Hired Guns are they worth it?

By Payens81, in Star Wars: Imperial Assault

I am looking at the Hired guns regular as a possibility in my next campaign.

I usually take the Nexu at the 4 threat range, but I started to look at these guys and I think they will be worth it. Comparatively speaking.. there damage is the middle of the road compared to the Nexu which is awesome. But you get 2 attacks instead of 1 for the group and when they die they get to shoot again which is cool. Plus if the group does not die they are only 2 threat to bring back in so it seems like you can have this endless wave of them.

I am also playing technological superiority so if I equip them with say Arc blasters then it would for the rebels to deal with them or have to worry about getting stunned all the time.

So reaching out to the community has anyone used them before? did you think they were worth the cost or is the Nexu a better way to go?

I think they're actually pretty generally popular. Maybe moreso in skirmish, but they're a nice little unit to have in campaign, for sure.

I use them in campaign all the time. They're not a terrible unit to use as part of a protein wall... they're low cost and they have a speed of 5, so they can get from spawn to where they need to be pretty quickly.

It takes two attacks to defeat them, and they get to attack at least once (and might do pretty well provided there is a target close enough) even when you need to deploy them close to the rebels. Nexu can take two attacks to defeat if it keeps rolling dodges or evade+blocks, but when the heroes level up it doesn't matter that much anymore.

I sometimes use them, sometimes not. I'm slowly tilting to more thematic play, so the mission itself has more influence in which groups I select. There are plenty of choices now.

They're a solid choice, 4 points is easier to get than 6 for Storm Troopers. Often you have no choice but to deploy right in front of the Rebels, who shoot first, so this way you get a shot off at least. Normally you'd prefer to put arc blasters on troopers since the squad has 3, but hired guns are a good second choice with their surges and parting shot.

We just finished a campaign where the Imperial player used Hired Guns in almost every mission. They were a real pain because they always got an attack, no matter what we did...but we'd rather face 2 attacks from them than 4, so we often found ourselves attacking the Hired Guns first, and the Imperial player could use that information to his advantage. They really are a great value for the Imperial player in the campaign...especially early in the campaign. Later on they tend to die in one hit, so they're probably a little bit less effective then, but even in that case they're nice and cheap so they're a nice stop-gap measure to slow the heroes down a bit.

Edited by thereisnotry

They are good, as long as you acknowledge that they are there primarily to die. You're spending threat on a unit that is going to mainly take up actions and get in the way, rather then be a real threat to the Rebels (though class cards could help with that). But they do that job well.

They are very good open group for the 4 or 6 threat you pay. I would normally only take the normal version. Good thing with you playing TS is, that you can take Adaptive Weapons to change die. The normal green-yellow die combo has a range problem. If they snipe them from further away, the parting shot has a high chance to miss. And if you are close you can switch to green-red or green-green for more damage.

I think they are one of the best units you can bring to any given mission in the first half of a campaign (TL = 4 or less), by just spamming them every round. If you have a way to boost their damage output, they can be awesome throughout the entire campaign.

Could be I'm biased since by the finale of my last campaign my hired guns all had pierce 1, +1 accu and sometimes a reroll.

They're great for the fact that they're so cheap and have 5 Speed. They shine in missions where your Imp guys have to move stuff around (like Loku's red mission for example) or missions where you want/need to roadblock a chokepoint to make the Rebs waste time clearing chaff (like Canyon Run for example).