single mission afterwards unless you very intentionally and very obviously throw the game for them. Changing it to an exhaust might be reasonable but I'll just continue to not take that Agenda again and have another campaign ruined completely.

I was putting it on my regular storm troopers and using them just as stun bots, it was horrible. I could bog an entire mission down in the first few turns. So like Union I just stopped using it, or would pull it out if they were doing really good in a mission just to slow them down a bit. I think the worst part about it is that they actually chose to do the mission to try and prevent me from attaining it and I was able to stop them from getting even the first door down. Not only is the card broken, but so is the mission to get it.

We are running Twin Shadows next so at least there they will be safe from it. I think in the future I will just try for a different reward instead.

For those of us who don't have all the campaign cards memorized, here's a picture:

Imperial_Industry.png

I disagree with your assessments. It is definitely a powerful card, and stun is absolutely annoying,but you can build your hero group so that it has less of an impact. like gaarkan with wookie fortitude, have him charge up front, and have weaker heroes stay behind. If the imperials choose to focus fire, they'll only stun one hero, but if they stun each hero, then their attacks only slow down the heroes, but do no significant damage. Additionally, in my experience, it does next to nothing when the mission isn't very time dependent.

Yes, it's quite good, but not unstoppable. It's also best on figures with high surge results, which tend to have a lower number of figures per group and so make it less efficient. So you can use it to turn troopers into stunbots, but they won't get the full benefit from it.

I had this on elite Storm Troopers as well as Assault Armor and Combat Veterans. And I had Shock Troopers as well for that extra surge on each attack.

They were unstopable, you need to do 9 damage per ST basically (as they have a built in block with combat veterans and it would take two attacks to get their 7 HP down to 0). Or 27+ damage in one round to take out the entire troop, otherwise I just re enforce. And if you only manage to kill 1, the other one becomes stronger and I still re enforce.

With the built in surge and damage and the re roll ability I was generally doing 6 damage per attack (green 2 damage, blue 1 damage 1 surge, surge converted to 2 damage, built in damage from combat veterans) + stun, or 18 damage per activation + 3 stuns.

I would say on average 2/3 stuns landed especially if I focused black die defenders (re roll doesn't always work, and there is a chance for evade), and the damage was generally mitigated down to 10-12 after defense rolls and items/abilities used. So now I've done 10 damage in that activation and stunned 2 of the heroes, or decreased their total number of actions that round by 25%. Now it really is a lot of XP to throw on to one deployment card, but I never found it to be a waste and I actually found to keep it fair that I either had to spread the cards out, or switching it to regular Stormies helped to make it easier for them to kill them/mitigate the turns.

Because not only are these Death Troopers unloading on them, but I also obviously have other troops on the board they need to worry about. And the fact it was so hard to drop one of these Stormies usually meant I had a surplus of threat to drop more troops out there. I found always keeping a Nexu or Probe Droid on the board is a great combination with any multi unit as it draws their attention away to the single unit activation.

Edited by FrogTrigger

Yes, it's quite good, but not unstoppable. It's also best on figures with high surge results, which tend to have a lower number of figures per group and so make it less efficient. So you can use it to turn troopers into stunbots, but they won't get the full benefit from it.

No, blue + green + reroll x3 troopers who don't have good things to use surges on in the first place IS your best option. Stick whatever bonus damage attachment you've gotten from your deck, or just benefit from universal pierce +1 of superiority and the squad is utterly ridiculous 2 point stunning monsters. You're pretty much guaranteed to stun 2 Rebels/turn with it. Getting this card is auto-win the campaign, there is no point in playing it out. Over the course of 6 rounds you'll cost the Rebels 12 actions, they'll be nowhere close to the objective and you'll have so many units on the board that haven't been killed due to all those lost actions it's ridiculous.

I disagree with your assessments. It is definitely a powerful card, and stun is absolutely annoying,but you can build your hero group so that it has less of an impact. like gaarkan with wookie fortitude, have him charge up front, and have weaker heroes stay behind. If the imperials choose to focus fire, they'll only stun one hero, but if they stun each hero, then their attacks only slow down the heroes, but do no significant damage. Additionally, in my experience, it does next to nothing when the mission isn't very time dependent.

In my hero's defense they are prioritizing things like Shake it Off on Biv to remove stun and Verena has duck and weave but Gideon and Saska don't really have an answer and Gideon is hosed pretty hard when his friends are getting stunned. Slowing the heroes down means it's taking them more turns to win which means you have more turns to shoot that them which means more damage in the long run. Also stun doesn't just slow the heroes down, it stops them from double attacking, which means Imperial troops survive longer to attack more often.

Yes, it's quite good, but not unstoppable. It's also best on figures with high surge results, which tend to have a lower number of figures per group and so make it less efficient. So you can use it to turn troopers into stunbots, but they won't get the full benefit from it.

Troopers with their re-roll ability are great at rolling surges, the green die had 3/6 surge sides and the blue has 2/6. I've found elite troopers to be the best carriers for it.

I'm not saying that it's not good to put it on Troopers - I'm just saying that you're basically only using it for the stun. If you put it on someone like an Imperial officer, you would give them better things to spend their surges on, but of course that would be a waste too because you're only getting it on one figure. The ideal candidate for it would be a durable, 3-figure group that roles a high number of surges but doesn't have a lot of surge abilities to use already. Then they could use several of the surge abilities, not just the stun.

Edited by Stompburger

I'm not saying that it's not good to put it on Troopers - I'm just saying that you're basically only using it for the stun. If you put it on someone like an Imperial officer, you would give them better things to spend their surges on, but of course that would be a waste too because you're only getting it on one figure. The ideal candidate for it would be a durable, 3-figure group that roles a high number of surges but doesn't have a lot of surge abilities to use already. Then they could use several of the surge abilities, not just the stun.

Yeah, I think you could take all of the other abilities off the card and leave the stun and it would be just as much of a problem. Removing a rebel action is almost always going to be worth more than 1 damage, 2 recover, or 2 movement points.

Seems the common agreement is that it's best to just leave the Imperial Industry agenda deck in the box, which I will probably do in the future, but I already included it and spent 3 influence on the card so I guess I'm SOL and will have to neuter it or leave it in the box.

I'm not saying that it's not good to put it on Troopers - I'm just saying that you're basically only using it for the stun. If you put it on someone like an Imperial officer, you would give them better things to spend their surges on, but of course that would be a waste too because you're only getting it on one figure. The ideal candidate for it would be a durable, 3-figure group that roles a high number of surges but doesn't have a lot of surge abilities to use already. Then they could use several of the surge abilities, not just the stun.

Yeah, I think you could take all of the other abilities off the card and leave the stun and it would be just as much of a problem. Removing a rebel action is almost always going to be worth more than 1 damage, 2 recover, or 2 movement points.

Seems the common agreement is that it's best to just leave the Imperial Industry agenda deck in the box, which I will probably do in the future, but I already included it and spent 3 influence on the card so I guess I'm SOL and will have to neuter it or leave it in the box.

Probably the worst thing is you can start pouncing in Nexu or bringing on Trandoshans to start stacking bleeds on top of the stuns. You'll have to watch out for players hurling dice at you at that point.

Seems the common agreement is that it's best to just leave the Imperial Industry agenda deck in the box, which I will probably do in the future, but I already included it and spent 3 influence on the card so I guess I'm SOL and will have to neuter it or leave it in the box.

Why not "sell" it back and use that influence to buy another card(s)? I can't imagine your Rebels would have an issue with that. If they do, then make sure to show them the fire power of a fully operational battlestation Imperial Industry card. After that mission is over, ask them again if they would like to let you swap that influence around.

EDIT: Changed xp to influence thanks to Stompburger. :-)

Edited by thestag

Seems the common agreement is that it's best to just leave the Imperial Industry agenda deck in the box, which I will probably do in the future, but I already included it and spent 3 influence on the card so I guess I'm SOL and will have to neuter it or leave it in the box.

Why not "sell" it back and use that 3xp to buy another card(s)? I can't imagine your Rebels would have an issue with that. If they do, then make sure to those them the fire power of a fully operational battlestation Imperial Industry card. After that mission is over, ask them again if they would like to let you swap those 3xp around.

*Influence

*Influence

Thanks Stomp. I've edited the post to reflect your note.

No problem. Makes a big difference; though actually I'd probably take Imperial industry over any 3XP card :D

I'm about to start playing with Imperial Industry; we'll see how they deal with it. If it's causing too much of a problem we might have to negotiate...