Imperial player seeking advice

By ATM2100, in Imperial Assault Campaign

I know stun and bleed as often as possible, and that probe droids, nexus and stormies are good in almost any sanario, however, I know little beyond that in terms of playing. I have sheild generators going into the first hoth story mission, the one where Imperial officers need to shut down the terminals. i am doing presision training and i got the versatile attack which adds a yellow die and a few surge abilities. heroes are Loku, gaarkan, diala, and varena. The next side mission will probably be a threat mission, to clear constant advantage. If a side imperial mission comes up, i plan to buy it and play it. does anyone have advice going forward?

Have you tried using Regular HKs?

Also so what is primary issue?

Not sure if you saw this reply in another thread, but there is some great strategy here.

4 hours ago, ATM2100 said:

going into the first hoth story mission, the one where Imperial officers need to shut down the terminals

White Noise

You'll want low cost units since the threat level is only 3. This mission is pretty tough for the Imperials but it's definitely winnable - I barely lost this mission as the IP but I made a few mistakes in rounds 7 & 8 when I was trying to play too quickly.

2 hours ago, TallGiraffe said:

Have you tried using Regular HKs?

I would recommend avoiding Regular HKs until the threat level is much higher and even then, only in certain circumstances. They are pretty expensive to deploy and aren't particularly sturdy with only 5 health.

I played this mission using Technological Superiority.

Open groups:

  • Hired Gun - cheap and effective, almost always a good choice as an open group
  • Probe Droid - running Tech Superiority with Technical Support so obviously droids are great, also low threat cost and helps with activation advantage
  • Nexu - I think? Can't remember my 3rd open group, don't think I managed to save enough threat to deploy it.

My strategy:

  • You want to keep as many units alive as possible during the early rounds so play defensively - I have seen the Rebels go towards the north door early in order to get LOS to your starting units so you will want to get your officers and probe droid out of their starting area asap.
  • I sent all of my figures toward the south door because it's harder for the Rebels to get in range to attack in the first round.
  • Regarding the neutral mission tokens, I first stacked them in the SW corner so that when the e-web is deployed I can hide it just NE of that deployment point after it becomes active
  • Second neutral mission token location - north terminal since you can deploy one figure plus an officer and get him in position to be able to discard the terminal immediately after being deployed if he survives the first Rebel activation
  • Activation advantage can be huge in the later rounds to allow you to slingshot your officers - use one to order another into position to be able to discard the terminal in the same round. Possibly even use two officers to move the third officer.
  • Keeping the elite officer alive is really helpful since it is expensive to re-deploy and obviously you need officers to complete the objective
  • Be careful toward the final rounds about where your figures will need to be able to move - my Rebels were smart enough to figure out the path I was going to move my officers through and positioned their figures in such a way that I couldn't move to the final terminal without spending extra movement points to move through their figures, thus keeping me just out of range to be able to order my officer next to the final terminal.
  • Worst case scenario - if it looks like you're going to lose, at least get the doors or else the Rebels will get even more credits and it could swing the campaign quite a ways in their favor

Even though I lost this mission as the IP, one positive take-away: Experimental Arms + Elite Snowtroopers is pretty awesome. Easy to get them Focused and keep them Focused.

From my experience, this can be a really tough mission for the Empire. As always, mach has great advice.

To build off that...

-If your rOfficers die, try to redeploy them at the same time. That way, they can build off each other.

-I cannot stress enough, if you're failing, go for the doors. At least you won't walk away with nothing. It also might distract your Rebels from turtliing up around the remaining terminals, if they think you're up to something.

-Speaking of which, it may be tempting to try to lure the Rebels to one terminal to free up another, but you're best off trying to keep them spread out. Four Rebels surrounding a single terminal is almost impossible to deal with. In fact, from a Rebel perspective, surrounding one terminal from the very beginning and just focusing down any approaching Empire might not be a terrible idea.