Just finished the Jabba's Realm campaign last night with as the imperial player using the Hutt Mercenaries class deck. The rebels were using Fenn, Shyla, Vinto, and MHD. For my Agenda deck I was using "Persistence", "Guild Hunters", "For the Right Price", "Nefarious Dealings", "Agents of the Empire", and one other I can't remember off the top of my head. Here are my impressions.
Overview
Hutt Mercenaries is extremely strong and if you're going for pure competitiveness, by all means give it a try. If you're playing for fun though, I still think Technological Superiority or Military Might are the way to go. (I haven't tried Nemesis but that seems really fun too.) The problem with Hutt Mercenaries from a "fun" perspective is that it is incredibly swingy. You basically get one really powerful attack per round. If you don't kill your target they can rest and/or use medical cards (thanks MHD) to heal to full. There are a lot of rounds when the rebels would kill all my stuff without me even being able to trigger any of the class deck cards because the heroes with bounty tokens were tucked safely behind some corner. From the rebel point of view, you could get one shot by pretty much anything. I had a Junk droid do 7 damage in one attack. With 2 Junk droid attacks and one attack from the Ugnaught, I killed the hero in one activation. If that doesn't sound like the least fun thing in the game then I don't know what is.
Class deck build
Most Wanted
is obviously a great card giving you an extra 2-3 damage to dish out once per round, but in my opinion
Guild Hunters
should be your first choice as far as the 4 XP cards. Having all your Merc figures deploy as hidden is just amazing, and adding a surge for +1 dmg +2 accuracy, and a surge pierce 2 for every single one of your units means you're getting an extra 1-2 damage not just once per round, but with every attack.
The extra accuracy came in handy so many times, mostly because the best units to pair with
Hutt Mercenaries
desperately need the accuracy, but I'll get to that later. Having the Rancor deploy with a bonus surge was godly. This was my build:
Wanted: Dead -> Vendetta (1 XP) -> Guild Hunters (4XP) -> Most Wanted (4XP) -> Nowhere to Hide (3XP) -> Scouted (1 XP)
In retrospect I would have skipped Vendetta to get both 4XP cards faster. Nowhere to Hide was probably the most clutch card in the deck making it extremely hard for the Rebels to hide the heroes with bounty tokens, but you need Most Wanted first to get all of the value out of it. Vendetta did OK for me for 1 XP, but definitely not as essential as the other 3. (EDIT: I misread Scouted to let you reroll rebel defense dice) Scouted doesn't add any damage so it doesn't synergize, but I had 1 XP left so that is what I got.
Nowhere to Run
was too situational, only dealing extra damage if you were attacking someone with 3 strain, especially against Fenn and Shyla who recover strain like crazy.
Cheap shot
doesn't add damage so no synergy with the rest of the deck.
Savage Motivation
seems really good, but not as good as some of the other cards available. I would have gotten that instead of
Scouted
if I had the extra XP.
Matchups
MHD is really good against Hutt Mercenaries. With Miracle Worker he can save that last hero with the bounty token to ensure there are 3 relatively safe heroes. Also rummaging through the item deck for medical cards every turn ensured that each hero was going to be at full health when they were taking my big shot. I'm sure Gideon would have been a great support as well, I consider him the best support in the game, but against this class deck MHD is better.
Fenn also was a good matchup to Hutt Mercenaries. By the end of the game he had 15 health and he had an exhaust ability that let him recover 3 strain after he took a damage if he passed a strength test. This usually made him recover 2 health and a strain and often fully negated my attacks. He was extremely hard to kill, especially if he didn't have a bounty token. The rebel players had no problem moving him right into the middle of the action and letting me waste attacks against him. Tactical Movement is still one of the best abilities in the game, giving anyone you want 2 free movement points. Fenn is top tier against any class deck.
Shyla is the most mobile hero in the game. By the end she was getting 3 free movement points every activation. She also had an ability that let her attack twice with one action, losing one dice out of the attack pool for the second attack. She was also the cleave master, getting cleave 2 with the weapon she had equipped plus cleave 3 with her 4 XP ability. Watching her cleave down a Rancor or an important objective was extremely frustrating. With her 3 free movement points and 2 strain for movement, plus mandalorian whip , she could move 5 spaces, pull a small figure 3 spaces, attack 3 times, each with cleave 2 and one with an extra cleave 3, (that is a total of 9 cleave for those keeping track) all in one activation. Plus she recovers a strain at the end of the activation and often recovered strain in her attacks. She's pretty similar to Fenn and she seems like a top tier hero.
Vinto was the weak link. He got his reward card from his side mission which lets him add surges or evades depending on how many hostile figures were within 3 spaces. His problem was that he needed to be close to enemies to deal damage, but his damage output wasn't nearly as good as Shyla's and he was the most fragile hero in the group. I ended up just killing his hero completely about half way through the last mission which really set the rebels back.
I think Onar would excel vs Hutt Mercenaries. He's basically unkillable in one shot with his 20 health, and the fact that he doesn't have a defense die doesn't matter at all since everyone can pierce 2 anyway. He has several Xp cards that give him more health and blocks and evades and his rest lets him recover and extra 2 health. If he was the only hero to have a bounty token I could see the imperial player getting very frustrated.
Mak seems like another really good hero to counter Hutt Mercenaries. With "Covert", "Disengage", "Decoy", and even "Jeswandi Training" you can make yourself virtually unkillable. If you hide Mak in the back as the only hero with a bounty token, you completely negate the Hutt Mercenaries Class deck. Maybe now you can see why the deck is not fun to play though, it leads to some really annoying strategies.
Agenda Decks
High Value Target
from the
For the Right Price
deck is the best Agenda card in the game. Get it as soon as possible. You will always be wounding at least one hero a mission, so this will get you extra threat every time.
Final Blast
from
Nefarious Dealings
is another must have. Any cards that give you extra attacks are great, plus it's a "deplete card" so you can use it every mission. This should be your second priority after
High Value Target
.
Imperial Informants from Agents of the Empire is a good card to have at the end of the game for an easy 6 extra threat when the rebels least expect it, and it only costs 1 Influence.
Call your shot from Guild Hunters is really good for avoiding that dodge on the white die.
Shoot First from Guild Hunters and Snap Fire from Persistence are really good cards for this deck. Anything that gets you more opportunities to attack.
I didn't get a chance to deploy any of the side mission agenda cards, but I'm sure some would have been useful.
Strategy
Once you have the cards you need, any figure can be deadly. Your best friends are regular Hired Guns. These guys are always going to get at least 1 attack off per round and with "Nowhere to Hide", it's very easy to get to figures that are hiding in the back. Spawn these guys as close to the figures with the bounty tokens as you can and don't worry about them dying. They really need the "surge for 1 dmg and 2 range" from Guild Hunters because they roll green yellow with no bonus accuracy.
Regular pirates, regular HK's, Rancor, and elite Nexus were my other favorite units. They all benefit greatly from being hidden. The pirates and HK's can sit way back and attack, luring the rebels into compromising positions and staying alive for multiple rounds (a rarity for the Hutt Mercenaries deck). The Nexu can strike from very far away, ensure it gets to attack at least once. The Rancor is a tank, but watch out for Shyla's cleave. Both can do 1 shot kills against most heroes.
Try to make sure you get at least 1 big attack off per round, if you can ensure a wound make sure you do all you can to get it, but also play defensively with your sniper units so you have some stuff left in later rounds. Don't worry about leaving just 1 hero with a bounty token at the end of a mission by the end of the game, because you'll have ways of getting to them.