Agenda Card guide?

By Eyfrosyne, in Imperial Assault Campaign

There so many agenda sets now that it's not easy to choose only 6.

Inspired by all the thread about "Heroes tier", I open this to discuss about Agenda Sets.

What are the "Tier A" Set, what to avoid, and what to take only because it has synergy with an imperial class??

I know there is boardwars.eu, (where there is a very good work about buyers guide :) ) but it doesn't talk about Agenda set in Core and expansion Box, and I think it's nice to discuss about this theme.

I really like the one from the hired guns expansion, as well as Imperial discipline and Imperial defense (though it's not as good as the last two).

My favorite decks:

Agents of the Empire: All three Agenda cards are great.

Imperial Informants can be re-purchased, and double threat in the late game is amazing.

Tracking Beacon is one of my favorites. Every time I've seen it used, the Rebel team has ignored it.

Impounded mission: Even if the Rebels win, they get no reward.

If you like droids/ vehicles, Bombardment is a must have.

It's also the only way to earn General Sorin.

Crimson Empire is another of my favorites, virtually a must have.

Even if you don't want to win the RGC by playing his mission, the Rebel reward is only 400 credits.

Pulling the strings may be one of my favorite agenda cards. If the Rebels ignore it you get a free influence between every mission. If they choose to discard it, they've just wasted 300 credits.

Empire's Reach has well costed cards that can easily turn the tide of a mission.

Evasive Maneuvers offers 2 Agendas that can keep Imperial forces alive just a little longer, and has one nice offensive card that may be undercosted.

For the right price is another of my favorite Agenda decks.

A mission that doesn't offer any reward for the Rebels, and two 1 influence cards that are easily worth their price.

The forced mission in the Imperial Industry Agenda deck has an amazing reward. The other 2 cards aren't very good though.

Imperial Security Bureau should probably be in the "must have deck" list for any Imperial.

Retaliation has a mission is with a really nice reward, a good Agenda card and a third one that is just ok.

Any deck I didn't mention doesn't make it into my favorite list (I have all the expansions, so I didn't omit any for that reason). Although I think every deck has at least one good card, that doesn't make it worth taking the whole set.

Edited by thestag

For the Right Price : High-Value Target is the best agenda card in the game. Hired Help is great when used in the right mission.

Imperial Discipline : Fire at Will is great if you play with Military Might, and pretty good also otherwise. Tactical Maneuvering can save your day.

Agents of the Empire is also one favorite due to Imperial Informants, and especially if you can win Impounded.

Lately I have been making more theme-directed choices with the agenda sets and also included ones that I have not tried before.

Edited by a1bert

Agents of the Empire, very useful set, all 3 cards are very good.

For the right price, the non mission cards are top notch. Especially High-Value Target.

Imperial Industry is the third very good Agenda set from the core box. The reward from the mission alone is awesome enough to choose this set.

Imperial Discipline is a good set. But not as good as the 3 above.

The other 3 sets from the core box are okay, but i would swap them out for some later sets.

Great additional sets are Crimson Empire (RGC), Nefarious Dealings (Hired Guns), Punishing Tactics (Dengar)

The rest of the sets are imho situational and play style dependent. But some interesting choices are in there.

Edited by Stragen

It seems that after Core, there aren't very good Agenda set, isn't it? (except the one with hired gun and Crimson Empire, but the Crimson Empire is a core set expansions).

There are about 40 sets, but the "must go" are always the one from core set.

Is it possibile to select 6 good Agenda set, without using the Core Agenda set? What do you thing?

When it comes to Agenda cards, I generally choose them based on what class deck I chose. For example with Military Might, I choose the trooper oriented sets.

Aside from that, I've found cards that add threat or provide a discount to be very good and I generally use the sets with those cards pretty much all the time.

It's not a super competitive way to play, but since my group usually just plays for fun (and therefore, I'm practically a GM) I tend to pick Agenda sets that bring in interesting villains.

When it comes to Agenda cards, I generally choose them based on what class deck I chose. For example with Military Might, I choose the trooper oriented sets.

Aside from that, I've found cards that add threat or provide a discount to be very good and I generally use the sets with those cards pretty much all the time.

About trooper sets

Imperial Security Bureau (ISB enforcers) and I mperial discipline (Fire at Will) are very strong.

But Stormtrooper support (Kayn somos set) and Vader's Fist seem pretty weak.

Are there any other?

A Dark Power reduce deplyment cost by 5, but it costs 2 for a one shot card. Does it worth? Since the other 2 cards of the set are pretty useless (very rare to use Darth Vader in a campaign).

Honestly, I have found Agenda cards in general to be limited in how much they affect the campaign as a whole (with a couple exceptions like if gou win the imperial industry side mission), so they are one aspect of the game I have not analyzed too hard. So I just choose a handful that synergize with my class deck and and handful that are overall good.

I personally like the Vader set for A dark power because that extra 5 threat at the right time can be strong, but you are right that the other 2 cards are meh.

But yeah, i really just say pick what you like, because it really doesn't matter much.

Double post :(

Edited by Deadwolf

A Dark Power reduce deplyment cost by 5, but it costs 2 for a one shot card. Does it worth? Since the other 2 cards of the set are pretty useless (very rare to use Darth Vader in a campaign).

A Dark Power doesn't seem worth it to me. With Agents of the Empire ( Imperial Informants ) you can get threat equal to the threat level for 1 Influence. Yes you have to wait until the Deploy and Reinforce step of the next round's status phase, but I like the cheaper threat for the influence cost. On average, 4 threat for 1 influence and wait one round vs 5 threat for 2 influence to use immediately.

Additionally, Agents of the Empire has Tracking Beacon which is nice for increasing the number of Agenda cards gained per upgrade stage unless the Rebels want to spend credits to discard it - which is also good for slowing them down a bit. Vader's Fist doesn't really have anything else unless you really, really want to bring Vader into your campaign (at a "measly" 18 threat) - fun yes, worth it - debatable.

take whatever the heck you want but make sure you take the one with the Imperial Industry reward and the one that gives you Special Operations reward, and save all your influence until you draw one of those cards, then spend all your influence and spend all your exp too and take the nastiest open groups your players hate just make sure you throw everything at that quest and make sure you get one of those rewards. You'll need them if you aren't playing noobs

I was using Imperial Black Ops and put Imperial Industry on the Grand Inquisitor with True Shadow and Execution Squad (Overload) by using 2 influence I had left over on that 2 cost one that brings him to a mission to assassinate a character, he was recovering 8 damage per turn, Diala's player was totally out for the 7 rounds of the mission going mono y mono with that guy, she didn't even kill him Diala couldn't do 8 damage per turn and the other Heroes moved on to complete the objectives all in all it was pretty thematic and cool the Jedi held off the Dark Jedi while the rest of the crew completed the objectives

Imperial Industry is pretty solid, all its cards are good. I'm still testing stuff, I like to play with the villain packs I got.

Dengar's pack is pretty good and Dengar himself is amazing in campaign mode (even if he is awful in skirmish).

For the Right Price has two great cards that will be very useful in the finale

One of the best deck is arguably the one with the Royal Guard Champion. There is a card in that deck that gives you one more influence after each mission unless the rebels pay 100 creds per hero to make you discard that card.

Dark Power from Lord Vader Commands seems to me to be worth it. It can give you surprise threat, makes you deploy a villain or group that your group would not expect. However, it is about the only card worth anything in that deck, unless you fancy getting Vader, which you shouldn't. Aside from being really cool, 18 threat is a lot, I'd rather have 2 HK groups and an imperial officer for that cost.

I am trying out the Inquisition deck, but so far it looks pretty good. The Inquisitor is well costed, hits hard and has a lot of health, meaning he will be good mid to late game. There's one card that deploys him for free (but only able to attack a marked hero), if you really want the heroes to lose one side mission. The other card makes a newly deployed hunter focused and gain a move for only one influence. It's not amazing, but it doesn't seem too bad either. Could be really good if you managed to get the Inquisitor himself and deploy him in the Finale.

Imperial Discipline is very strong. Its cards are cheap and impactful. Impending doom is almost certain to help during the finale.

Edited by ineversmile1789

I generally pick a few staples from the core then try out new Agenda sets each campaign. Right now in Hoth I am using 2 from the core, Inquisitor and 3 hoth/hoth AVP sets. I don't take Imperial Industry anymore as it is just so powerful. I made a rule with my heroes if they pick fenn I am taking Subversive Tactics and Imperial Industry, if they branch out and actually try new heroes, I will also try new tactics. One group I have is quite competitive, the other not so much. But I still like to test new things with both groups as there is so much dang content to get through.

I've never actually went for the rewards from the mission cards, I've just ignored them. But I do have For the Right Price and Agents of the Empire so I could go for either reward. When you win Special Operations do you just plop it on an officer and keep him in the back to use it every round? If you have to deploy the officer it costs you 2, so basically by round 3 you are gaining free threat.. but at most it gets you what 2-3 threat per mission?

The Old Wounds card seems really powerful, can't believe I never looked at that one before. But no wonder it costs 4 threat.

What other mission rewards do people find useful (besides Imperial Industry)?

The Imperial Officer with Special Operations is a good slingshot when maneuvered into an active deployment point - one action for Special Operations, another for Order.

A lot of missions in the core come with Imperial Officers in the initial groups, so in that case you don't need to spend 2 to gain 1.

Tactical Advance is great if you have Versatility from Imperial Black Ops, and also pretty good otherwise.

Edited by a1bert

When you win Special Operations do you just plop it on an officer and keep him in the back to use it every round? If you have to deploy the officer it costs you 2, so basically by round 3 you are gaining free threat.. but at most it gets you what 2-3 threat per mission?

The Old Wounds card seems really powerful, can't believe I never looked at that one before. But no wonder it costs 4 threat.

What other mission rewards do people find useful (besides Imperial Industry)?

I've never tried A1bert's slingshot move (though it sounds like fun) but I've found that putting Special Operations on an out-of-the-way officer can be really annoying for the rebels. Their options are wither to give you threat each turn or to send one of the heroes way out of the way in order to pick him off, which helps to stall them. 9 times out of ten they're probably better off just leaving him alone, but usually they don't.

And yeah, old wounds is awesome (and I've found its associated mission to be really, really hard for the rebels to win). In my first ever campaign we were getting dominated my the imperial (and his subversive tactics deck) and that card really helped to add to the snowball.

That sling shot maneuver is a really good idea, now I want to try that. Especially on Hoth that has some pretty big maps. Nice I think I will go after that reward when I can.

In addition, in Return to Hoth the rebels are pretty much guaranteed to have one or two allies in each mission (I think this is one of the main reasons why RtH seems easier for the rebels), so an Imperial Officer in the corner somewhere provides the imperial player with an sorely needed activation. Losing or gaining the activation advantage is huge for either side.