Supply card comparative value

By Methantilus, in Imperial Assault Campaign

Now that we have a couple methods to choose a supply card from a group (Stockpile, Supply Chest)... has anyone put any thought into which cards are potentially more valuable than others? I don't think we could go as far as building some kind of tier list, there are far too many situational variables. But are there any items you would consider to always warrant heavy consideration?

The first card that come to mind for me would be Artificial Stimulants; I feel that this card is nearly always useful during any mission.

Edit: Mods; if there is any issue with linking the card images, let me know and I'll remove them.

Edited by Methantilus
1 hour ago, Methantilus said:

Now that we have a couple methods to choose a supply card from a group (Stockpile, Supply Chest)... has anyone put any thought into which cards are potentially more valuable than others? I don't think we could go as far as building some kind of tier list, there are far too many situational variables. But are there any items you would consider to always warrant heavy consideration?

Agreed on the Stimulants. Being able to move strain around is a big deal. Along the same lines, for a fragile hero (or a hero that likes to be wounded, like an "Unstoppable" Gaarkhan), the painkillers are pretty sweet. I know no one wants to be wounded, but someone almost always is, and keeping your base speed and endurance can be a lifesaver especially if the mission is tight. I never complain about drawing a Bacta Infusion or Adrenal Stim either, since clearing 3 strain and either removing a condition or becoming Focused is almost always useful for someone on the team, and they don't require a rest before they can be used.

If the "Flash Bomb" from Jabba's Realm doesn't have to be discarded after use, spending 2 strain for a repeatable non-action Blast 1 and Weaken (that could conceivably be used more than once per activation if strain isn't capped out) seems extremely good, too. But that's a house rule question at this point. :D

Most supply cards are situationally good and what makes Ko-Tun's stockpile so good, is it allows you to pick a card that is useful for your situation.

Some of my favorite cards are:

- Adrenal Stim/Articifical Stimulants are always great, making them always a great choice.
-Weapons Cache: Again, will always be useful
-Shock Grenade can be great against melee and Assault units.
-Painkillers is great if you have a wounded hero.
-C1 Comlink is particularly devastating against expensive regular units such as Royal guards and HKs
-Grappling Hook is good as free movement is always good.

1 hour ago, Rythbryt said:

If the "Flash Bomb" from Jabba's Realm doesn't have to be discarded after use, spending 2 strain for a repeatable non-action Blast 1 and Weaken (that could conceivably be used more than once per activation if strain isn't capped out) seems extremely good, too. But that's a house rule question at this point. :D

I think that was answered in the "Unofficial Answers to Rules Questions" thread. They said that because it has the Consumable trait, it's meant to be discarded after use.

7 hours ago, Stompburger said:

I think that was answered in the "Unofficial Answers to Rules Questions" thread. They said that because it has the Consumable trait, it's meant to be discarded after use.

That meant the most sense, and I figured that would be the way it would go, but glad there's an unofficial answer at least. Without a special action limitation on it, there's no reason it couldn't be chained two or three times in a single activation, which seems extremely powerful. :P

A few thoughts. I've underlined the ones I personally see as pretty good to have. I've struck out the ones that I think are garbage.

(some edits since original posting, by suggestion of other users)

Strain Recovery

Adrenal Stim- works a little differently than Artificial stim, but ultimately the end result is similar. One less strain recovery, but you get focused, which could be helpful

Artificual stimulants- Great for strain heavy characters

Damage Recovery/ Mitigation

Emergency Medpac- Huge (and situationally transferrable) health recovery of 5, but does require a rest action, which I think makes it less valuable.

Bacta Infusion- Slightly less health recovery (3) but does not take an action and removes a harmful condition

Painkillers- Nullifying effects of being wounded is actually pretty cool

Shield Pack- I like that this card is potentially reusable, but also can be "overcharged" for a more powerful effect if needed

Damage Dealing/Attack Enhancing

Shock Grenades- Brutal on melee units and units with high health

Frag Grenades- Could slay swarm units

Macrobinoculars- Seem situational, but giving surges and accuracy can actually be pretty useful for some ranged weapons (especially ones with R die)

Power Generators- +2 damage with Pierce 2 is great and all, but is it great enough to also have to sacrifice a crate token? I really don't think so

Weapons cache- additional damage without the garbage effect of having to discard a crate? This is better, at least.

Turbocharger- Honestly, I'd rather just get a flash emitter to give all rebels hidden, thus still giving an extra strain

Flash bomb- I'm not a big fan of the Weakened condition. That this takes two strain to play and also only does one damage makes it the worst "grenade" supply, in my opinion

Other

C1 Comlink- Even though it's only regular groups, this can do wonders with activation advantage. Plus, taking out regular stormies (or even regular Trandos or RGs) can be brutal, if only for a turn

Troop data- seems extremely situational, but I guess it could be good knowing what to expect

Valuable goods- always good to have more money (even if you can't choose this one with the ability)

Chance Cubes- 1/3 chance to quadruple your money from a crate. I guess statistically, that ends up working out in the end.

Grappling hook- free movement is good, but it hardly compensates for the actions spent moving to and interacting with the crate, especially at only 3 pts (I know this may be controversial)

Flash emitter- Keyword is figures. This effects all Rebels, which makes this card pretty good, in my opinion.

Pit Droid- Extremely situational.

Grappler Arm- Transferrable, persistent (during the mission, at least) and can be used on objectives? This seems really, really good.

Supply chest- Combined with Ko-Tun's ability, this could increase your draw to 7.

Edited by subtrendy2
11 minutes ago, subtrendy2 said:

A few thoughts. I've underlined the ones I personally see as pretty good to have. I've struck out the ones that I think are garbage.

Strain Recovery

Adrenal Stim- works a little differently than Artificial stim, but ultimately the end result is similar. One less strain recovery, but you get focused, which could be helpful

Artificual stimulants- Great for strain heavy characters

Damage Recovery/ Mitigation

Emergency Medpac- Huge (and situationally transferrable) health recovery of 5, but does require a rest action, which I think makes it less valuable.

Bacta Infusion- Slightly less health recovery (3) but does not take an action and removes a harmful condition

Painkillers- Nullifying effects of being wounded is actually pretty cool

Shield Pack- I like that this card is potentially reusable, but also can be "overcharged" for a more powerful effect if needed

Damage Dealing/Attack Enhancing

Shock Grenades- Brutal on melee units and units with high health

Frag Grenades- Could slay swarm units

Macrobinoculars- Seem situational, but giving surges and accuracy can actually be pretty useful for some ranged weapons (especially ones with R die)

Power Generators- +2 damage with Pierce 2 is great and all, but is it great enough to also have to sacrifice a crate token? I really don't think so

Weapons cache- additional damage without the garbage effect of having to discard a crate? This is better, at least.

Turbocharger- Honestly, I'd rather just get a flash emitter to give all rebels hidden, thus still giving an extra strain

Flash bomb- I'm not a big fan of the Weakened condition. That this takes two strain to play and also only does one damage makes it the worst "grenade" supply, in my opinion

Other

C1 Comlink- Even though it's only regular groups, this can do wonders with activation advantage. Plus, taking out regular stormies (or even regular Trandos or RGs) can be brutal, if only for a turn

Troop data- seems extremely situational, but I guess it could be good knowing what to expect

Valuable goods- always good to have more money (even if you can't choose this one with the ability)

Chance Cubes- 1/3 chance to quadruple your money from a crate. I guess statistically, that ends up working out in the end.

Grappling hook- free movement is good, but it hardly compensates for the actions spent moving to and interacting with the crate, especially at only 3 pts (I know this may be controversial)

Flash emitter- Keyword is figures. This effects all Rebels, which makes this card pretty good, in my opinion.

Pit Droid- Extremely situational.

Grappler Arm- Transferrable, persistent (during the mission, at least) and can be used on objectives? This seems really, really good.

Supply chest- Combined with Ko-Tun's ability, this could increase your draw to 7.

I agree with this.

As for grappling hook, I dont disagree but it has won me a mission before so it is hard for me to be down on it.

5 minutes ago, Deadwolf said:

I agree with this.

As for grappling hook, I dont disagree but it has won me a mission before so it is hard for me to be down on it.

That's fair.

And like I've said before, the truly reliable value of crates typically lies in the money you get from cashing them in at the end of a mission. I see grappling hook as trying to compensate for the time spent getting the crate (which ultimately still has value), and maybe it'd be better if it at least granted the speed of an average healthy hero.

But I could definitely see situations where it'd be useful, for sure.

Pit Droid is an extra 50 credits if it survives, so that's great if the outcome of the mission is already decided.

Power Generators won Verena her reward card, so I'd say it's situationally good. She hooked it up to her fighting knife to stablectrocute her brother :D. In the early-mid campaign it can sometimes be better than an extra attack, so you don't end up wasting the action you took to interact with the crate.

For Grappling Hook, it can sometimes get you through difficult terrain/enemy units/impassible terrain, so that's one advantage. The other is that you're basically "banking" 3 spaces of movement, which can allow you to respond more quickly to a troop deployment later.

I've house-ruled Troop Data to copy (**Minor HotE SPOILER**) one of the rewards from HotE that requires the Imperial to read the trigger and effects of one future mission event (that isn't the end of the mission), in addition to revealing all groups.

Great summary @subtrendy2

I agree with 95% of what you stated with the following minor exceptions:

19 minutes ago, subtrendy2 said:

Macrobinoculars- Seem situational, but giving surges and accuracy can actually be pretty useful for some ranged weapons (especially ones with R die)

I don't think this one is quite as strong as the other ones you've marked as good. I think it's about on par with Turbocharger which you rated as garbage. It's a little more flexible than the Turbocharger since it can be used while a friendly figure is attacking (although the LOS requirement to target decreases this), it still is only one surge on an attack. The accuracy boost is nice but you get two surges from Turbocharger vs just the one from Macrobinoculars. At best I would say it's not garbage but also not good.

23 minutes ago, subtrendy2 said:

Flash bomb- I'm not a big fan of the Weakened condition. That this takes two strain to play and also only does one damage makes it the worst "grenade" supply, in my opinion

I think this is a little better than you stated. Yes, it's only one damage but the damage is guaranteed. It's similar to Drokatta's starting ability Demolish which is situationally worth the two strain cost but also applies the Weakened condition. Yes, Shock Grenade applies a better condition but doesn't have a guaranteed damage (1/3 chance of 0 damage) and Frag Grenade averages about 2 damage - however, a key difference is that both require an action to use.

Looks like @Stompburger already said what I was about to say regarding Pit Droid and Grappling Hook :)

20 minutes ago, Stompburger said:

Pit Droid is an extra 50 credits if it survives, so that's great if the outcome of the mission is already decided.

Ah, I missed that. That's not bad, though it's pretty flimsy still.

Quote

Power Generators won Verena her reward card, so I'd say it's situationally good. She hooked it up to her fighting knife to stablectrocute her brother :D. In the early-mid campaign it can sometimes be better than an extra attack, so you don't end up wasting the action you took to interact with the crate.

For Grappling Hook, it can sometimes get you through difficult terrain/enemy units/impassible terrain, so that's one advantage. The other is that you're basically "banking" 3 spaces of movement, which can allow you to respond more quickly to a troop deployment later.

Yeah, I'm sure that every card has times when it'd be preferable, I just personally didn't find these to stand out in general.

16 minutes ago, machfalcon said:

Great summary @subtrendy2

I agree with 95% of what you stated with the following minor exceptions:

I don't think this one is quite as strong as the other ones you've marked as good. I think it's about on par with Turbocharger which you rated as garbage. It's a little more flexible than the Turbocharger since it can be used while a friendly figure is attacking (although the LOS requirement to target decreases this), it still is only one surge on an attack. The accuracy boost is nice but you get two surges from Turbocharger vs just the one from Macrobinoculars. At best I would say it's not garbage but also not good

That's fair- I may have had a bit of a double standard in that I rated it pretty high knowing full well that it was situational (but potentially powerful in those situations). So you make a good point.

Quote

I think this is a little better than you stated. Yes, it's only one damage but the damage is guaranteed. It's similar to Drokatta's starting ability Demolish which is situationally worth the two strain cost but also applies the Weakened condition. Yes, Shock Grenade applies a better condition but doesn't have a guaranteed damage (1/3 chance of 0 damage) and Frag Grenade averages about 2 damage - however, a key difference is that both require an action to use.

That's true too, I overlooked that it doesn't require an action to use. That would make it a little better.

I'll edit my post for some of these changes.

Edited by subtrendy2
52 minutes ago, subtrendy2 said:

A few thoughts. I've underlined the ones I personally see as pretty good to have. I've struck out the ones that I think are garbage.

Other

Valuable goods- always good to have more money (even if you can't choose this one with the ability)

Chance Cubes- 1/3 chance to quadruple your money from a crate. I guess statistically, that ends up working out in the end.

Supply chest- Combined with Ko-Tun's ability, this could increase your draw to 7.

Unfortunately both Stockpile and Supply Chest require you to choose Non-"Valuable" cards. However that brings to mind a question; If you draw Supply Chest as part of the Stockpile action, do you immediately discard it and draw three more, or would the effect of Supply Chest only trigger if you were allowed to "choose" it?

Pit Droid is something I hadn't considered as being that useful, but you're right... if you can work it in just before ending the mission, that's free credits.

Edited by Methantilus
49 minutes ago, Methantilus said:

Unfortunately both Stockpile and Supply Chest require you to choose Non-"Valuable" cards. However that brings to mind a question; If you draw Supply Chest as part of the Stockpile action, do you immediately discard it and draw three more, or would the effect of Supply Chest only trigger if you were allowed to "choose" it?

Stockpile says to "draw" 5 cards, and Supply Chest triggers when drawn. I would say it triggers then you choose 1 from the remaining Stockpile draws and 1 from the three Supply Chest cards. There may be an argument to be made that you're resolving Stockpile so you can't begin the process started by Supply Chest until it's completed but by then Supply Chest is back in the deck... I would treat it as though it were interrupting though, it seems a little more fun that way.

EDIT: Also, after double checking, Supply Chest does not require you to choose non-valuable. Not that this is really important to the point, more of an FYI :).

Edited by Uninvited Guest

The only one I think is completely useless is Troop Data. The chance you could use it and get information that transforms to an actual advantage is extremely low. I have actually removed it from the deck.

I think the rest all have uses in certain situations.

Edited by Deadwolf

Agreed on Troop Data. If you can get it on a very early activation of a mission that has an unexpected boss type figure then it might be useful. Even then, it's usefulness is questionable at best.

Edited by Uninvited Guest
7 minutes ago, Uninvited Guest said:

Agreed on Troop Data. If you can get it on a very early activation of a mission that has an unexpected boss type figure then it might be useful. Even then, it's usefulness is questionable at best.

I could also see it working against the Rebels too, though- it's all about mind games. For instance, in Temptation:

Let's say it's the first side mission (Threat Level 2) and the Rebels get Troop Data and see that the Empire has Vader in reserves. Now, they're freaking out and may make some irrational moves in anticipation of this, when in reality the "Vader" they'll be facing is far weaker than they might think.

35 minutes ago, Uninvited Guest said:

Stockpile says to "draw" 5 cards, and Supply Chest triggers when drawn. I would say it triggers then you choose 1 from the remaining Stockpile draws and 1 from the three Supply Chest cards. There may be an argument to be made that you're resolving Stockpile so you can't begin the process started by Supply Chest until it's completed but by then Supply Chest is back in the deck... I would treat it as though it were interrupting though, it seems a little more fun that way.

EDIT: Also, after double checking, Supply Chest does not require you to choose non-valuable. Not that this is really important to the point, more of an FYI :).

Good catch on Supply Chest... I was running from memory.

Nesting Supply Chest and Stockpile seems to complicate matters even further. If you treat it as an interrupt, then does Supply Chest fully resolve (draw 3, keep 1, reshuffle the other 2) before finishing the resolution of Stockpile (choose 1 of the remaining 4 cards and reshuffle the final 3). This feels wrong. Potentially I could see it replacing itself in the first set of 5 with your choice of 3 (effectively making it a choice of 7)... The only other option would be that the "non-valuable" restriction on Stockpile prevents Supply Chest from triggering.

Edited by Methantilus
5 minutes ago, Methantilus said:

The only other option would be that the "non-valuable" restriction on Stockpile prevents Supply Chest from triggering.

I believe this is the intended behavior.

If you draw Supply Chest while using Stockpile, the Supply Chest and any other Valuable cards would be ignored and you would choose one card from the remaining supply cards. Given the number cards in the supply deck and Stockpile drawing five cards, I would think this would not be a rare occurrence.