Sentry Droids & Technological Superiority

By Marcus2410, in Star Wars: Imperial Assault

Note: Other may have already discussed this so if so please let me know where. Thanks!

So I was considering playing TS or MM with a new team of players. As I was reviewing the decks I realised that because Sentry Droids are both Troopers and Droids TS could make them somewhat unstoppable.

They could:

  • have up to 7 speed and become mobile (Technical support + Superior Augments + eJawa + Jetpacks)
  • Focus and heal each other (Technical support)
  • Add a white die to defense (Cloaking device)
  • Negate multi-fire loss of damage (Superior Augments)
  • Not to mention the extra surge, damage and blast available with some of the other attachments

Has anyone done or discussed this? This seems frightening for the Heroes!

I now want to do this so bad but not with new players. That seems just mean!

And while I'm here, they seem somewhat less devastating but still formidable with a well thought out military might build. How have they gone with MM?

Edited by Marcus2410

Depends on what the rebel player decide.

If you put all attachments to a single group that has high health, the heroes can just weather attacks from that group, and potentially getting them Stunned to reduce their efficiency.

Also, by the time you afford all of that (if you ever do), the rebels will have very good weapons to deal with them as well.

6 hours ago, Marcus2410 said:

I now want to do this so bad but not with new players. That seems just  mea  n! 

As @a1bert said, by the time you get them on the board it will be pretty late in the campaign. You’ll probably be able to judge if your players can handle a pair of murder bots at that point.

Edited by Uninvited Guest

I find the elite Sentries to be a huge PIA to deal with even without all the upgrades. They can completely murder an entire team if left unchecked for just a couple of turns. Failsafe would also be really annoying on top of what you mentioned just to make sure that they are always available to reinforce without having to fully redeploy them, as I've found that's the only way to deal with them for good.

I would wait, but they do make for a legit mini-boss in the campaign, similar to what the Royal Guards used to be like before they got nerfed. The only thing that can really hardcounter them is either a ranged stun weapon like the T-21, Mak with No Escape and a BFG, or CT with Pin Them Down.

I am running a core campaign with new players, also using tech superiority as my class deck. I noticed a similar thing with combining attachments on the HK Assasin Droids. cloaking device, Technical Support plus using the Jawa is a nice combo. Technical support and deploying those two next two each other allows them to focus each other on their activation, so rolling a green, blue, blue, yellow and being able to reroll is a pretty nice deployment. But your rebels will also be very powerful by the time that combo hits the table.

Honestly the best thing in my opinion about tech superiority is it really steers you to play thematically. I always have droids in my open groups, had IG88 in my agenda deck, etc. My players picked up on my droid theme- and I think that adds to the experience.