Selecting Item cards to use

By Payens, in Star Wars: Imperial Assault

I know you can always have a house rule. But just wondering peoples thoughts one maybe taking out some of the item cards that I do not forsee a person ever buy.

Like Say Telescoping sights... or marksman barrel, or Cybernetic arm..

I just do not think they are worth the credits would rather save for better weapons, armor, or the good upgrades. unless you have a mission where you are swimming in money which I have never seen just does not seem wroth it

Alternatively you could take out everything except for the very best items, and then the Rebels will only draw those...

1 hour ago, Payens said:

I know you can always have a house rule. But just wondering peoples thoughts one maybe taking out some of the item cards that I do not forsee a person ever buy.

Like Say Telescoping sights... or marksman barrel, or Cybernetic arm..

I just do not think they are worth the credits would rather save for better weapons, armor, or the good upgrades. unless you have a mission where you are swimming in money which I have never seen just does not seem wroth it

I actually had this discussion with one of my group (UNLESS you're in my group? who knows?)

The summary is that we will all have bad draws, learning how to deal with it is part of the game. As soon as you start trimming the deck you modify the probability % which can cause wild game behaviors

Rebels taking out cards means I (as Imperial) should be able to do the same, which means now I have a much higher % to slap you with Imperial Industry + Fire at will + Restorative supply + High Value Target...other amazing Imperial agenda cards

See how quickly you changed the game? So we've settled on "yeah you know what, let's just all deal with it (bad draws)"

edit to add: I can't imagine my Rebel players dealing with my Black Op troops without marksman barrel, so the actual # of items that "Rebels would never buy" might be smaller than you think

Edited by ricope

In our game Gideon bought the cybernetic arm.

Marksman barrel and cybernetic arm are good for certain heroes/weapons.

Since you draw like 11 or 12 items with the Jabba's Realm rules, it's not an issue anyway.

There are a few items I took out because there was 0% anyone would buy it ever. But there are definitely items that are very situation that could be bought and I left those in

mainly I take out tattoinee rifle (T1, worst than all starting weapons for that cost) and telescope (T3). The new draw system that came with Jabba fixed all the other issues anyways

1 hour ago, neosmagus said:

In our game Gideon bought the cybernetic arm.

It is useful on him or diala or Onar

marks barrel is a good attachment for things like Hand Cannon

I love cybernetic arm on Verena

7 hours ago, Jarema said:

I love cybernetic arm on Verena

I agree, add Master Operative and you've got 7 endurance. It's pretty great.

But yeah, I've thought about it too since it's no fun for anyone when the Rebels draw only bad/useless items, but the Jabba rules have really helped with that so I don't think it's that big of a problem anymore. I have considered thinning out the supply deck a bit, though, to incentivise opening crates more.

Edited by Villakarvarousku

Yeah, as others have said, the new rules really help mitigate this. You're likely to see the item you want at some point during the campaign now.

Regardless, though you can always houserule, I don't think I would. Sure, maybe you don't like cybernetic arm, but what if it'd fit really well with a character build one of the rebels is working on? You could overanalyze every item in the game, but why not just let FFG do it for you. Better for your rebels to draw an item they don't need then to not be able to draw an item that they need and you own. but have neglected to put into the deck.

Huh, my Gideon player just bought cybernetic arm too. He used some of the credits he got from selling the Astromech which he found to be useless. Trying things out is how you learn the game, and find combos that the armchair strategists won't.

For instance, our Loku player could have had the +1 damage mod on his Deathhammer but did the exhaust for +1 surge instead, as he found he was over-killing some targets and the extra surge was more important for removing strain than the extra damage was. That doesn't mean the other mod is bad or sub-par, it just wasn't right for his particular build.

In Descent, we used a system where before the campaign began, players would select three Item cards and the OL would select three Item cards to remove from the Item deck. Although, admittedly that was due to having much more Item material than IA, so it made sense to trim down the roster of Item cards.

20 hours ago, Payens said:

I know you can always have a house rule. But just wondering peoples thoughts one maybe taking out some of the item cards that I do not forsee a person ever buy.

Like Say Telescoping sights... or marksman barrel, or Cybernetic arm..

I just do not think they are worth the credits would rather save for better weapons, armor, or the good upgrades. unless you have a mission where you are swimming in money which I have never seen just does not seem wroth it

Of those 3 items, only Telescoping Sights is the only one I would say is bad. And even then if you have a group where focus is scarce, you might take it.

Cybernetic Arm is quite good; there several heroes (like those mentioned - Gideon, Verena) where that extra 1 Endurance is really strong.

Marksman barrel can be used with several short-range, high-damage weapons to remove their range disadvantage. Or to increase a sniper's range to insane levels. Range is not as insignificant as most people seem to think; it's just a harder advantage to leverage.

Plus, as someone else says, the new item draw rules in Jabba's Palace pretty much remove the bad draw potential.

I've used the arm on Diala, which has meant an extra reroll every round as she'll tend to rest each round to get rid of all the strain from rerolls and force throwing and to give out a focus. An extra reroll a round, totally worth it.

Edited by Union
On ‎3‎/‎14‎/‎2017 at 1:21 AM, frotes said:

It is useful on him or diala or Onar

marks barrel is a good attachment for things like Hand Cannon

Works wonders on Biv, too (still 15 health with armor upgrade).

I do think if the cyber arm was 250 or less, it would see more play. ATM is situational and usually you want to have earned some extra credits along the way to make good use of it