Agenda Set

By Eyfrosyne, in Imperial Assault Campaign

Hello, now there are so many Agenda set that it is very hard to choose only 6.

What Agenda Set do you think are good to use in synergy with Subversive Tactics (to play a Core +TS Campaign)? (Only core, Twin shadws, Waves 1-4).

"for the right price" is a "must have" for High value target, and so Imperial Industry. But then?

Nefarious Dealings? Crimson Empire

At least a Villain or not?

Thank you very much.

I'll be honest, I look for the villain's I want to be able to get. So for Twin Shadows I'm wanting a "Bounty Hunter" theme, so I'm using Boba Fett, IG-88, & Dengar (if Bossk was out, he'd obviously be going in). I'm also going to put in Kayn Somos.

After that I want Influence cards that are going to stay on the table and be able to use at least once per mission. Having to spend the Influence and then discard the card after 1 use, I don't care much for that. But that's just my personal preference.

~D

I think it's Lord Vader's command that has a sweet card that gets you a -5 discount on a single deployment

I think it's Lord Vader's command that has a sweet card that gets you a -5 discount on a single deployment

It is.

I'll be honest, I look for the villain's I want to be able to get. So for Twin Shadows I'm wanting a "Bounty Hunter" theme, so I'm using Boba Fett, IG-88, & Dengar (if Bossk was out, he'd obviously be going in). I'm also going to put in Kayn Somos.

After that I want Influence cards that are going to stay on the table and be able to use at least once per mission. Having to spend the Influence and then discard the card after 1 use, I don't care much for that. But that's just my personal preference.

~D

It's been a while since this post, so you may have realized by now that you don't get to do any side missions in Twin Shadows, so you can't get any villains besides the ones they automatically give you during the campaign.

In Twin Shadows you can still earn at least one villain even when you don't have any agenda side missions available.

I like to mix and match agenda sets depending on the class deck and what kind of emphasis I'm expecting on the units I'm going to use.

I'll be honest, I look for the villain's I want to be able to get. So for Twin Shadows I'm wanting a "Bounty Hunter" theme, so I'm using Boba Fett, IG-88, & Dengar (if Bossk was out, he'd obviously be going in). I'm also going to put in Kayn Somos.

After that I want Influence cards that are going to stay on the table and be able to use at least once per mission. Having to spend the Influence and then discard the card after 1 use, I don't care much for that. But that's just my personal preference.

~D

It's been a while since this post, so you may have realized by now that you don't get to do any side missions in Twin Shadows, so you can't get any villains besides the ones they automatically give you during the campaign.

So starting off with Hunted Down, then Past Life, then Shady Dealings, followed by Canyon Run, and last story mission depends on how the heroes do in Canyon Run. I am one main story mission short to "match" the core campaign, so I added a 6th side mission instead. So it looks like this:

Hunted Down

Side Mission #1

Past Life

Side Mission #2

Side Mission #3

Shady Dealings

Side Mission #4

Side Mission #5

Canyon Run

Side Mission #6

Finale

~D

We are playing the finale of my custom Extended Twin Shadows campaign with 3 side missions (7 total) in https://boardgamegeek.com/thread/1507945/ .

I will fine-tune the rules after the campaign and fix a few things that went wrong with it.

Did you start with 3XP or 0? Did Hunted Down scale well for 2 Threat Level?

Interesting. Yeah, it seems like you'll have to balance the starting XP and threat - does it work if you shift it to the levels used for a normal campaign?

We are playing the finale of my custom Extended Twin Shadows campaign with 3 side missions (7 total) in https://boardgamegeek.com/thread/1507945/ .

I will fine-tune the rules after the campaign and fix a few things that went wrong with it.

Did you start with 3XP or 0? Did Hunted Down scale well for 2 Threat Level?

So we started off with 7XP and 500 credits per hero (so 2k as a group) and could only select items they currently had, plus any reward items they earned for their heroes. We kept all their side missions they didnt choose and reselected new ones to recreate a 12 card deck.

For myself as the Imperial Player; I got 7XP (playing a diff class deck this time), 7 Influence (I shuffled a new 18 card Agenda deck and drew 6 cards and selected from that), plus kept any Influence cards I had earned and still had at end of Core Campaign from the original Agenda deck, and I kept any rewards I had won from side missions (so I still kept RGC).

Then for the campaign itself, my threat level starts at 4 and the tier items are level II. End of each story mission each player receives 1XP, heroes get 100 credits/hero, and Imp gets 1 Influence. Then if they win the ally/villain card.

SPOILER:

I lost Hunted Down bc I picked eHeavy Troopers as one of my open groups and picked them as my optional deployment from the threat. That was a poor choice bc their movement of 3 sucks and the difficult terrain at the cantina hindered me. I also learned that their rolls suck for surges so the Blast 2 i was hoping for rarely came. In previous campaign I had Military Might and one XP card I loved was Shock Troopers, that would be great for eHeavy Troopers, but sincr I was playing with Inspiring Leadership, I didnt get that option. I should have put in Royal Guards. The 5 speed would have been beneficial and crucial. After they got the token, they blew right past me. Plus the heroes have Diala and Jyn and some fortunate rolls of evades made it difficult for me. Plus they were already in the Hanger by the end of turn 2 so Boba Fett joined the battle really late.

~D

Because I generally just curb stomp the Rebels I typically don't use any Agenda cards, or just a couple weaker deplete ones, to give them a bit of a chance.

So when I pick sets I pick the one with IG-88 and Dengar in them so that if I'm beating the Rebels really badly I can waste tons of threat on IG-88 to really help them out. Dengar isn't hugely overpointed IG-88, he's mostly just for some variety.

Also I pick the set that lets me ignore habitat, because every Imperial installation should have a Wampa or Bantha mascot.

The card that adds an evade to defense and a surge to attack for a guardian unit has won me the match, and that is a discard card. I also find the decrease the cost of a unit by 5 super helpful. I've dropped Elite Trandoshans right off the bat in an optional deployment in a mission and just over whelmed the Rebels right off the get go, super frustrating for them though so watch out for that.

My favourites:

Lord Vader's Command - A Dark Power (lower cost by 5)

For the Right Price - High Value Target (Deplete when you defeat a hero to increase threat by the threat level)

Crimson Empire - Pulling the Strings (forces Rebels to spend 300 credits or award you free influence) and Best of the Best (adds an evade and surge to a guardian unit for their deployment)

Imperial Industry - Means of Production (Must have for any agenda deck, the reward is an attachment that lets your units stun, among other things) and Restorative Supplies (this one I only take if I am planning to use Villains, it lets you roll 2 red die once per round to recover health equal to the results).

After those 4 I just mix and match to preference, it will partially depend on what class I am playing that campaign and also just what I feel like running in the moment. But those four are about as solid of a set as you can build. Imperial Discipline - Fire At Will (lets you attack with a trooper with an added surge after any figures activation) is another good one,I've won a mission before when all my cards were activated and the surge gave me the 1 damage I needed to wound the last hero.

... Restorative Supplies (this one I only take if I am planning to use Villains, it lets you roll 2 red die once per round to recover health equal to the results).

Restorative Supplies is a deplete, so you can only use it once per game, not once per round.

... Restorative Supplies (this one I only take if I am planning to use Villains, it lets you roll 2 red die once per round to recover health equal to the results).

Restorative Supplies is a deplete, so you can only use it once per game, not once per round.

To clarify, thats once per mission. Game to me, means the whole campaign.

~D

Interesting. I think of the order as Turn - Round - Game/Mission - Campaign. Though I think of "Imperial Assault" in general as the "game," so maybe that is confusing :D

There is no turn or game. :P

It's Abilities and Actions in each figure activation, one or more figure activations in a group activation, Alternating Activations, Round, Mission, Campaign.

Edited by a1bert

Yes, you take "Turns" activating groups :D

... Restorative Supplies (this one I only take if I am planning to use Villains, it lets you roll 2 red die once per round to recover health equal to the results).

Restorative Supplies is a deplete, so you can only use it once per game, not once per round.

Ya mistype, and it is actually once per mission not game :D Double correct!!!