Hoth Strategy: New Imperial, Experienced Heros

By TeethAlmighty, in Imperial Assault Campaign

10 hours ago, TeethAlmighty said:

When you say rush, you mean wait to make that your first xp purchase, even before technical support?

Technical Support is too good to pass up (1xp to give all droids +1 speed)

So my build usually goes something like this: Technical Support -> Adaptive Weapons -> Cloaking device -> Arc Blaster if I still got the xp for it

10 hours ago, TeethAlmighty said:

I'm worried the losses will accumulate if I wait too long

Yes it's definitely difficult only having Technical Support for the next ~3 missions or so. You need to play really well with Droids while waiting for that sweet 4xp Adaptive Weapon

In my experiance you generally won't have more than 1 or two important groups on the field, so I find superior augments to be better. the +1 speed should not be underestimated either. Your rebels haven't been able to experience my cloaked, arc blasting, 501st trained, superior augmented jet troopers. The hit and run on those is astounding! It helped that they rebels didn't have good strength checks!

On 06/02/2018 at 12:38 PM, ricope said:

Technical Support is too good to pass up (1xp to give all droids +1 speed)

The card's ability to give focus or heal also seems invaluable. This card alone is why I'm considering buying the agenda mission to pick up BT1 and 000. An open group of probe droid, HK, and BT1 is too fun to pass up. (Of course, that may be my epitaph! Lol)

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So my build usually goes something like this: Technical Support -> Adaptive Weapons -> Cloaking device -> Arc Blaster if I still got the xp for it

All those focused heros though... choosing the order of picking arc blasters or cloaking device will be tough.

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Yes it's definitely difficult only having Technical Support for the next ~3 missions or so. You need to play really well with Droids while waiting for that sweet 4xp Adaptive Weapon

Any suggestions on "How to droid"? I was thinking of using this card to focus others, but then if I attack I remain stuck in the open, unable to move to cover...

Edited by TeethAlmighty
28 minutes ago, MadFuhrer said:

In my experiance you generally won't have more than 1 or two important groups on the field

By this you mean, most powerful groups?

28 minutes ago, MadFuhrer said:

Your rebels haven't been able to experience my cloaked, arc blasting, 501st trained, superior augmented jet troopers.

Lol

Wish I had access to 501st and jet troopers!

What do you think of the Devious Droids (bt1 and 000) with the TS deck?

On 04/02/2018 at 2:27 PM, Jarema said:

you know, that they cannot protect each other after errata?

So do you think this makes Royal Guards less valuable? What's the best way to use them? I'm worried Diala or MHD will just stun lock them...

Edited by TeethAlmighty
2 hours ago, TeethAlmighty said:

So do you think this makes Royal Guards less valuable? What's the best way to use them? I'm worried Diala or MHD will just stun lock them...

A little bit, yes. They just either defend high-cost unit (can be invaluable in some missions), or serve as a source of stun condition.

Personally, I like to use them alongside with hired guns. I dont know if it is really goood combination, but I just like it

7 hours ago, Jarema said:

A little bit, yes. They just either defend high-cost unit (can be invaluable in some missions), or serve as a source of stun condition.

Personally, I like to use them alongside with hired guns. I dont know if it is really goood combination, but I just like it

Their stun is awesome! Unfortunately I'm up against 3 white die heros, so all those evades will hurt. I'm wondering if I can still justify their cost for the defence rolls... what do you think, worth it when the mission is to defend a target? (Otherwise, I'm thinking no. Although the red die is pretty sweet...)

1 hour ago, TeethAlmighty said:

I'm up against 3 white die heros

If you have eGamorreans, those guys love white defense: basically anything except dodge is gonna hurt a lot

You want pure damage against white dice and any units that relies on ~: +dmg tend to do poorly

r/eRiots from HotE works pretty well too

Not to mention if you got adaptive weapons you could just move up Heavy Stormtroopers and blast them with Red+Red too

I wouldn't use royal guards against white dice. Although I do admit I have a personal vendetta against them because I NEVER seem to do more than 1 damage to the rebels with no stun condition. I used to love them, but they have betrayed me....

I will not use them against white dice, or against a hero who can easilly shrug off conditions (Garkhaan)

I'm running Tech Sup in RtH now, and picked up arc blasters. This will be the 4th campaign I've played in, and never has the rebel morale fallen so quickly since picking this up. I had picked up the Jawa quest attachment for cheaper droid deployment when the rebels passed on that influence side mission, and was at threat level 4, with a double threat level optional deployment to start.

We were doing a side mission with a deployment point close to the drop zone (4 spaces away), so I thought I'd bring out some big guns and see what happens. Cue Elite Sentry Droids with arc blasters. Sweet Christmas. Rebels failed to kill one, so they proceeded to lay waste to the group with multi-fire, wounding one hero, bringing another to 2 health, and stunning all of them. It is a wonderful sight to behold, but can be pretty demoralizing for the other team.

On 2/20/2018 at 9:32 AM, Burnstile said:

I'm running Tech Sup in RtH now, and picked up arc blasters. This will be the 4th campaign I've played in, and never has the rebel morale fallen so quickly since picking this up. I had picked up the Jawa quest attachment for cheaper droid deployment when the rebels passed on that influence side mission, and was at threat level 4, with a double threat level optional deployment to start.

We were doing a side mission with a deployment point close to the drop zone (4 spaces away), so I thought I'd bring out some big guns and see what happens. Cue Elite Sentry Droids with arc blasters. Sweet Christmas. Rebels failed to kill one, so they proceeded to lay waste to the group with multi-fire, wounding one hero, bringing another to 2 health, and stunning all of them. It is a wonderful sight to behold, but can be pretty demoralizing for the other team.

Nice! Sounds like a mic drop moment ?

You have a lot of the pieces I'd love to really make TS shine - sentry droids, elite Jawas, mechanical salvage, etc. I'm stuck with probe droids and HK's (certainly no slouches! But expensive and fragile). That's why I'm considering running the mission to pick up BT1 and 000, to increase my droid options . Thoughts?

Also, arc blasters. They seem great, especially on rebels swimming in focus (Diala, Mak, MHD, Jyn), but tough to employ the surge for blast against 3 white die heros (4/6 chance of an evade or a dodge). How do you increase your surge count?

Edited by TeethAlmighty
3 minutes ago, TeethAlmighty said:

Nice! Sounds like a mic drop moment ?

You have a lot of the pieces I'd love to really make TS shine - sentry droids, elite Jawas, mechanical salvage, etc. I'm stuck with probe droids and HK's (certainly no slouches! But expensive and fragile). That's why I'm considering running the mission to pick up BT1 and 000, to increase my droid options . Thoughts?

Also, arc blasters. They seem great, especially on rebels swimming in focus (Diala, Mak, MHD, Jyn), but tough to employ against 3 white die heros (4/6 chance of an evade or a dodge). How do you increase your surge count?

With the starting attachment. The one that gives you a surge for taking damage :P.

39 minutes ago, MadFuhrer said:

With the starting attachment. The one that gives you a surge for taking damage :P.

Ahh, yes. experimental arms, I just made a new thread discussing this as an option. The downsides are 2 attacks (hired guns) and constant need for reinforcing or redeploying, vs 3 attacks (troopers), although if the rebels aren't careful, I suppose it could be 4 attacks for the HG's?

Also, the same surge problem then comes up for Imperial industry (if I win it.) Would HK's be the play, then?

Is this optimal strategy for TS, or better-than-nothing strategy? Lol

Edited by TeethAlmighty

I think you will find the 1 health cost to possibly stun a rebel for half their actions is always worth it. always. Just make sure to use it on cheap stuff.

2 minutes ago, MadFuhrer said:

I think you will find the 1 health cost to possibly stun a rebel for half their actions is always worth it. always. Just make sure to use it on cheap stuff.

Excellent point. If I also get imperial industry, what would you attach that to? Am I on to something with HK's do you think?

HKs are excellent attackers and can do so at good range, but they are made of glass. If you have the threat for them, then great. Personally I think the attachments are better used on 3 figure groups so I find that troopers are your best bet, or hired guns, but hired guns are always amazing.

On 2/20/2018 at 5:58 PM, MadFuhrer said:

HKs are excellent attackers and can do so at good range, but they are made of glass. If you have the threat for them, then great. Personally I think the attachments are better used on 3 figure groups so I find that troopers are your best bet, or hired guns, but hired guns are always amazing.

I hear you (still wondering how to keep those suckers alive! Cloak?) and very much appreciate the input from a veteran. But then I run into the same problem again, using surge - dependant attachments on Stormies with low surge potential against heros with high evade potential. Don't want to waste it, you know? Would be easier against a mostly black die group of heros...(Or maybe I just need to bite the bullet, take my chances with the Stormies, and realize life ain't optimal ? )

Edited by TeethAlmighty

After a few months, we finally finished the Return to Hoth campaign! It was a steep learning curve for me as a new IMP against those pesky rebels and the Most Hated Droid, but I ended up winning the campaign and was 8-3 in terms of missions. I could not believe it.

The feedback and tips I got from you folks was outstanding. I know it's only my first run through, but Technological Superiority was obscenely strong by the end of the campaign, and seemed much harder on the rebels than military might and subversive tactics from when I played against those class decks. I also won Imperial Industry but found it was often not needed and I started using it less and less (I.I. plus experimental arms on Hired Guns was pretty much OP right from the start). By the end, I was able to wound a hero almost every turn.

Agenda cards to limit the heros credits helped out a lot, as did pressuring them constantly so they felt they could not afford to go for crates. They were somewhat under-equipped by the finale (one tier-3 weapon) and were not able to clear enough threat per round to stop me from wounding or delaying them. Best agenda cards were probably High Value Target, Pulling The Strings, Imperial Informants and, of course, Means of Production (for Imperial Industry reward).

In terms of the TS deck, technical support, cloaking device and superior augments were outstanding. Cloak often meant the heros would either waste time trying to remove a figure (even regular stormies became tough to kill) or ignore them and allow them to get their full attack plus positioning.

HK droids filled the heros with fear whenever they took to the board. Between technical support and superior augments (if I gave them an attachment) they became long range assassins with amazing speed to stay out of LOS. They were my MVP's, followed closely by hired guns and elite Stormies. Even the Wampas, when they took the board, were effective killing machines.

Overall, very fun campaign. Will comment on individual missions later, but for now, my thanks to you all ?

trying to remember how to use spoiler space

Edited by TeethAlmighty

Okay, here's a rundown on the missions! Needless to say, here there be spoilers. Rebels, look away now.

The Battle of Hoth - Imperial win. Very tight mission. Kept things close by keeping units out of LOS to build up threat and then deploying en masse to overwhelm heros who separated from the pack to access power generators. Dengar was the MVP here as the heros had little ability to resist conditions if separated from MHD. Game came down to last turn, exploding probe droid FTW!

The Hard Way (Threat mission) - Imperial win. Tough, tough mission for the rebels given the powerful starting imperial forces (elite HK's and a nexu to start! Oh my! ). It was a "protect the boss" scenario, and healing probe droids (via tech support) carried the day, keeping a Krandt brother alive long enough to move out of their range and run out the timer, with a bit of movement support from officers. A very frustrated Chewie howled his disapproval. "Rrrraargh!"

Homefront - Rebel win. Very tight mission again. Rebels rolled three dodges in a row to allow the last refugee to survive before Diala was able to down the boss with a combination of force throw, precise strike, stun, repeat. God I hate force throw.

High Moon (Jyn reward mission) - Rebel win. Another close one. Imperials were able to fend off the "instant kill" scenario, but probably spent a bit too much time and threat defending the boss vs wounding heros. Heros were one HP away from defeat when Jyn, fittingly, polished off Szark exactly as she was meant to, peering around the corner and then gunning him down. There was no ambiguity about it here. Jyn shot first.

Snowcrash (echo base troopers reward mission) - Imperial Win. Rebels got their first taste of the Hired Gun/Experimental Arms/Imperial Industry combo. And it was not pretty. They failed to stay ahead of the snow crashes and got bogged down in difficult terrain and a whole lotta stun. My first experience with deliberately making figures die to launch devastating parting shots!

Return to Echo Base - Imperial Win. The rebels, reeling from their last defeat, pushed the pace and got to the terminals fast. Just not fast enough. The increasing threat mechanic, and some poor rolls, led to a wampa heavy massacre that is still used as a story to terrify young children throughout the galaxy.

Rescue Ops - Imperial Win. The key here was incapacitating at least one hero who was far enough away from the departure point to make it impossible to escape. Thankfully, Diala obliged by rushing an objective all alone into a hail of blaster fire and staying in harm's way even after being wounded. Ah, Diala. We hardly knew ye.

Temptation (Diala reward mission) - Rebel win. At this point the rebels were feeling a bit disheartened and the Diala character really, really wanted that lightsaber. So, don't say anything but...I threw it. Chose sub-optimal deployments, holstered imperial industry, took no healing droids and did not block the door or spawn inside the door in front of Vader. At this point, my forces were still powerful enough that I had to be careful not to wound them all, but choosing to not target Diala and putting Vader out into the open as a combatant gave them a much needed win. And if you tell anyone I did this, I will deny it ?

Preventative Measures - Imperial win. I was no longer feeling charitable and this one had them crying foul. I conserved threat, used high value target to get even more threat, and by the time Jyn strain moved and opened the door to the interrogation room with her last action, 18 threat worth of elite Trandoshans and HK droids spawned almost on top of poor Bennex. It was horrifying. The rebels felt like this one was tilted against them. Let that be a lesson kids. Do not open a door with your last action and no strain left to give.

Disaster - Imperial Win. Another tough one for the rebels. By this point, Imperials starting a game with 6 elite figures (snowies and stormies), all with attachments, and not enough rebel weaponry or XP to remove them, signaled their doom. Getting bogged down with combat was enough to delay opening rooms, and once the imperial claimed their first evacuee, it was a simple matter to gain a numerical advantage after the rebels did liberate a room. The Sorin AT-ST didn't even get to fire a shot!

Our Last Hope - Imperial win. The inability of the rebels to remove threat really stung them here as well. Keeping my cloaked stormies as their only viable targets wasted precious activations, and they got caught up in trying to clear the board vs advance the mission. By the time the star destroyer was crashed, I had already withdrawn Jyn, wounded both Diala and MHD, and they had used up all their healing tokens. Mak made a mad dash towards the rebel shield generator but was gunned down, alas, by the dreaded HK's. Dengar and the Sorin Tank never even made it onto the board, and a shudder went through the galaxy as the rebels last hope was crushed.

****. Running a campaign takes a lot of work! Great experience, and I did way better than I thought I would, but I'm looking forward to being a hero again in the Bespin Gambit. For those who pity the poor, crushed rebels, never fear. I designed a "final" mission for them which will bring back the fun ?

Edited by TeethAlmighty