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Pollux85

The Anti-Hero Guide

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Gideon: Stun his BFFs after they activate and move themselves into position for the double attack from Master Stroke. 

If you don't have access to Stun, force Gideon to withdraw asap. Unfortuantely that's really the only way to reign him in, once he has Mobile Tactician, he always has a free 4th action that he can use to mitigate strain or harmful conditions without slowing him down at all.  

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Posted (edited)

 

Jarrod - I almost made two posts for Jarrod, but in the end I think many of the tactics you'll use against Jarrod will be the same no matter what. Jarrod is an interesting challenge for the Imperial player. When I saw him debuted I thought he looked like a dumb rip-off of Wolverine. He's actually the most original hero since maybe Murne. With his large number of blocks, J4X-7 to soak up damage, relatively few choices to spend strain on, and attacks that generate a lot of surges, Jarrod requires the Imperial player to play in fundamentally new ways. For this we'll assume a build of Mechanical Master, Mutual Progression, Explosive Reflexes, and the X-8 Upgrade. That's a total of 10XP. If the Rebels win the first HotE mission, add in either Balanced Approach or Forward Momentum. If you are playing a different campaign, expect to see both, or Scout's Loadout. 

With the high number of blocks he can consistently turn out, there's very few units from the Core Box that can do enough base damage to threaten Jarrod. You'll want units that can turn out at least 4 damage at least half the time, or can inflict a special status. The good news is that doesn't limit you as much as you'd think. You can still send in Royal Guards to Stun or Nexu to give him Bleed. Elite Jet Troopers can get there by using Fly By. Using Gammoreans to whack J4X-7 and maybe get some Cleave on Jarrod as well can be expensive, but it does inflict damage he can't block. Heck even Tuskens can technically do that. The really good counters to Jarrod though, are of course in the HotE box itself. While a Gammorean or Royal Guard is distracting Jarrod, you can blast away using an AT-DP, or you can use Shapeshifters. Just try having a Shapeshifter as a Senator, attacking someone to gain an extra Damage or surge token, then going to Street Rat and using Assassin's Blade to give him significant unblockable damage. 

J4X-7 may be a problem in this build. He's strong enough to do some real damage, especially to units that are mainly running interference and blocking line of sight, but depending on the situation, you might be better off ignoring him if you've got a heavy hitting unit primed and ready. If you wounding Jarrod is your primary goal for whatever reason, and if you know you're going to inflict serious damage this round, it might be better to let J4X-7 attack, sacrifice the unit and hit Jarrod. Jarrod can already have as much as 6 Endurance in this build. That's 60% of his health, and with all those blocks you do NOT want to have to bring him down another 6 HP after you worked so hard to get him down to just one or two. If you have a chance to wound - TAKE IT!

Edited by Pollux85

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Posted (edited)
9 hours ago, Pollux85 said:

Once Jarrod is wounded, J4X-7 can't activate (unless some other special rule specifically says he can)

Droid Mastery is on the wounded side as well (and Mechanical Master allows to activate with another hero whether healthy or wounded). Do you mean withdrawn or incapacitated?

Edited by a1bert

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Any thoughts on combatting Onar with Dont Make Me Hurt You and Hand Cannon? Rolling three red dice, then taking one damage to re-ready the card and do it again is..... suboptimal for me as the IP :)

I definitely see the value of many small attacks adding up, but even wounded he just does insane amount of damage. I think it’s really noticeable as I’m playing Nemesis, and he can melt Bossk or any large high HP figure deployed. :(

 

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8 hours ago, totalnoob said:

Any thoughts on combatting Onar with Dont Make Me Hurt You and Hand Cannon? Rolling three red dice, then taking one damage to re-ready the card and do it again is..... suboptimal for me as the IP :)

I definitely see the value of many small attacks adding up, but even wounded he just does insane amount of damage. I think it’s really noticeable as I’m playing Nemesis, and he can melt Bossk or any large high HP figure deployed. :(

  

Is the other Nemesis Agent Blaise? Unfortunately I see campaigns go through three phases,

1. Rebels struggle to kill Imperials, Imperials struggle to bring troops on the board.

2. Rebels can one-shot weak Imperials, you need to bring troops with some durability. use red deployment cards.

3. Rebels can "melt Bossk or any large high HP figure deployed." Back to grey and hope to swarm.

 

Nemesis deck needs to preplan for stage 3 and have either Jabba or Blaise as one of the two choices.

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14 hours ago, totalnoob said:

Any thoughts on combatting Onar with Dont Make Me Hurt You and Hand Cannon? Rolling three red dice, then taking one damage to re-ready the card and do it again is..... suboptimal for me as the IP :)

I definitely see the value of many small attacks adding up, but even wounded he just does insane amount of damage. I think it’s really noticeable as I’m playing Nemesis, and he can melt Bossk or any large high HP figure deployed. :(

 

Do you have Hired Guns? Maybe use them with some Probe Droids or Gamorreans. He'll still be able to one-shot any of those, and the Gamorreans aren't really cost effective by end game, but at least they'll have Reach so he'll have to waste strain or a whole movement point to get to you. Unfortunately, Onar is a great counter to Nemesis. Without knowing more about the specifics of the other Rebels and your class cards, I'd say use his instincts against him. Make him chase Bossk all over the map while you shoot him with other units and run out the clock. Every round he's just moving to try and get close to you is one round he's not actually completing any objectives. 

If all else fails, ask your Rebels if you can switch villains. I'm sure they'd prefer a new challenge over using the same boring tactics week after week to win.

Edited by Pollux85

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3 hours ago, Pollux85 said:

Do you have Hired Guns? Maybe use them with some Probe Droids or Gamorreans. He'll still be able to one-shot any of those, and the Gamorreans aren't really cost effective by end game, but at least they'll have Reach so he'll have to waste strain or a whole movement point to get to you. Unfortunately, Onar is a great counter to Nemesis. Without knowing more about the specifics of the other Rebels and your class cards, I'd say use his instincts against him. Make him chase Bossk all over the map while you shoot him with other units and run out the clock. Every round he's just moving to try and get close to you is one round he's not actually completing any objectives. 

If all else fails, ask your Rebels if you can switch villains. I'm sure they'd prefer a new challenge over using the same boring tactics week after week to win.

I do have Hired Guns, they are a great irritant :). I guess I’m just complaining, because this specific setup which can be acquired fairly early on kind of takes the fun out of nemesis and my play style in general (trying to bring out a unique to muscle the rebels). 

My other nemesis is BT-1, he is ok - but he is a total glass canon and doesn’t have great range so for him to be useful he needs to be fairly close.

Your larger point is probably true, that I’ll need to work more towards swarming him and try and push my nemesis or other villain to the other rebels (Vinto and Shyla).

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