Surprising cards and combos

By Marcus2410, in Imperial Assault Campaign

I’ve been playing this game for a while now and am often surprised with cards or combos that other players make that I hadn’t considered before or just dismissed.

One that surprised me recently was Saska’s Energy shield combining with Han’s Cunning. He became hard to kill and in one hilarious round returned fire on two hired guns taking them both out in a flurry of blaster fire and sustaining only 1 or 2 hits!

Have you ever come across surprising combos that other players (or you) have tried that you thought “l’d never liked the look of that before but it works rather well!”?

Edited by Marcus2410
55 minutes ago, Marcus2410 said:

I’ve been playing this game for a while now and am often surprised with cards or combos that other players make that I hadn’t considered before or just dismissed.

One that surprised me recently was Saska’s Energy shield combining with Han’s Cunning. He became hard to kill and in one hilarious round returned fire on two hired guns taking them both out in a flurry of blaster fire and sustaining only 1 or 2 hits!

Have you ever come across surprising combos that other players (or you) have tried that you thought “l’d never liked the look of that before but it works rather well!”?

I'm a bit confused here:

Saska doesn't have "Energy Shields". Perhaps you meant "Device Token"?

Han is not allowed to trigger "return fire" multiple times

Since you posted in campaign forum (assuming no skirmish fix): Han must have not suffered any damage to trigger return fire. How is he able to trigger return fire while suffering 1 or 2 damage from the attacks?

Unnatural abilities 3xp from HotE on AT-DP/Villains works quite well

Oh yes you’re right about return fire being limited! I wasn’t playing Han and laughing so much I forgot. It was so comical! I do love it when things get amusing just like in the movies.

The points of damage were from the first parting shot. In the second Hired gun’s attack Han used a device token as an energy shield based on Saska’s card. It caused no damage and the (illegal) return fire killed him triggering a parting shot which Han dodged. It was so funny and slapstick even if it was illegal. I’m happy to let things slide from time to time if it builds morale with the players.

Another card I have dismissed to my own doom is Murne’s “Lead from the front” - rather potent!

Nemesis' Inspiration + Nexu: evade+block. I hadn't really thought of it until after I played a Nexu one time.

You need a Brawler as a villain though. (I have Maul.)

(Edit: Or Creature.)

Edited by a1bert

Power of the Darkside's Unnatural abilities (3XP) is an attachment that gives a free evade and it also gives a free block if you attached it to a deployment card of a single figure (that's how I interpret "if the starting group size is 1"). Now give this attachment to Darth Vader if you can afford him in a mission. Combined with his 2 black dice defense .... wow! And the icing on the cake is at the end of his activation, he gains a damage token ... tougher to kill and now hit a little harder!

Edited by IanSolo_FFG
10 hours ago, a1bert said:

You need a Brawler as a villain though. (I have Maul.)

I was using Terro who has the Creature trait.

On 19/11/2017 at 5:44 AM, Marcus2410 said:

in one hilarious round returned fire on two hired guns taking them both out

Return Fire is once per round

Desperado + Combat Coat

Edited by Golan Trevize

1. Diala Passil with Cybernetic arm + environmental protection armor + bacta pump + battle mediation = rests for 7, removes a bad condition, you or a buddy becomes focused. Pretty much makes Diala unbeatable with such a huge rest. Plus if you ever get close to wounding her she can just deplete the thing to recover 5 so yeah unbeatable unless it's a 12 round mission and you pummel her early

2. The Grand Inquisitor and Maul with the Nemesis Deck.

3. the Reward which makes hunters cost 1 or 2 less or w/e plus the Vader agenda card to deploy the Grand Inquisitor (or hunter killer droids) on round 1 for like 2-3 threat

4. Imperial Industry + Tech Support on the Finale with Vader. If you take two groups of rSentry Droids or 1 reg and one elite you could potentially have 6 droids on the map healing Darth Vader for 18 damage each round, and with Imperial Industry, Vader is likely to recovery another 2 on each of his attacks if he gets one. Let's average those out to 4. SO the Heroes now have to deal 22 damage to Darth Vader Through 2 black defense dice and a reroll to beat him. It's not impossible I did with Heroic Ko-Tun, Diala, and MHD by the last round.

oh and Best of the Best Agenda Card with the New Unnatural Abilities 3xp card on the Royral Guard Campion. +2 Evade, +1 block, black + white dice. Not too shabby, especially if you get it on a mission where you get him for free, or especially the mission where he activates four times like finale Vader

Combine Nemeses' "Leave Them to Me" with Maul.

"Leave Them to Me" allows the Imperial player to deploy Maul for 2 Threat. This is already a very strong combination, but Maul's unique ability, "Sustained by Rage" will prevent the Rebel team from removing him during the round that he was deployed, no matter how much damage they deal to him. This guarantees him at least a single activation in the upcoming round. This is already fairly nasty, as Maul has a very strong and flexible attack.

However, if you add the Agenda card, "By Any Means Necessary," you allow Maul to immediately perform a second attack with the same target. If he's already suffered damage equal to or greater than his Health, you have essentially gained a free attack.

By Any Means Necessary.jpg

It's also good with IG-88, who can first attack, use By Any Means Necessary for another attack and suffer 4 damage, then Attack as the second action to Recover 2 of the 4 damage suffered.

Oh my goodness, a1bert, that is so incredibly gross! That'd be even more disgusting if you were able to tie in IG's 'Relentless' ability. Pull that off once and your Rebels will always immediately target IG anytime he deploys!

Of course Relentless applies to all attacks that IG-88 performs (if target figure within 3 spaces).

And with Military Might and Sustained Fire combined with By Any Means Necessary IG-88 could attack four times in succession (possibly recovering all 4 damage) and then becomes stunned (and thus is a less viable target).

Edited by a1bert

How about Royal guard with experimatal arms?

Guaranteed stun on heros?

Just asking

On 7/9/2018 at 12:13 AM, Daniel1172 said:

How about Royal guard with experimatal arms?

Guaranteed stun on heros?

Just asking

This is a very effective combo. I've used it a few times to devastating effect.

Jet troopers, fly by and Missile Salvo. 3 attacks with 3 dice and after each gain 2 no. Sprinkle a bit of explosive munitions for added damage.

4 hours ago, LordDraigo1 said:

Jet troopers, fly by and Missile Salvo. 3 attacks with 3 dice and after each gain 2 no. Sprinkle a bit of explosive munitions for added damage.

This is awesome :D

1 hour ago, Golan Trevize said:

This is awesome :D

Wish I could claim credit but it was the IP who we are against who combo'd us. Thankfully I'm looking forward to using the Double Vibrosword and Full Sweep on Shyla to pay him back.

5 hours ago, LordDraigo1 said:

Wish I could claim credit but it was the IP who we are against who combo'd us. Thankfully I'm looking forward to using the Double Vibrosword and Full Sweep on Shyla to pay him back.

That was one of my plans with Shyla but then I went for: BD-1 + Balanced Hilt + High-Impact Guard.

Single target damage or extra cleave on the need ;)

Edited by Golan Trevize

Ko-Tun, Self-Sufficient, DXR-6.

Strain for surge token, and use it on attack for +2 surge.

Red Red with +2 Damage and Pierce 2.

Add Extra Ammuntion for a re-roll on those annoying red dice. Or even Auxiliary Training...

14 hours ago, Majushi said:

Ko-Tun, Self-Sufficient, DXR-6.

Strain for surge token, and use it on attack for +2 surge.

Red Red with +2 Damage and Pierce 2.

Add Extra Ammuntion for a re-roll on those annoying red dice. Or even Auxiliary Training...

Go all in with fire Support specialist for more damage.

On 11/20/2017 at 11:37 PM, aRandomBoardGamingDude said:

2. The Grand Inquisitor and Maul with the Nemesis Deck.

I would be curious to hear in what way this is an interesting combo (other than the fun factor of sending an army of force users on the rebels) considering I am currently using this very same combination.

39 minutes ago, Mr Licorice said:

I would be curious to hear in what way this is an interesting combo (other than the fun factor of sending an army of force users on the rebels) considering I am currently using this very same combination.

Lots of pierce and cleave, I guess.