Hero abilities/items untabbing

By Serpentarius, in Imperial Assault Campaign

I noticed yesterday evening a rule, which I had completely ignored and thought to share it with you.

Rrg s. 23. Status phase in campaing

Ready: The Imperial player readies all of his exhausted Class and Deployment cards. Each hero also readies all of his
activation tokens by flipping them green-side faceup.
-- Hero Class cards and Item cards are readied at the start of that hero’s activation, not during the Status Phase.

We have allways untabbed all cards during Status phase. All campaing videos on youtube that I have watched show that most of players seem to untab cards in same phase. But this rule means that activation order is even more important. Think about abilities/items that can be used or are used during other heroes activation, like Gaarkhams Wookie Loyalty, Gideons Called Shot, Saskas Toolkit etc. This means that if Saska used toolkit last round to help other hero to pass Attribute test, toolkit isn't avaivable to use until Saska activates. If she is last one to activate, other heroes can't use it until next round of play.

Edited by Serpentarius

I think it's this way for 2 or three hero campaigns rather than general balance reasons. Personally I haven't been playing that way with my group.

Is there any question? If it's in the rules that's how the game is played...

It doesn't affect the game much. This way you can trigger some skill twice in a round if you did not activate them last round, and for those that only are used during your own turn, it doesn't matter anyway.

Is there any question? If it's in the rules that's how the game is played...

It doesn't affect the game much. This way you can trigger some skill twice in a round if you did not activate them last round, and for those that only are used during your own turn, it doesn't matter anyway.

Players always have a choice on which rules to follow (barring being at a tournament or something).

It is something of a nerf to the rebels because of the reasons discussed in the OP. And it doesn't allow double use of a skill because ready is an 'on/off' state; you can't ready something that's ready.

Is there any question? If it's in the rules that's how the game is played...

It doesn't affect the game much. This way you can trigger some skill twice in a round if you did not activate them last round, and for those that only are used during your own turn, it doesn't matter anyway.

Nope, no question about the rule. Why there should be one? This subforum is about discussion on everything related to campaing and there is other subforum for rules questions.

I started this, because I wanted to share this rule with community. I had completely missed it before, and if youtube battlereports give some clue about how people play, so does 90 % of all players.

And I think this affects the game. As you said yourself, some skills could be triggered twice per turn. I think it gives some tactical possibilities. Think about the first round of game and skills like Called shot from Gideon Argus. Shoot first with Fenn, exhaust Called Shot, and you get it immediately back when you activete Gideon for first time. Later rounds you can "save" some skill to be able to use it twice next turn.

There is also a downside. Think about this. If you used Saskas toolkit last turn, and you have one more terminal left to activate. 3 heroes are wounded and one more wounded would mean imperial victory. You would want to activate terminal as soon as possible. Here being able to use toolkit or not would make a difference between win or loss. So activation order of heroes comes more important.

Edited by Serpentarius

Is there any question? If it's in the rules that's how the game is played...

It doesn't affect the game much. This way you can trigger some skill twice in a round if you did not activate them last round, and for those that only are used during your own turn, it doesn't matter anyway.

Players always have a choice on which rules to follow (barring being at a tournament or something).

It is something of a nerf to the rebels because of the reasons discussed in the OP. And it doesn't allow double use of a skill because ready is an 'on/off' state; you can't ready something that's ready.

I'll give you an exemple: Fenn has the skill to add one white defense dice (Take Cover), still unused. Another hero activates. The imperial attacks Fenn, he uses Take Cover. Fenn activates and ready its cards. The imperial activates and target Fenn again. Fenn uses Take Cover for the second time in the round.

Is there any question? If it's in the rules that's how the game is played...

It doesn't affect the game much. This way you can trigger some skill twice in a round if you did not activate them last round, and for those that only are used during your own turn, it doesn't matter anyway.

Nope, no question about the rule. Why there should be one? This subforum is discussion about the campaing and there is other subforum for rules questions.

I started this, because I wanted to share this rule with community. I had completely missed it before, and if youtube battlereports give some clue about how people play, so does 90 % of all players.

As you said yourself, some skills could be triggered twice per turn. I think it gives some tactical possibilities. Think about the first round of game and skills like Called shot from Gideon Argus. Shoot first with Fenn, exhaust Called Shot, and you get it immediately back when you activete Gideon for first time.

There is also a down side. Think about this. If you used Saskas toolkit last turn, and you have one more terminal left to activate. 3 heroes are wounded and one more wounded would mean imperial victory. You would want to activate terminal as soon as possible, here being able to use toolkit or not would make a difference between win or loss. So activation order of heroes comes more important.

The confusion is probably due to the fact that the imperial player ready his own card at the beginning of the turn, unlike the heroes.

As for the rule itself, there are as many time when it can advantage the heroes (see above, but your exemple is perfect too), then situations when it could be a disadvantage and vice-versa (if you did not use the skill last round, its totally lost...). So just use one way or the other, but be sure to stick with it!

Edited by loup167

My wife plays as fenn and garkhaan in our current campaign, and this is extremely helpful at times, for her and me. Because she only has the two heroes, she can refresh her defensive abilities more often, but I can also exploit her inability to ready ALL of her cards at the start of the round. Since rebel goes first, I think this is decent balancing to make up for the first move benefit.

The confusion is probably due to the fact that the imperial player ready his own card at the beginning of the turn, unlike the heroes.

As for the rule itself, there are as many time when it can advantage the heroes (see above, but your exemple is perfect too), then situations when it could be a disadvantage and vice-versa (if you did not use the skill last round, its totally lost...). So just use one way or the other, but be sure to stick with it!

Imperial player ready his own card's in Status phase, before deployment and before End of round effects. So more like at the end of turn, not beginning. I think the main reason why people are playing this wrong is the back cover of Learn to play guide. There is Campaign quick reference which tells you to "Ready" in Status phase, and doesn't tell you that it should be only imperials at this point.

And sure you can "save" those same skills you can active twice per round. They aren't totally lost if you didn't use them. If I keep Gideons Called Shot as my example:

Turn 1. Use Called shot twice as descriped above (like Fenn first, use called shot from Gideon, and when Gideon activates Called Shot is untabbed and can be used when Gideon or some one else attacks). At the end of turn Called Shot card is exhausted.

Turn 2. All looks well for rebels so Gideon decides to save his Called shot to the next round. Card is readied when Gideon activates this turn, and at the End of round it is ready to be used.

Turn 3. Activate some other hero before Gideon (like Fenn again) and use Called shot when he attacks. Called shot is exhausted, but when you activate Gideon this round it is once again turned up and ready to be used another time during this same round of game.

I think this is "saving" skill from round 2 to round 3.

The confusion is probably due to the fact that the imperial player ready his own card at the beginning of the turn, unlike the heroes.

As for the rule itself, there are as many time when it can advantage the heroes (see above, but your exemple is perfect too), then situations when it could be a disadvantage and vice-versa (if you did not use the skill last round, its totally lost...). So just use one way or the other, but be sure to stick with it!

Imperial player ready his own card's in Status phase, before deployment and before End of round effects. So more like at the end of turn, not beginning. I think the main reason why people are playing this wrong is the back cover of Learn to play guide. There is Campaign quick reference which tells you to "Ready" in Status phase, and doesn't tell you that it should be only imperials at this point.

Good catch. It's technically a end of turn, not the beginning!

My wife plays as fenn and garkhaan in our current campaign, and this is extremely helpful at times, for her and me. Because she only has the two heroes, she can refresh her defensive abilities more often, but I can also exploit her inability to ready ALL of her cards at the start of the round. Since rebel goes first, I think this is decent balancing to make up for the first move benefit.

This... is a very valid point.

I never actually played with less then 4 heroes, but I guess only untapping in the status phase would be extremely bad if you play with only 2 or 3 heroes.

In any case, the rule on that matter is pretty clear and, that way, it helps the heroes more often than not.