Nemeses Deck Build

By Serox, in Imperial Assault Campaign

On 3/8/2017 at 11:26 PM, Serox said:

(Just like how you rush for Mortar followed by Heavy Firepower when you are playing Armored Onslaught imperial deck; Edit: because the power of those 2 cards is higher than the power of the remaining cards in the deck combined)

I know this thread is about Nemeses, not Armored Onslaught, but I'm wondering:

I agree that Mortar is the best card in the deck, but can you explain why you think Heavy Firepower is so good? It's an increase of ~1/2 to 1 damage per round on average. That doesn't seem that great; I think several of the other cards in the deck are better than that.

2 hours ago, Stompburger said:

I know this thread is about Nemeses, not Armored Onslaught, but I'm wondering:

I agree that Mortar is the best card in the deck, but can you explain why you think Heavy Firepower is so good? It's an increase of ~1/2 to 1 damage per round on average. That doesn't seem that great; I think several of the other cards in the deck are better than that.

Not a very good card. It should have been "while" rather than "declares".

The good thing about it is that it won't make your attack worse. The bad thing about it is that you'll often see it do absolutely nothing. So, it's sort of a gamble, I guess. Maybe it'd be better priced at 1XP, instead, but I think there are certain situations (attacking Onar, for instance) where the guaranteed damage would be well worth it.

33 minutes ago, Union said:

Not a very good card. It should have been "while" rather than "declares".

I mean, is this card a mistake? It just seems so bad. It has a 1/3 chance of doing literally nothing. How can that be worth 2XP? I guess in the ideal case, it's +2 damage per round, which is definitely worth 2XP, but statistically it won't be even close to that good.

I agree, it should be "while", or maybe an attachment that doesn't exhaust?

I think it's weak. The red die already rolls 3D 1/3 and 2D 1/2. So you are looking at an increase of ~1 damage half the time (with no surge possibly)

imo explosive entry is the other standout early card from that list. It's very easy to hit 1-2 Hits a round with it using hired guns/nexu

round out with reactive armor for HK droids or ePD. Or go for a 4xp but I think they are lackluster in this class

I think you guys might be underestimating the consistency you get with being able to set the dice to the maximum result...

yeah, it's a little pricey for what you get but you will almost always be triggering it, every round.

recently used Armored Onslaught and this with Mortar were used every turn.

edit; I found explosive entry was too situational to be triggered reliably enough. But nice when it did.

Edited by Majushi
10 minutes ago, Majushi said:

I think you guys might be underestimating the consistency you get with being able to set the dice to the maximum result...

yeah, it's a little pricey for what you get but you will almost always be triggering it, every round.

recently used Armored Onslaught and this with Mortar were used every turn.

edit; I found explosive entry was too situational to be triggered reliably enough. But nice when it did.

Half the time it does nothing. 1/3 of the time it adds 1. 1/6 of the time it adds 2. Even if you use it every single round in a 6 round game it will average a whopping 4 extra damage. That's terrible. Bad card.

Actually, all the time it does exactly one thing and that is trade a random roll of a red dice for 3 damage.

statistically, if rolls are uniform, you would be correct.

But rolls are not uniform.

and as such you are providing consistency on your dice that can normally not be guaranteed...

1 hour ago, Majushi said:

Actually, all the time it does exactly one thing and that is trade a random roll of a red dice for 3 damage.

statistically, if rolls are uniform, you would be correct.

But rolls are not uniform.

and as such you are providing consistency on your dice that can normally not be guaranteed...

The consistency is less here because you have to declare on attack and not while attacking. Therefore you are still subject to your other dice rolls and defense and may be overkilling for no gain

Because it's on declare, I do think it is better to look at it from a straight number perspective and for me, that comes out to a very lackluster result for a 2xp card. If it was 1xp, I would take it. But many 0 point cost cards add more consistency in damage than this card

7 hours ago, Majushi said:

edit; I found explosive entry was too situational to be triggered reliably enough. But nice when it did.

I found I can usually have it fire off once every 2 rounds. Hired guns and Nexu open groups are perfect for this to get the 2nd figure adjacent to 1-2 rebels

Especially if you have a figure on the spawn already (or deploy Guns) then drop a Nexu, now you are covering anything within 4 spaces of that deployment zone. Huge reach

1 hour ago, frotes said:

I found I can usually have it fire off once every 2 rounds. Hired guns and Nexu open groups are perfect for this to get the 2nd figure adjacent to 1-2 rebels

Especially if you have a figure on the spawn already (or deploy Guns) then drop a Nexu, now you are covering anything within 4 spaces of that deployment zone. Huge reach

I did that too, and still only occasionally found it useful. It really depends on the deployment point locations, rebel tactics and positioning... way to many factors for me to ever guarantee triggering more than once, maybe twice in a mission.

Inspiration class card - "During this attack, non-villain Imperial figures that share a train with the chosen or revealed villain gain +1 surge and +1 evade."

How does evade work? Does it stay with the group after the attack is resolved or does it work only if the defended does an interrupt counter attack? What is the timing of the evade effect?

3 minutes ago, robertpolson said:

Inspiration class card - "During this attack, non-villain Imperial figures that share a train with the chosen or revealed villain gain +1 surge and +1 evade."

How does evade work? Does it stay with the group after the attack is resolved or does it work only if the defended does an interrupt counter attack? What is the timing of the evade effect?

It just means that you can use inspiration for either attack or defence.

if on attack, the attacking figure gets +1 surge.

if on defense, the defending figure gets +1 evade.

1. Why does is day "+1 surge and +1 evade" and not "+1 surge or +1 evade"?

2. How long does the effect last after the card is exhausted? Does it expire after a single attack or defence?

1. It does not matter. It can be used for any attack. If the imperial figure is attacking, the attack gains +1surge, if it is defending, it gains +1evade. (Imagine that the deployment card gains +1 surge, +1 evade. The attack gains the appropriate symbol.)

2. Inspirational says it's for this attack.

Edited by a1bert
27 minutes ago, a1bert said:

1. It does not matter. It can be used for any attack. If the imperial figure is attacking, the attack gains +1surge, if it is defending, it gains +1evade. (Imagine that the deployment card gains +1 surge, +1 evade. The attack gains the appropriate symbol.)

2. Inspirational says it's for this attack.

If I exhaust this class card to add the card ability to a trooper deployment card, does the +1 evade stay with that card until the end of the activation, round, mission?

Edited by robertpolson

Insprirational says the symbols are gained for the attack you paid the exhaust cost for.

Edited by a1bert
1 hour ago, a1bert said:

Insprirational says the symbols are gained for the attack you paid the exhaust cost for.

I finally got it. It is for the attack that is declared by my or on me.

Any attack of your choice (by or targeting a non-villain). If it's declared by an imperial figure, you get +1 surge. If against an imperial figure, +1 evade.

Edited by a1bert
10 hours ago, Majushi said:

Actually, all the time it does exactly one thing and that is trade a random roll of a red dice for 3 damage.

statistically, if rolls are uniform, you would be correct.

But rolls are not uniform.

and as such you are providing consistency on your dice that can normally not be guaranteed...

And that is not worth 2XP. Not even close. Bad card.

So I'm pretty sure that this has been mentioned somewhere, but - I'm on the Leader: "the healthy hero who has suffered the least damage". If there are two or more healthy heroes who are tied for the least damage, you could use this on any of them, right?

If that's the case (which I'm assuming it is), this seems like a pretty solid card. If the "least damage" requirement were removed it would be insane, obviously - it would be at the power level of a 4XP card. But I think that requirement might not be as difficult to play around as it seems.

  1. If the requirement is wounding everyone, then at some point each hero will be "the healthy hero with the least damage", assuming you win the mission by wounding everyone. So that means you will have had the opportunity to use it at least 4 times. You can only use it once per round, and sometimes games don't even last 4 rounds!
  2. Sometimes, wounding heroes badly is enough. If you can threaten wounding them, they'll have to stop to rest, and if there's a time limit then they their resting is pretty great for you.
  3. Even if you're trying to focus down one hero, you often can't get all of your units into position to attack that hero. So if there are some units who wouldn't be able to attack that hero anyway, they can target the least damaged hero and let you use this card.

Maybe my assessment is off (I'll have to try it and see). But comparing it to what you get from 2XP cards in other classes, it seems quite strong.

Any hero who has not suffered more damage than the least amount of damage has suffered the least amount of damage.

I just finished the Jabba's Palace campaign with the Nemesis deck. I decided to go full villain mode and got the skills Ringleader, Leave them to me and Indomitable (in that order). My starting villains were Agent Blaise and Boba Fett. I only deployed Boba Fett once, using with Leave them to me, and it really didn't feel worthwhile. Same for Indomitable, the heroes could focus the villain and they would die all the same. I got Bossk through the agenda mission which they skipped, and on some missions he survived a round due to a lucky dodge roll. All in all, the next time I play the Nemesis deck I will stay clear of Indomitable, but might pick up Leave them to me later in the campaign if I feel like I'm steamrolling the heroes.

17 hours ago, Jerrus said:

I just finished the Jabba's Palace campaign with the Nemesis deck. I decided to go full villain mode and got the skills Ringleader, Leave them to me and Indomitable (in that order). My starting villains were Agent Blaise and Boba Fett. I only deployed Boba Fett once, using with Leave them to me, and it really didn't feel worthwhile. Same for Indomitable, the heroes could focus the villain and they would die all the same. I got Bossk through the agenda mission which they skipped, and on some missions he survived a round due to a lucky dodge roll. All in all, the next time I play the Nemesis deck I will stay clear of Indomitable, but might pick up Leave them to me later in the campaign if I feel like I'm steamrolling the heroes.

Thanks for your feedback Jerrus. I haven't played Jabba's Realm yet, as i am still on the final mission of RtH.

Reading the outcome you described, It may not have been the best choice to start with Ringleader. As you described, the villains might only last for a round on board, two at best. The Ringleader card's power is not granting the villain +2 movement, but +1 damage to adjacent allies. If your villains dont stick to the board, the card becomes useless. In practice, if you want to get the bonus damage off the card, you have to leave the villain somewhere within range of the rebels so your imperial figures, during their activation, can walk up next to your villain , shoot the rebels with the bonus, then go back into cover. That's why, it is preferred to buy this mid campaign when the threat level allows you to bring in more beefy villains. Another important point is the villain choices, and their health per threat ratio. Your hero should able to absorb as many rebel activations as possible. why spend 13 threat to bring in boba fett if the rebels will kill it in ~4-5 attacks when you can spend 7 threat and bring captain terro which roughly needs the same amount of attacks to be taken out. Another example of this case would be the comparison between E-Web and Royal guards. E web needs 6 threat and comes down with 5 hp with potential to land ~8dmg on a hero, it has a very high presence so immediately it will have a target on its back. In practice, E-web goes down first in the first rebel activation after its deployment. You end up having spent 6 threat to cause rebels to waste 2 actions. Royal Guards on the other hand, are at 8 cost, and they come with TWO figures with a total health pool of 16! Mid campaign, a royal guard needs to be attacked twice to be killed (at best), then you activate the single surviving figure and stun a rebel causing some damage as well. The rebels activate next, realizing getting stunned is bad news for them, focus on the rebel guard with 2 attacks and kill it. This is the best case scenario for rebels. Against your 8 threat, they wasted 4 attack actions and one stun removal action. You got more value per threat spent based your deployment choice.

In my opinion, The only class card in Nemeses deck that can instantly generate return of your xp investment is "I'm on the Leader" since it can be used by anyone. Some argue this is not a good card because it is counterintuitive when it comes to focus firing on heroes but i think it is gold. It is up to the imperial player how to make the most use out of it. The sooner you get it, the more damage you will put out over your campaign. This should be the first buy in the nemeses deck regardless which direction you are going.

Yeah, I picked up I'm on the leader an Prepare the ambush as the last two cards and they both were awesome. But the other cards felt more like a liability as I had spent 9 xp on buffing Villains, that sometimes didn't even get a single activation...