IP deployment cards best used against white defence die heroes

By Marcus2410, in Imperial Assault Campaign

So I have been playing IP in Jabba's Realm Campaign and I have been enjoying the Weequay pirate's ability to force one die reroll on white die heroes. I have found that whilst the may not take down a hero very quickly, their ability to drain health over a couple of rounds has been significant in my last two games. The great part is that if the hero rolls well (Dodge!) I can force their reroll and if they roll poorly, I can try to improve the attack. As the regular Weequay pirate has this ability I think that it is powerful for such a low cost unit.

This makes me then wonder, what other deployment cards are good against white die heroes? I know the HK assassin droids Can [edited] force a defender reroll but they seem a bit pricy and somewhat fragile for their cost. Any other suggestions for good units against white die heroes?

Edited by Marcus2410
Can't instead of can. Typo on white
14 minutes ago, Marcus2410 said:

I know the HK assassin droids can't force a defender reroll

Do you mean CAN reroll?

Yeah HKs are on the pricey side. Against white dice you can use (if you have them):

eISB (surge: -dodge)

r & eGamo (eGamo is much, much better than rGamo though) for their 2x red, basically anything but dodge will hurt them a lot

rHK (reroll defense)

eWeequay (reroll defense)

Also depends on your class deck, ex. Precision training lets you negate a dodge for free once per mission (1xp card)

Elite Jawa Scavenger. Hits like a truck, and if the defender rolls a dodge, he can still Bargain.

There are things that can cause rerolls (with HKs and pirates already being referenced here) but here's how I typically see it: have your bigger single deployments that hit hard (villains, nexu, vehicles, etc) typically focus on black dice, while your smaller more swarm like deployments (troopers, maybe trandos, etc) focus on the white dice. That way, even if a hero manages to roll a dodge, it's highly likely it won't happen when the other figures in that group attack in that same activation, so you're at least doing something (and you'll get a lot more mileage out of the weaker attacks on white than black die, anyway).

1 hour ago, subtrendy2 said:

There are things that can cause rerolls (with HKs and pirates already being referenced here) but here's how I typically see it: have your bigger single deployments that hit hard (villains, nexu, vehicles, etc) typically focus on black dice, while your smaller more swarm like deployments (troopers, maybe trandos, etc) focus on the white dice. That way, even if a hero manages to roll a dodge, it's highly likely it won't happen when the other figures in that group attack in that same activation, so you're at least doing something (and you'll get a lot more mileage out of the weaker attacks on white than black die, anyway).

This is great advice. I had my villain (4 dice attack) run up against a dodge last mission and it stung. In the future, I might send him after a black die (or no die) hero whenever possible and swarm the whitey.

1 minute ago, VadersMarchKazoo said:

This is great advice. I had my villain (4 dice attack) run up against a dodge last mission and it stung. In the future, I might send him after a black die (or no die) hero whenever possible and swarm the whitey.

Right, having a heavy hitter whiff a white die can be game-changing. Worst a black die can do is block 3, which can be eaten up pretty fast with the right attack.