I'm looking to keep some Elite Stormtroopers alive in an upcoming campaign mission. Are there any units that can heal or protect them? It's early in the campaign so I don't have a lot of threat to spend which makes Royal Guards a bit too expensive. My class deck won't help for this mission.
Any units that can heal other units for the Imperial player?
Snowtroopers can allow adjacent
figures
troopers
to recover damage using their
Environmental Recover Gear
.
What's the class deck?
(The campaign forum would be more suitable for campaign discussion.)
Edited by a1bert
9 minutes ago, a1bert said:Snowtroopers can allow adjacent figures to recover damage using their Environmental Recover Gear .
What's the class deck?
(The campaign forum would be more suitable for campaign discussion.)
I love that ability. Really makes snowtroopers worth taking along, to me.
It is only reserved to other troopers, but still a really solid ability.
My class deck is Armored Onslaught but I only have the starting card, Explosive Munitions.
Snowtroopers are a great idea! Thanks. This is my first campaign as the imperial player so I'm not that familiar with all of the units.
Sorry, you're right about the wrong fourm. I don't see a way I can move it. Maybe a mod can do it.
Look at Royal guards, snowtroopers and wing guards
Yep, troopers (was thinking it but fingers didn't produce it).
Three Snowtroopers just allowed Terro to recover 3 in Execute the Plan on my PBF. Expecting retaliation from Shyla with Cleave 2 and Cleave 3 though.
I'm facing a similar situation with Drokkatta's Demolish ability, but to a lesser degree.
Technical support from the technological superiority if your group lets you switch deck.
Every droid has heal 3/focus/discard harmful on adjacent figure. +1speed.
Just want to throw one more out there. If you have Imperial Industry in your agenda deck (and I usually do for the chance at imperial industry mission), Restorative Supplies is a decent way to spend two influence. It’s really useful to help keep big baddies alive in those certain missions. It’s a deplete card, so you can use it in multiple missions.
Are there agenda cards that remain in play area and don't have to be depleted or discarded? Like most class cards.
22 minutes ago, NagyLaci said:Are there agenda cards that remain in play area and don't have to be depleted or discarded? Like most class cards.
Yes I’m pretty sure if they say Place this card in your play area... then Deplete, that means you can use it once per mission. Many agenda cards now seem to be one time use that say something like discard and return to game box or reshuffle back into the agenda deck. But there are some (like Restorative Supplies above) that are Deplete and thus can be used over several missions. That’s why the 2 influence cost is pretty decent value.
17 minutes ago, totalnoob said:Yes I’m pretty sure if they say Place this card in your play area... then Deplete, that means you can use it once per mission. Many agenda cards now seem to be one time use that say something like discard and return to game box or reshuffle back into the agenda deck. But there are some (like Restorative Supplies above) that are Deplete and thus can be used over several missions. That’s why the 2 influence cost is pretty decent value.
Thanks for the answer but I was curious about if there are agenda cards that do not deplete or get discarded=usable in every round and affect the entire game.
45 minutes ago, NagyLaci said:Thanks for the answer but I was curious about if there are agenda cards that do not deplete or get discarded=usable in every round and affect the entire game.
Oh. I don’t think so. But I’m sure a1bert or some other member will know definitively.
You can check Board wars site for various agenda deck cards.
I don't remember any agenda cards that would exhaust.
Firepower Upgrade (IG-88) costs influence for every mission you want to use it on. (I just now noticed you don't discard it after the mission.)
Death Mark is placed on a hero, and is discarded after the hero is defeated.
Etc.
"No Rest for the Weary" in the Persistence deck (Jabba's Realm) is a constant effect for as long as you have it on the table, and you don't have to discard it at the end of the mission. 1 Influence, but allows you to move a figure anytime a hero takes a rest action. I was skeptical of it being all that strong, but it wound up being the highlight of a recent Heart of the Empire campaign... the Rebels really struggled with resting, knowing that I could move vulnerable figures away or get my heavy hitters into position.
39 minutes ago, sionnach19 said:"No Rest for the Weary" in the Persistence deck (Jabba's Realm) is a constant effect for as long as you have it on the table, and you don't have to discard it at the end of the mission.
I'll have to burst your bubble. No Rest for the Weary will be discarded at the end of the mission ("At the end of any mission, discard this card."). (The "any" is a bit misleading, but it really means at the end of any mission you resolve, it does not indicate a choice.)
Edited by a1bert
How about these guys?
3 hours ago, a1bert said:I'll have to burst your bubble. No Rest for the Weary will be discarded at the end of the mission ("At the end of any mission, discard this card."). (The "any" is a bit misleading, but it really means at the end of any mission you resolve, it does not indicate a choice.)
That seems a lot more appropriate, and I'm happy to have my bubble burst (I'm sure my Rebels wish it would have been burst sooner!). Where in the rulebook can I find this explanation for "any"? I figured the clause was there so you could discard it to replace with another Agenda card (assuming you're using the JR restriction to 4 agenda cards at any one time), rather than indicating it was to be discarded at the end of the mission you use it.
As a follow-up then, is the card intended to be a "one use only" effect? The full text, for others:
"Place this card in your play area.
When a hero performs a rest, an Imperial figure may interupt to perform a move.
At the end of any mission, discard this card."
Edited by sionnach19
Just ask yourself: If you were intended to keep the card indefinitely, how would it be worded?
There is no reason to have any discard rule on the card because the limit rule already has it. I'm pretty sure this has been confirmed by FFG, but only found this thread (so, it might be on BGG):
https://community.fantasyflightgames.com/topic/239568-no-rest-for-the-weary/
That's a helpful link, and it clarifies my confusion. I wish it had been worded a little more clearly! Thanks!
On 4/7/2018 at 7:38 AM, NagyLaci said:Thanks for the answer but I was curious about if there are agenda cards that do not deplete or get discarded=usable in every round and affect the entire game.
The only way you can get persistent abilities (that do not deplete) from agenda cards is through Agenda side mission and forced mission rewards. It's also a good way to burn some excess influence if you are playing JR or HOTE with the 4 agenda card limit (or if you have a house rule applying such an effect).