![]() ![]() Empire also has numerous command card effects that issue suppression (Master of Evil, Annihilation Looms, the Blizzard Force cards). This generally means 1 on melee attacks and 2 on ranged attacks. Many attacks, such as from the Shoretrooper Mortar, Palpatine, Deathtroopers, AT-ST and Dewbacks all have access to attacks and abilities with the Suppressive keyword which grant you 1 extra suppression when attacking. You can improve this further with some Targeting Scopes, which are a very cheap upgrade.įittingly, the Empire has numerous attacks to rule the board through fear. Veers and the Imperial Officer have Spotter to hand out Aims, while basic Stormtroopers have Precise to make those aim tokens go further by letting them reroll 3 dice instead of 2 for each aim token. Like Rebels and their ability to hand out dodge tokens all willy-nilly, you can hand out aim tokens similarly. Since you need at least three corps, you can’t just sit on your hands and let them fire away, unable to hit the broad side of a barn. Stormtroopers and Snowtroopers shoot with white dice while Shoretroopers do get a black die, there is no surge to hit (and they pay for that improved offense with their premium points cost). While your special forces are perfectly fine shots, your corps units are about as accurate as depicted in the films. Instead, we’ll look at some keywords you’ll see pop up in several lists.įirst, lets look at two sources of Aim token manipulation. Like the Rebels you don’t have unique “high level” mechanics to examine like you do with the Clone Wars factions. Empire does have some really nice combos but it takes a bit of practice to tease out how they work. The other factions all have some in your face “combo this unit with this one!” interactions. Subtle Synergies – Empire does have units that support each other… but it’s a lot less obvious than the other factions.Empire does not have any “fast” (Speed 2 with Jump) force users like the other factions. ![]() You do have powers to speed them up, but that comes at the cost of suppression management. Slow – Many of your key units are damned slow: Palpatine, Commander Vader, Dewbacks and Snowtroopers all move speed-1.The good news is panicking is less of an issue some of your best commanders have excellent morale scores, including Vader, the only one with an “infinite” morale score. Poor Morale – at a baseline – Ironically, while you may be able to dish out a lot of suppression your corps units are very average, 1s across the board.Want to even rock the terrifying AT-ST while Vader chops dudes up at ground level? It’s here. Want to run plodding but powerful Dewbacks? Go for it. Range diversity – Like rebels you can basically run almost any list you want.You also have access to Compel to manage your own suppression. In a game where action economy is king, being able to shut down your opponent’s activations wins games. Strong Suppression – Fitting for the Empire to rule the galaxy through fear, you have access to several units that can use extra suppression on the enemy.Tanky – Almost everything in the army has a red save, and while you might not have as many surge tokens to get surge to save as Republic, they can still take a beating before going down, especially if they find a solid source of cover.So these strengths and weaknesses are only generalized and individual lists may be able to downplay or eliminate these problems entirely, these are just common issues across many Empire lists. Much like rebels, Empire has been around long enough that they have enough unit variety to overcome any weaknesses they might have.
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