Best Headhunter Build?

By GottaBadFeelingAboutThis, in Imperial Assault Skirmish

So, Headhunter, for 1 deployment cost, gives any merc build the ability to remove a random command card from the opponent's hand when you cause strain. I feel like this thing is a hidden gem.

The card comes with Bossk, who can throw down Indiscriminate Fire with 50% odds of getting a strain. Not a great investment, especially

But the mercs have access to many other options:

Trandoshan Hunters add a strain if you can get them within 3 ... and with new movement and brawler cards, you've got easy options for that. Plus they can use the hunter meta cards.

As an economy option, the Elite Jawa Scavenger allows you to pull in 0-0-0, who can walk up and Invasive Procedure an enemy for a damage and the free discard. You were already planning to snag 3P0, right? Not to mention that Chopper works with strain too, so your opponent may have to start thinking about her command deck -- an unusual mental task for most of us. I feel like this 5 points adds enough of an oddball threat to a build to be worth considering as a Vinto alternative.

IG-88 isn't a great option, since you only get one upgrade per deployment card ... but his relentless synergizes well with either of the others, and you want to build into strain, Under Duress and Chaotic Force could conceivably wipe out your opponent's entire library by round 2. Shoot, you could even consider adding in some unexpected Elite Wing Guards with the unusual threats from Grenadier, Ready Weapons, and Concentrated Fire for some multi-vector threats. The Wing Guards have that coveted +2 dmg surge, friends!

Jawa Scavenger is the cheapest option at 2 points. A bit of Headhunter or Under Duress make this knock-off Alliance Smuggler start to look appealing even without his big brother's droid-snagging capacities.

So I know there was one serious strain-train build at a recent Regionals, but I'm curious as to who's had a chance to work with these units?

I built a few possibilities here. They might be a bit too "glass-cannon" for competitive play, but I love that playing against either of them would feel different from what people are used to:

Luke Starkiller, Bounty Hunter:
http://tabletopadmiral.com/imperialassault/3c23352905686164000000000000008f330f0b0b95c6b4a10e1c172b87d2
(Play Headhunter on meaty Trandoshans; use Shyla and Bralwer CC's to get in range)

The Strain Police:
http://tabletopadmiral.com/imperialassault/2c51852988843e74610000000000008fc471715251aea2a10ebc171c2b35
(They get inside of your head. And use Trooper cards on Wing Guards for hilarious jumpsuit damage.)

What do you think?

Best use of Headhunter is on Chopper IMO. Either they ignore their terminal and they lose a card, or you get to discard a random card from their hand. There's a good chance you can do this from turn 1, with minimal risk. I personally think there are stronger options right now, but it is by no means a bad option.

Maybe something like this (though you'll be lacking firepower if you can't pull off a good first strike):

  • Elite Weequay
  • Elite Weequay
  • Onar w/ Prey on the Weak
  • Hera
  • Gideon
  • Elite Jawa
  • Chopper w/ Headhunter
  • C3PO
  • Temporary Alliance, Devious Scheme, & Black Market

Edited by turkishvancat

With the wording on Headhunter, it could be interesting to look into cards like Disorient and Toxic Dart. Those two could make Bossk a solid Headhunter. It's real hard though, as none other than Chopper has any sort of range to go with their strain. With those two CCs, Bossk could go grenade hunting and in cases where he does do strain with it - he could play either of the two to rock Headhunter anyway.

While the effect of Headhunter seems strong, it also seem very difficult to gain more than 1 or maybe 2 hit off of it. That's not a lot, in order to make your figure more expensive.

6 hours ago, aermet69 said:

With the wording on Headhunter, it could be interesting to look into cards like Disorient and Toxic Dart. Those two could make Bossk a solid Headhunter. It's real hard though, as none other than Chopper has any sort of range to go with their strain. With those two CCs, Bossk could go grenade hunting and in cases where he does do strain with it - he could play either of the two to rock Headhunter anyway.

While the effect of Headhunter seems strong, it also seem very difficult to gain more than 1 or maybe 2 hit off of it. That's not a lot, in order to make your figure more expensive.

All of this makes good sense to me. That said, in a usual tournament game, you usually play 2-3 rounds. If your opponent has a terminal, that's an average of, say, 6 command cards. Being able to knock out 2-3 of them -- and random ones -- seems worth 1 deployment point to me.

The other thing I'd offer is that Bossk isn't the only ranged attacker. Trandoshan Hunters only need to be within 3 to use it. On the one hand, they're old, over-priced units. On the other hand, the normal version is the same price and hp as Equays or Jets, with a figure cost of 3 ... so your opponent would only get 3 points killing the first, and 5 for the second, allowing for some hit-and-run. They don't punch as hard as EQuays or Jets, but the Scattergun helps, bleed is a pretty good mechanic, and they've got access to hunter cards, including the strain ones you mentioned. If you invest the 3 extra points, you get 8 hp units with a +2 Scattergun and the ability to self-focus, which should at least make for a target that distracts from IG-88. And because they're brawlers, you can use things like Looking for a Fight, Face to Face, and Parting Blow to make sure you get full use out of them.

It's interesting -- I'm not sure it's playable, but it's interesting!

1 hour ago, GottaBadFeelingAboutThis said:

All of this makes good sense to me. That said, in a usual tournament game, you usually play 2-3 rounds. If your opponent has a terminal, that's an average of, say, 6 command cards. Being able to knock out 2-3 of them -- and random ones -- seems worth 1 deployment point to me.

It's interesting -- I'm not sure it's playable, but it's interesting!

I had to edit my answer after some more deep thought. It sounds good in theory, but it would be hard to get it off more than once in a game. Still could be cool on trandos.

Edited by NeverBetTheFett
35 minutes ago, NeverBetTheFett said:

I don't know. Being able to knock off 2-3 of your opponent's command cards at random could mean they drop a game changing card. But I would agree that it's limited to who you can use it on.

It's interesting to think through, say, Chewbacca decks, where you know what you're fishing for. And it forces the opponent to keep her hand stocked until you Headhunt, or to come out and use their Assassinate early in the round. Then there are the cards that sit there, like On the Lam or New Orders. Even just screwing up something like Ready Weapons or messing with Vader's movement with a discarded Force Rush seems worth it.

I'd always be happy to see my opponent drop Tools for the Job, Heightened Reflexes, Element of Surprise, or Celebration. Take Initiative is situationally good to clear. I might just bring a 6-act strain deck to the Minnesota Regionals ...

43 minutes ago, GottaBadFeelingAboutThis said:

It's interesting to think through, say, Chewbacca decks, where you know what you're fishing for. And it forces the opponent to keep her hand stocked until you Headhunt, or to come out and use their Assassinate early in the round. Then there are the cards that sit there, like On the Lam or New Orders. Even just screwing up something like Ready Weapons or messing with Vader's movement with a discarded Force Rush seems worth it.

I'd always be happy to see my opponent drop Tools for the Job, Heightened Reflexes, Element of Surprise, or Celebration. Take Initiative is situationally good to clear. I might just bring a 6-act strain deck to the Minnesota Regionals ...

Ya, but it can only be used on a scum figure (so no chopper or 0-0-0 for example). I'm thinking maybe the best would be trandos? I find I rarely use indiscriminate fire on Bossk. But trandos are considered overpriced now, especially since weequays have arrived. What about putting it on some hired guns and then using the cards you mentioned like disorient and toxic dart? While you're at it, add pickpocket and those little jerks become good targets that can take some aggro?

Edited by NeverBetTheFett
7 minutes ago, NeverBetTheFett said:

Ya, but it can only be used on a scum figure (so no chopper or 0-0-0 for example).

There is no such limitation. You can put Headhunter on any deployment as long as your army affiliation is Mercenary. So you can bring Chopper or 0-0-0 in with an Elite Jawa, and then put Mercenary upgrades on them.

18 minutes ago, turkishvancat said:

There is no such limitation. You can put Headhunter on any deployment as long as your army affiliation is Mercenary. So you can bring Chopper or 0-0-0 in with an Elite Jawa, and then put Mercenary upgrades on them.

Yes, you're right. In that case I think 0-0-0 would be awesome for this trick. :P

He might. But will he really get it off on round 1?

I think the path with Chopper is fine, but I think it's more going to be a hindrance of your opponent using the terminal - which in itself might be worth a point. Like if you had an upgrade at 1 point that said: Opponent draws 1 less CC at the end of round. I'd take it any day.

9 minutes ago, NeverBetTheFett said:

Yes, you're right. In that case I think 0-0-0 would be awesome for this trick. :P

If only Punishing Strike wasn't 2 points.. 0-0-0 would hand out stuns like candy!

1 minute ago, aermet69 said:

He might. But will he really get it off on round 1?

I think the path with Chopper is fine, but I think it's more going to be a hindrance of your opponent using the terminal - which in itself might be worth a point. Like if you had an upgrade at 1 point that said: Opponent draws 1 less CC at the end of round. I'd take it any day.

Agreed both are solid options that would do their damage at different times.

10 minutes ago, Kenseventy said:

If only Punishing Strike wasn't 2 points.. 0-0-0 would hand out stuns like candy!

Holy crap! That might be worth the 2 points.

8 minutes ago, NeverBetTheFett said:

Holy crap! That might be worth the 2 points.

Maybe some HKs, Throw the stun on from downtown.

12 minutes ago, NeverBetTheFett said:

Holy crap! That might be worth the 2 points.

Maybe if punishing strike didn’t exhaust after one use. For one stun per round it’s still expensive

8 minutes ago, Fightwookies said:

Maybe if punishing strike didn’t exhaust after one use. For one stun per round it’s still expensive

I tried it using a beast-tamed nexu. It was fun until my opponent played Rally and melted my nexu. :angry: