New player with a couple of questions

By tafattel, in Star Wars: Imperial Assault

I've only just gotten into Imperial Assault within the last couple of months, and I'm loving every minute of it. Really enjoying Skirmish, and I'm now giving Campaign mode a go - playing solo, so I can get a good grasp of the mechanics before I sit down with the kids and see if they'll enjoy it as much as I do.

I've so far played a couple of missions - Aftermath and Temptation - and have so far come up with a couple of questions that I couldn't really answer with the Rules Reference Guide. First, with regard to unspent surges - is it allowable to remove more than 1 fatigue from a hero at once with unspent surges? Using Garkhaan, he was attacking a probe droid and came up with three surges. I used one surge for Cleave, but didn't need the other two so I used them to remove 2 fatigue points he had gained using his Charge ability. I wasn't sure if that was legal as I know that you can only trigger each ability once per attack. Since I didn't find anything that expressly forbade it I continued doing it, but figured I would ask anyway.

The second question is more of an OCD thing, and pertains to the counters and cards for the Hidden and Weakened conditions. In collecting all the expansions and blister packs, I accumulated quite a bit of extra Hidden and Weakened items - was wondering if folks play with all that stuff on the board or if it's more common to have the Hidden and Weakened cards and tokens on the board conform to the amounts for the other conditions. Silly question I know, it's just my OCD getting to me again.

Only one surge per attack can be spent to recover strain.

The extra hidden and weakened cards/tokens aren't really needed. I've kept mine, but only ever really use a few at a time.

if you get Jabbas Realm and use the Hutt Mercenaries imperial deck you might find the need for more of those Hidden tokens, but I just mostly ignore the tokens...

Limit of 1 surge for strain, it's in the books somewhere, it may be one of those things in the learn to play that isn't in the reference.

Hidden and Weaken aren't in core so they get given out all over the place in order for people without Hoth (weaken) and Bespin (hidden), enough to use if they just buy a couple ally/villain packs that need them. You'll rarely if ever need more than a few hidden/weaken tokens and once you're familiar with the cards you can just leave them in extra storage along with your excess tokens.

Now that little voice that kept nagging me about the surges is saying "I told you so!"

Thanks for the replies, I'll make sure I remember that.

Haha, I actually very recently downsized my Hidden and Weakened collection. It was getting out of hand, especially since we generally use them less than the core conditions (which I just find to be more reliable).

Just kept 4 cards for each condition, and as many tokens as were supplied for the core conditions (5 or 7, I think). That's because the way we play, we give heroes the cards (which we place on their player sheet.

For units, we place the Numbered/Colored unit token of each unit in the group on the deployment card (or just place the deployment card for groups of one.

Then we stack damage on those unit tokens, to keep track of who has what. We also place the condition tokens this way.

It's extremely unlikely that no more than 5 units will ever share the same condition, and it's impossible (within the rules) for more than 4 of one condition to be applied to the heroes.

8 hours ago, subtrendy2 said:

, and as many tokens as were supplied for the core conditions (5 or 7, I think).

Its 5.

8 hours ago, subtrendy2 said:

It's extremely unlikely that no more than 5 units will ever share the same condition,

Hutt Mercenaries and Hidden can get rapidly beyond 5 units.

13 hours ago, Majushi said:

Its 5.

Hutt Mercenaries and Hidden can get rapidly beyond 5 units.

Fair enough. Maybe I'll hold on to some from the HotE expansion, just in case I ever play Hutt Mercenaries