MHD discussion

By turkishvancat, in Imperial Assault Skirmish

How do people feel about MHD in skirmish? I've looked back at old tournament lists and he occasionally pops up in lists that did well but overall he seems not to have been very popular.

As I see it, MHD has 3 major talking points:

1. Medical Loadout - You or an adjacent ally recovers 3 health

2. Improper Procedure - Adjacent hostile figure suffers 1 damage and becomes weakened

3. Miracle Worker (command card) - When a friendly figure within 3 spaces has suffered damage equal to its health, instead of being defeated it recovers 3 health.

In the lists I dug up, MHD was used mostly for (1) and (3), to help keep a high health figure alive for longer, such as Luke in older twins lists. (3) seems very strong to me BTW, but it's probably not worth it to run MHD just for Miracle Worker. (2) seems pretty situational, but I wonder if it could see some good use now that Jedi Luke is so popular. As I've learned playing Luke against Terro lists, weaken is very strong against him as it strips his innate evade away, which is impactful if you use units that rely on surges for damage.

So what has been your experience with MHD? Can he work? Is he overcosted? Do you lose too much offense by including him, especially since Gideon/C-3PO are already almost auto-includes in most rebel lists? If he's not viable, what does he need to become viable?

I'm thinking of trying out MHD with an elite trooper list, something like [Gideon, C-3PO, E Alliance Rangers w/ Combat Suit, 2x E EBT, MHD w/ Motivation] or [Gideon, C-3PO, R2-D2, 2x E Alliance Rangers, Alliance Smuggler, MHD w/ Motivation]. Motivation let's MHD heal others 4 damage per turn. The only questions are if individual units have enough health to where they actually have a chance of being healed instead of flat out dying first, and if there's enough firepower. I'd love some thoughts on this as well.

(1) I want to bring MHD with Luke and Elite Rangers but then he becomes cost prohibitive...

(2) It seems like figures with 5 health or less would almost be a waste to heal and the timing/situation has to be perfect.

So my concerns are the same as yours.

-In groups where I really think I'd like him, I can't afford him

-His effectiveness is too situational for my liking.

If he couldn't attack and cost 3 I'd probably try him more often.

Talking about activation too

Suppose this (very realistic) situation happens in skirmish:

Your already-activated eEBT is badly damaged at 6/8 dmg. There are enemies around your eEBT. Are you going to move up your MHD?

No = what's the whole point of you taking MHD

Yes = You move up MHD (rarely adjacent), so you do something like move up 2 -> heal -> move back 2

Now it's my turn. I can still finish off that damaged eEBT (now at 2/8) or I can very likely kill off your 6-pt MHD (assuming you took Motivation like you said above). Yes it made my job harder but is the "heal friendlies" really worth the risk of losing him? In this case I think I prefer a 6pt MHD > 4pt eEBT, just to stop you from healing anymore in the game. Now you've also lost out on Miracle worker command card

I've considered running him in a Jedi Luke list. Keep him far back in your lines so that Luke can run back to him and get healed up. In practice play, it was frustrating for my opponent to see 13/16 health Luke run back to Doctor Droid, who Single Purposed to heal Luke to 7/16, end of round, Heal down to 4/16 and then Devotion for SoS. That won't happen all the time, but to get "Are you F-----g kidding me?" out of your opponent can be fun.

I wound up running Jyn instead though, because having MHD would mean 4 support characters in my 7 figure list.

I used MHD a lot for a rEBT and eSabs list. I used him as the distraction bullet magnet that people had to kill to minimise frustration. he was very effective and effectively protected the sabs and the troopers to a point.

dont underestimate him, his healing power has won me games before but at the same time he is not easily fitted into lists at 5 points

On 2/25/2017 at 8:48 AM, turkishvancat said:

(2) seems pretty situational, but I wonder if it could see some good use now that Jedi Luke is so popular. As I've learned playing Luke against Terro lists, weaken is very strong against him as it strips his innate evade away, which is impactful if you use units that rely on surges for damage.

I've considered taking him for that, but the fact that he has to be adjacent for it to work makes it pretty problematic. He might get a weaken on Luke, but he won't outlive the round.