Technological Superiority Build

By Eyfrosyne, in Imperial Assault Campaign

I would like to try Tech Superiority in Base campaign (but with Agenda cards, Deployment cards, etc..from every expansions).

I have never played it, but read often that it is a really weak deck. Is that true?

Any advice for a good build?

Rush for adaptive weapon?

Or try to use as many attachment as possibile?

Is it possibile to use against good rebel player?

Thank you very much!

I have played Experimental Arms (0 XP), Technical Support (1 XP), Cloaking Device (3 XP), Arc Blasters (3 XP), Superior Augments (4 XP), in that order. Fill with Jetpacks (1XP). (Now that we have Jet Troopers, Jetpacks would be only for getting an attachment.)

Cloaking Device is great in early-mid game to protect even a group of regular Stormtroopers.

If the heroes have easy sources of focused, Arc Blasters is great in stripping focused from them.

Technical Support for +1 Speed for Droids will make them perform quite well, and with a bit of planning the action can also be used to give focused or let the figure the rebels want dead recover damage.

Superior Augments becomes more superior if you win an attachment as a reward. So, you benefit if you plan your agenda set accordingly. Then you would probably also get Superior Augments earlier.

The other build is centered around Adaptive Weapons - and you probably want to rush it. Cloaking Device will probably be the top pick with it and Technical Support will be equally usable.

I played it in my very first campaign. It was a blast... and arc blast to be more specific. When you have arc blasters and cloaking device on a group of storms they become super effective combat units, and having superior augments is icing on the cake. The deck is a little bit of a slow starter as your first upgrade makes you lose health, but once you get other upgrades it really starts to roll.

Technical Support for +1 Speed for Droids will make them perform quite well, and with a bit of planning the action can also be used to give focused or let the figure the rebels want dead recover damage.

It seems to me that Tech Superiority isn't neccasarily weaker than other class decks, but it's less straight forward than the other core set options, and probably punishes bad picks more than something like Military Might. Which means people are more likely to rate it poorly. I'd say you will be fine, with the caveat that it is a slow starter. Experimental Arms doesn't even come close to Show of Force (What does?) and you'll need some time to get your class cards together, and to get into the late game missions with better units/more threat to play with.

Thank you all for the advices!

I have played Experimental Arms (0 XP), Technical Support (1 XP), Cloaking Device (3 XP), Arc Blasters (3 XP), Superior Augments (4 XP), in that order. Fill with Jetpacks (1XP). (Now that we have Jet Troopers, Jetpacks would be only for getting an attachment.)

Cloaking Device is great in early-mid game to protect even a group of regular Stormtroopers.

If the heroes have easy sources of focused, Arc Blasters is great in stripping focused from them.

Technical Support for +1 Speed for Droids will make them perform quite well, and with a bit of planning the action can also be used to give focused or let the figure the rebels want dead recover damage.

Superior Augments becomes more superior if you win an attachment as a reward. So, you benefit if you plan your agenda set accordingly. Then you would probably also get Superior Augments earlier.

The other build is centered around Adaptive Weapons - and you probably want to rush it. Cloaking Device will probably be the top pick with it and Technical Support will be equally usable.

:)

Military might focus on troopers in open group, ST on trandoshian. with Tech superiority what are the beat open group? H-K? Elite probe droid? Villains?

Edited by Eyfrosyne

I have not played with Adaptive Weapons, so I can't comment on the effectiveness. I would try Hired Guns in open groups with it.

Thanks!

Hired gun with Arc Blaster, Stormtrooper with Cloaking Device, and Focused HKs could work well I think.

Rebels are going to make a "white dice only" group. I don't know if it's a good news or a bad one :D

Edited by Eyfrosyne

Thanks!

Hired gun with Arc Blaster, Stormtrooper with Cloaking Device, and Focused HKs could work well I think.

Rebels are going to make a "white dice only" group. I don't know if it's a good news or a bad one :D

It should be a good news. Just get the Inquisitor though, if you expect a few white dice :)

the eISBs are pretty good too.

For a mission like Fly solo, is it better to choose Cloaking Device or Arc Blasters?

Arc blaster seems too strong, maybe I am wrong, but hired gun with arc blaster, can permastun hero with blue dice.

To comment on the Adaptive Weapon Build:

Depends on the heroes you play against. You need troops on the ground for getting the fun going. Fenn, Gideon and/or big cleaver can be a big obstacle. In my actual campaign against Murne and 3 white dice heroes, it works very well. You can replace 1 die when Murne is misusing your troops and can go for a red die against white die for better damage, because the white is canceling surges very well. And it is very entertaining how well even officers and hired guns can perform (even in the later stages of the campaign).

Build would be: Tech Support > Adaptive Weapons > Cloaking Device > Arc Blaster > xxxx

Arc Blaster and Hired Guns are a very good combo. Especially with Exp. Arms., which maybe can let you take a double shot.

Last words: White die only group sounds like a real good setup for Adaptive Weapons.

I really like Technical Support. On missions with a boss having a bunch of probe droids that cal heal it are great. Also you can have your HK droids healing your boss but HK droids acting as medical droids is not very thematic

I used it in my first campaign, and honestly didn't really get much out of it- but that could've just been because of a lack of experience. I'm using Military Might now, and it took me a little bit to really understand the synergy I'd need, and the first half of this campaign was Rebel victory after victory. Now that I have a better handle on my class, I'm really starting to bring the pain. I'd like to give TS a try again sometime.

Thanks all for the advices! We have played first 4 missions.

At the moment it seems weak, starting ability would work great in expensive unit like Royal guard (impossibile to deploy in first missions). I hope that in the mid-late campaign TS rises up.

HKs would be great, but too expensive to deploy atm. I hope for the future :)

Next is Fly Solo, I hope to win that.