Support, Heal and Regeneration

By SirSith, in Star Wars: Legion

Please, forgive me if such topic already exists, I may be terrible at searching things here. :<

Ad meritum- what do you think of support type of units? Would future waves will add any type of regeneration/healing /recover mechnics? Healing Jedi, bacta packs, compassionate rebel troopers aiding their comrades-in-arms? What about the Empire?

Yes, I admit, I'm an X-wing player, where regeneration is limited to one fraction (or, maybe two, in rare cases), and could be difficult to walk around and deal with (e.g. Poe with R2-D2 and autothrusters). Do you think Legion will share this strategy, where the Empire does not actually care of their troops, or in some way will also help them. Or repair vehicles with engineer units?

I hope we get medical droids as an alternative as a trooper upgrade

I pretty sure we will see future units that are able to provide trooper support the likes of medics(heal wounds), combat engineers(negate/destroy cover), communications (increase command distance bubble). Hopefully they will be sold as support troopers that you can then just attach out to your regular Rebel/Storm trooper units.

Personally, I hope they don't add regeneration/casualty replenishment mechanics to the game.

With limited turns, it might prove to be a serious NPE, especially combined with Rebel endless dodge tokens.

Excessive damage mitigation is already a problem in X-Wing, I really hope it won't happen again here.

Medics are coming... they are mentioned in the LTP rule book pg 22...

Quote

Personnel upgrade cards can be used to add


specialists such as medics and engineers to
units, or simply to bolster a unit’s ranks with
an additional trooper miniature.

Question is how will they be implemented?

an exhaust mechanic where you can discard X number of hits and/or crits

an action where you can remove damage /wound tokens

Edited by slasher956

The KISS solution to medics would probably be upgrading a defense die or adding defensive surges, or perhaps a defensive reroll, sort of like feel no pain at least used to work in 40k*. Especially since corps units only have one wound apiece anyway.

*I have no idea how 8th edition does it.

Edited by Squark

Medic adds 3 additional health to the unit which must be depleated before figures can be removed, since a combat medic can only heal so many wounds before they run out of supplies.

Well, since the L2P specifically mentions engineers and medics in the Personnel slots, I think its safe to say we'll be seeing them. I'd love to see a medical droid make up part of some unannounced commander's retinue.

As far as game mechanics goes, the medic upgrade card could read "(Exhaust) Free Action: Heal 1 damage from the unit this card is attached to." And speaking of mechanics... the engineer could do the same thing except while attached to a vehicle.

@Indy_com I really like that idea for the medic mechanic too!

Edited by OMGBRICK

Actually healing wounds post damage is useless to an actual corp trooper unit, they get a wound a mini has died. Unless they want to go so far as be able to revive lost minis, but I feel like that would need some complex wording to work cleanly. They would either need the ablative wounds (though you could also just make that discarding hits up to a certain point which is basically defensive modification) or the ability to "remove" a wound right when it occurs.

An engineer/mechanic could probably do similar for friendly vehicles in a bubble - remove wounds or discard their special damage tokens. Or both. It'd actually be interesting if both were exhaustible but had two different options, like a medic could heal or reduce suppression, a mechanic could recover damage to a vehicle or remove it's special condition, etc.

How about if the Medic provided a card action that would increase the Wound Threshold on a trooper unit by 1 for a turn? It would require one of the two actions for that unit and would have to be exhausted so you couldn't spam it every turn.

Why not have a medic fit in the trooper spot? Exhaust medic, restore one mini to the unit at the end of the End Phase in cohesion. That way you can restore that valuable heavy trooper or improve the unit's objective capturing probability but won't be able to do it again without a restore action.

Or exhaust and discard the medic mini to restore another miniature in cohesion if it proves too powerful

Edited by player2801864
Expanded thought.
10 minutes ago, player2801864 said:

Why not have a medic fit in the trooper spot? Exhaust medic, restore one mini to the unit at the end of the End Phase in cohesion. That way you can restore that valuable heavy trooper or improve the unit's objective capturing probability but won't be able to do it again without a restore action.

Or exhaust and discard the medic mini to restore another miniature in cohesion if it proves too powerful

Maybe something like: "If you have no suppression tokens you may exhaust the Medic to recover one miniature that has been defeated in this unit."
This would restrain the medic in that the opponent would need to focus on completely clearing out this unit, or leave them to lick their wounds.

6 minutes ago, steveisbig said:

Maybe something like: "If you have no suppression tokens you may exhaust the Medic to recover one miniature that has been defeated in this unit."
This would restrain the medic in that the opponent would need to focus on completely clearing out this unit, or leave them to lick their wounds.

I forgot entirely about suppression. They have a lot of design space for something fairly simple, balanced, and smart.

Think reviving dead models is cumbersome. A re-roll/s to defense dice would represent a medic well enough and be simple. Basically a defensive aim token.

How about something more elegant for the Medic

"When the unit a medic is attached to takes damage, you may exhaust this card to reduce the damage taken by (1 or 2?)"

That would represent a Soldier that would have died from his wound being slapped with a bacta patch, stimpakked up and back in the action. And the exhaust ensures you have to manage the medic to keep him useful (and represents the squad taking time to let the medic do his thing)

And for the Mechanic/engineer droid/whatever

"When the unit the Mechanic is attached to makes a ready action within range 1 of a Vehicle, you may exhaust this card, then that vehicle may remove up to 2 wound tokens. If this raises the vehicles remaining wounds to above its Resilliance value, the effect is removed"

I'd make the medic /mechanic rules an X keyword rather than a flat 1 or 2.

That way you can put different levels on different models ... eg stormtrooper medic 1, rebel troopers medic 2

support medical droid medic 4

1 minute ago, slasher956 said:

I'd make the medic /mechanic rules an X keyword rather than a flat 1 or 2.

That way you can put different levels on different models ... eg stormtrooper medic 1, rebel troopers medic 2

support medical droid medic 4

Thats even better. I just gave arbitary numbers for example

I hope we don't end up with the healing mechanic in this game. I like the play-style where troops are 'mortal' and you have to trust in the Force cover and try to minimize casualties by careful positioning.

44 minutes ago, Alrik2438 said:

I hope we don't end up with the healing mechanic in this game. I like the play-style where troops are 'mortal' and you have to trust in the Force cover and try to minimize casualties by careful positioning.

like I said earlier... as they are more than likely going to turn up I'd like it to be a simple as change X blanks to defend

41 minutes ago, slasher956 said:

I'd like it to be a simple as change X blanks to defend

Reroll* after taking action. ;)

42 minutes ago, slasher956 said:

like I said earlier... as they are more than likely going to turn up I'd like it to be a simple as change X blanks to defend

I can still hope :)

Yeah now that I'm reading through these, I think I like the idea of Medic Personnel cards exhausting to mitigate damage with a Medic X keyword. Keeps weird resurrection mechanics away and allows for them to still be useful to units that only have 1 wound per model.

Keyword: Medic

-You may exhaust this card to reroll X defense dice from the result of an attack action.

(This allows medics to potentially "save lives" without the frustrating mechanic of regeneration)

Keyword: Mechanic

-You may exhaust this card to remove one damaged, disabled, or weapons destroyed token from a friendly vehicle at range 1.

(This allows mechanics to perform regular soldiering duties in combat, but also pull off a miracle-save if your prized heavy vehicle loses a weapon or becomes disabled; also avoids regenerating a tank's already beefy health pool)

Thematically speaking, I would give rebels the medics and imperials the engineers; but that's just me. It would seem that imperials care more about their imposing gear, and rebels care more about the lives of their forces. Plus, Rebel defense dice suck, so the rerolls will be appreciated, and Imperials have beefier armor that will still do work even when they reach the point of receiving a damage effect token. Have each specialist cost a bit more than a regular trooper upgrade to offset the additional abilities. Boom. Done.

Edited by samus17

Allowing only Rebels defensive bonuses for troops (on top of the defense buffs they already have) will screw with balance. Remember that in many scenarios only troops can take objectives.

While I'd broadly agree that endless regen would be a problem for both the game scale and timeframe, it would probably be far less imbalancing if you just put a cap on how much regen you could do as opposed to allowing damage mitigation every turn. For example, a card that you could just exhaust to reduce damage by 1 is still basically regen and even if the unit dies before activating, you already got value from it. Re-rolling defense dice could potentially be even more severe as a single use could be as much regen as the number of dice re-rolled allowing that upgrade to potentially far outshine it's value in a single use.