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Some house rules I'm considering.  Before please note that as the Imperial player, I run the game a little bit more like a GM (which my group and I enjoy) such that everyone has a good time.   I like it to be thematic (Will play snowtroopers only if there are snow tiles, will keep Winged guards in Bespin setups, etc.)

1) If they wish to, let the Rebels "hire" a bounty hunter for a given mission in replacement of bringing an ally.  That would be thematic in missions where you have to defeat a villain, i.e. final mission of a campaign.  To "hire" the bounty hunter, they would have to pay credits (no threat cost).  Basically, they would save credits earned and pay something like threat times 100 (still on the design table) to "hire" the bounty hunter.  For example, to use Bossk as an ally, the Rebels would have to pay 800 credits.  Of course, the draw back is that they commit money that could have served to upgrade equipment, but if the bounty hunter is brought in on the final mission that might actually be an advantage given the extra activation. 

2) For some creatures, like Wampas and Nexu I assume these are wild beast that unless specified by mission scenario shouldn't have any specific allegiance toward either Imperial or Rebel camps.  With their supposedly limited intelligence, they should go after anybody, no matter if rebel or imperial.  So what I plan to do when such a creature is on the board is to activate it first every round.  Roll a green die, if a surge shows up, that creature is controlled by the Rebels (for that round) and they may use it as a temporary ally.  If no surge shows up, then it's the Imperial that gains the right to activate the creature.     Re-roll the green die at the start of each round to see who controls the creature.  

Again keep in mind that I am leaning toward a more thematic game experience rather than the competitive atmosphere of the out-of-the-box campaign rules.  I'm 100% aware these house rules are not suited for everyone.

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18 minutes ago, player1690582 said:

Some house rules I'm considering.  Before please note that as the Imperial player, I run the game a little bit more like a GM (which my group and I enjoy) such that everyone has a good time.   I like it to be thematic (Will play snowtroopers only if there are snow tiles, will keep Winged guards in Bespin setups, etc.)

1) If they wish to, let the Rebels "hire" a bounty hunter for a given mission in replacement of bringing an ally.  That would be thematic in missions where you have to defeat a villain, i.e. final mission of a campaign.  To "hire" the bounty hunter, they would have to pay credits (no threat cost).  Basically, they would save credits earned and pay something like threat times 100 (still on the design table) to "hire" the bounty hunter.  For example, to use Bossk as an ally, the Rebels would have to pay 800 credits.  Of course, the draw back is that they commit money that could have served to upgrade equipment, but if the bounty hunter is brought in on the final mission that might actually be an advantage given the extra activation. 

2) For some creatures, like Wampas and Nexu I assume these are wild beast that unless specified by mission scenario shouldn't have any specific allegiance toward either Imperial or Rebel camps.  With their supposedly limited intelligence, they should go after anybody, no matter if rebel or imperial.  So what I plan to do when such a creature is on the board is to activate it first every round.  Roll a green die, if a surge shows up, that creature is controlled by the Rebels (for that round) and they may use it as a temporary ally.  If no surge shows up, then it's the Imperial that gains the right to activate the creature.     Re-roll the green die at the start of each round to see who controls the creature.  

Again keep in mind that I am leaning toward a more thematic game experience rather than the competitive atmosphere of the out-of-the-box campaign rules.  I'm 100% aware these house rules are not suited for everyone.

I feel like the second rule really unbalances it away from the IP's favor. Why would you ever pick a creature as part of an open group? On missions like Temptation or The Source, this could really let the Rebels steamroll right over you. Or on missions like High Moon where a creature starts the map by itself off in one corner, you could just go back and forth with control of the creature and never actually do anything with it, which adds up to just being a handicap on the Imperials b/c now they have one less figure to deploy. If it works for you, great, but keep in mind an easy win is not always a fun one.

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26 minutes ago, Pollux85 said:

I feel like the second rule really unbalances it away from the IP's favor. Why would you ever pick a creature as part of an open group? On missions like Temptation or The Source, this could really let the Rebels steamroll right over you. Or on missions like High Moon where a creature starts the map by itself off in one corner, you could just go back and forth with control of the creature and never actually do anything with it, which adds up to just being a handicap on the Imperials b/c now they have one less figure to deploy. If it works for you, great, but keep in mind an easy win is not always a fun one.

Those are valid concerns that you bring up.  I have not tried it out yet.  I am aware of the possible "back and forth" you mentioned in a competitive game setup.  But like I said, my group and I play the game thematically, which I understand will not suit everyone as many consider the campaign mode (rightfully by the way) as a competitive game where both side do whatever is needed to win.  

So no, as an Imperial player I will not bring a Wampa as part of an open group.  They will enter my campaign as part of initial or reserve group or per special rules only. 

 

 

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I seem to remember someone having creatures attacking the closest non-creature unit, be it Rebel or Imperial. It required a bit of different positioning, but added theme and required both teams to maneuver around it or be attacked.

I don't think I would do that with initial or reserved groups, but it seems like a good idea for open groups.

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Question for @player1690582:

 

I totally get playing thematically, and I do like the idea of creatures behaving a little more erratically.  However, as Pollux points out, the second rule has the the potential to horribly imbalance the game, especially on creature heavy missions.  

 

Would you consider giving yourself threat to spend (at the end of the turn) equal to the creatures you no longer have full control of?  Or at least part of that threat?  

 

Because as is, the green die features a surge on 3 sides.  That's a 50/50 chance that the Rebels get to steal the activation of one or more of your units every single turn, with no apparent penalty.  That can be huge sometimes, and while I get you're not playing competitively, a landslide victory isn't fun for people anyway.

Edited by subtrendy

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17 hours ago, player1690582 said:

Some house rules I'm considering.  Before please note that as the Imperial player, I run the game a little bit more like a GM (which my group and I enjoy) such that everyone has a good time.   I like it to be thematic (Will play snowtroopers only if there are snow tiles, will keep Winged guards in Bespin setups, etc.)

1) If they wish to, let the Rebels "hire" a bounty hunter for a given mission in replacement of bringing an ally.  That would be thematic in missions where you have to defeat a villain, i.e. final mission of a campaign.  To "hire" the bounty hunter, they would have to pay credits (no threat cost).  Basically, they would save credits earned and pay something like threat times 100 (still on the design table) to "hire" the bounty hunter.  For example, to use Bossk as an ally, the Rebels would have to pay 800 credits.  Of course, the draw back is that they commit money that could have served to upgrade equipment, but if the bounty hunter is brought in on the final mission that might actually be an advantage given the extra activation. 

2) For some creatures, like Wampas and Nexu I assume these are wild beast that unless specified by mission scenario shouldn't have any specific allegiance toward either Imperial or Rebel camps.  With their supposedly limited intelligence, they should go after anybody, no matter if rebel or imperial.  So what I plan to do when such a creature is on the board is to activate it first every round.  Roll a green die, if a surge shows up, that creature is controlled by the Rebels (for that round) and they may use it as a temporary ally.  If no surge shows up, then it's the Imperial that gains the right to activate the creature.     Re-roll the green die at the start of each round to see who controls the creature.  

Again keep in mind that I am leaning toward a more thematic game experience rather than the competitive atmosphere of the out-of-the-box campaign rules.  I'm 100% aware these house rules are not suited for everyone.

I like your idea for bounty hunter. As for creatures, I do not like it for two reasons. First, it greatly unbalances some missions, as others said already.

Second, even beast can be somewhat tamed. The question is, do Nexu recognize the hands that feed them? I bet that lions would prefer to attack strangers, before they attack their owners,

Maybe it could be changed to something less drastic, but still climatic. For example: if, at the beginning of round, creature starts  next to any figure, roll a green dice. If a surge is rolled, instead of activating this creature normally, it is activated first, outside of activation order. It must attack one of the nearest figures, then its activation immediately ends

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2 hours ago, Jarema said:

Second, even beast can be somewhat tamed. The question is, do Nexu recognize the hands that feed them? I bet that lions would prefer to attack strangers, before they attack their owners,

 

Yes I did think about that as well.  I don't know how to activate spoiler on this forum, so ...

*SPOILER* ....

The mission I'm referring to is the White Noise mission in Return to Hoth expansion.  The end of a specific round triggers  something about some Wampas being distracted by the chaos of battle.  I assume they are not tamed.   

*END OF SPOILER*

I also played the game Shadows of the Empire on Nintendo 64 back then and I recall the Wampas would also attacked imperial AI.  I recall hiding while the Wampas would clear an area filled with stormtroopers on the mission to seek Boba Fett.  Wampas would even fight each others if there was not other target in sight. 

3 hours ago, Jarema said:

Maybe it could be changed to something less drastic, but still climatic. For example: if, at the beginning of round, creature starts  next to any figure, roll a green dice. If a surge is rolled, instead of activating this creature normally, it is activated first, outside of activation order. It must attack one of the nearest figures, then its activation immediately ends

I do like this idea.  Whoever is closest to the wampa risks being attacked by it.  Makes sense that a wild untamed wampa would target the closest figure no matter if it is rebel, imperial or scum.  Thanks for sharing it!  It could even trigger on some specific occasion awkward but funny moments where both rebel and imperial would "join force" to take out the beast.  

 

16 hours ago, subtrendy said:

Would you consider giving yourself threat to spend (at the end of the turn) equal to the creatures you no longer have full control of?  Or at least part of that threat?

No I did not think about that but it's certainly something to be considered.  However, for the mission mentioned in the "spoiler" above, I am bringing an "upgraded" Darth Vader at the end of round 4 or 5 (still play-testing) without paying the threat cost (I'm adding DM elements to the game as I'll explain a bit in a few lines).  For Vader, I am giving him the skirmish fix that was unveiled a few weeks ago as well as the skirmish upgrade card "Delfection".  I did not feel the need to add threat because of the Wampa house rule.   Like I mentioned I really like bringing more thematic elements to the game.  In this mission, (And for the whole campaign in fact) I am re-writing the narrative.  This mission plays as a follow-up of the battle of Hoth mission (The side mission that usually follows the battle of Hoth mission has been moved further and will in fact be an escape Hoth X-wing mission.  I saw someone did that on the forum and thought it was a cool idea).   So for this second mission I imagine the rebels are now trying to protect the Ion canon command center, while the Imperials are trying to disable it.  Since from the movie we know that Darth Vader is on the battlefield, it make senses that after the Falcon's departure he may have decided to take out the Ion canon.  Also, this mission being apparently favoring the rebel side heavily (according to the poll on another forum) it might be a good thing to have Vader comes in without any cost to help make the end of the mission more tight.

17 hours ago, thestag said:

I don't think I would do that with initial or reserved groups, but it seems like a good idea for open groups.

Yes I agree it might depend on the context.  As someone else pointed though, from a competitive point of view, why would the imperial player bring in a Wampa in his open group if it might actually attack his own troops.  So for that reason, unless I tell in my narrative that the Wampa is well tamed I would not add it to open group.   For the mission I'm talking about the original narrative makes it like it's just a wild wampa hence the reason for my idea in the first place.  

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47 minutes ago, player1690582 said:

Yes I did think about that as well.  I don't know how to activate spoiler on this forum, so ...

*SPOILER* ....

The mission I'm referring to is the White Noise mission in Return to Hoth expansion.  The end of a specific round triggers  something about some Wampas being distracted by the chaos of battle.  I assume they are not tamed.   

*END OF SPOILER*

I also played the game Shadows of the Empire on Nintendo 64 back then and I recall the Wampas would also attacked imperial AI.  I recall hiding while the Wampas would clear an area filled with stormtroopers on the mission to seek Boba Fett.  Wampas would even fight each others if there was not other target in sight. 

I do like this idea.  Whoever is closest to the wampa risks being attacked by it.  Makes sense that a wild untamed wampa would target the closest figure no matter if it is rebel, imperial or scum.  Thanks for sharing it!  It could even trigger on some specific occasion awkward but funny moments where both rebel and imperial would "join force" to take out the beast.  

 

 

Yes I agree it might depend on the context.  As someone else pointed though, from a competitive point of view, why would the imperial player bring in a Wampa in his open group if it might actually attack his own troops.  So for that reason, unless I tell in my narrative that the Wampa is well tamed I would not add it to open group.   For the mission I'm talking about the original narrative makes it like it's just a wild wampa hence the reason for my idea in the first place.  

Another idea might be to add a elite snowtrooper or officer to the Wampa deployment and  make up a "Wampa Tamer" trait. This figure could either attack on its deployment, or order the Wampa to activate, but not both. If that figure is not within 2 or 3 spaces, the Wampa will attack the nearest figure or perhaps wander off and do its own thing. Perhaps it is mad at a Rebel who shot at it earlier, and will hunt that one down once the trainer is killed or gets too far away. Or perhaps the Wampa loves trainer, who has raised him from birth, and ends up taking a blaster bolt, sacrificing his life for his trainer. Add in 2 or 3 extra threat at the start of the mission to compensate the Imperial for the extra risk they are taking, and you've got an interesting scenario. The Rebels have a clear incentive to take down that Wampa Tamer, the disadvantages to the Imp are minimized, and you've got your thematic explanation.

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So im thinking of running a campaign and cutting the agenda deck out as i feel like it has little impact, is clunky and complicates things. Perhaps to make up for that ill have access to all villians or thier agenda missions.

I may also remove any time limits the rebels have. The constant imperialforces may be enough of a motivation to move.

I MIGHT also just play imperial classless.

 

Thoughts/opinions?

 

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8 hours ago, player1690582 said:

Yes I did think about that as well.  I don't know how to activate spoiler on this forum, so ...

*SPOILER* ....

The mission I'm referring to is the White Noise mission in Return to Hoth expansion.  The end of a specific round triggers  something about some Wampas being distracted by the chaos of battle.  I assume they are not tamed.   

*END OF SPOILER*

I also played the game Shadows of the Empire on Nintendo 64 back then and I recall the Wampas would also attacked imperial AI.  I recall hiding while the Wampas would clear an area filled with stormtroopers on the mission to seek Boba Fett.  Wampas would even fight each others if there was not other target in sight. 

I do like this idea.  Whoever is closest to the wampa risks being attacked by it.  Makes sense that a wild untamed wampa would target the closest figure no matter if it is rebel, imperial or scum.  Thanks for sharing it!  It could even trigger on some specific occasion awkward but funny moments where both rebel and imperial would "join force" to take out the beast.  

 

No I did not think about that but it's certainly something to be considered.  However, for the mission mentioned in the "spoiler" above, I am bringing an "upgraded" Darth Vader at the end of round 4 or 5 (still play-testing) without paying the threat cost (I'm adding DM elements to the game as I'll explain a bit in a few lines).  For Vader, I am giving him the skirmish fix that was unveiled a few weeks ago as well as the skirmish upgrade card "Delfection".  I did not feel the need to add threat because of the Wampa house rule.   Like I mentioned I really like bringing more thematic elements to the game.  In this mission, (And for the whole campaign in fact) I am re-writing the narrative.  This mission plays as a follow-up of the battle of Hoth mission (The side mission that usually follows the battle of Hoth mission has been moved further and will in fact be an escape Hoth X-wing mission.  I saw someone did that on the forum and thought it was a cool idea).   So for this second mission I imagine the rebels are now trying to protect the Ion canon command center, while the Imperials are trying to disable it.  Since from the movie we know that Darth Vader is on the battlefield, it make senses that after the Falcon's departure he may have decided to take out the Ion canon.  Also, this mission being apparently favoring the rebel side heavily (according to the poll on another forum) it might be a good thing to have Vader comes in without any cost to help make the end of the mission more tight.

Yes I agree it might depend on the context.  As someone else pointed though, from a competitive point of view, why would the imperial player bring in a Wampa in his open group if it might actually attack his own troops.  So for that reason, unless I tell in my narrative that the Wampa is well tamed I would not add it to open group.   For the mission I'm talking about the original narrative makes it like it's just a wild wampa hence the reason for my idea in the first place.  

I make all my wampas and tusken raiders wild.  They just happen to spawn near rebs.  Maybe ill do it for nexu too.

 

IvE been thinking of having missions like vipets den a 3 way fight between the factions.

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45 minutes ago, patrickmahan said:

So im thinking of running a campaign and cutting the agenda deck out as i feel like it has little impact, is clunky and complicates things. Perhaps to make up for that ill have access to all villians or thier agenda missions.

I may also remove any time limits the rebels have. The constant imperialforces may be enough of a motivation to move.

I MIGHT also just play imperial classless.

 

Thoughts/opinions?

 

All of these changes will severely weaken the Imperials. If you don't make any other changes, you will lose almost every time and it won't even be close, especially as the campaign goes on. Time limits are essential to make most missions even interesting (just try playing "A Simple Task" and you'll see why). Agenda cards can have a huge impact on a game. The class deck is also essential for increasing your power along with the heroes.

If you plan to make other changes that will make things more challenging for the heroes, then these changes could be fine. But even if you want the heroes to win every time, these changes will make it so it's not even a challenge for them, and that probably won't be much fun.

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2 hours ago, patrickmahan said:

So im thinking of running a campaign and cutting the agenda deck out as i feel like it has little impact, is clunky and complicates things. Perhaps to make up for that ill have access to all villians or thier agenda missions.

I may also remove any time limits the rebels have. The constant imperialforces may be enough of a motivation to move.

I MIGHT also just play imperial classless.

 

Thoughts/opinions?

 

To be honest I kind of agree with you about the agenda deck.  There are a few cards that are really helpful, and if you're on the ball enough to use one at just the right time they can make a big difference, but 9 times out of 10 I tend to forget to do anything with them.  The one thing you might miss from this, though, is the chance to bring in some villains since they can add some extra Star Wars flavour.

The time limits could work, but it's kind of dependent on how your rebels play.  If they keep themselves moving towards the objectives then it will make things easier for them but should still be a fun game.  However if they try to game the system by resting all the time then it's going to be super easy for them (and the missions will also drag on forever and may not be much fun).  

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6 hours ago, Stompburger said:

All of these changes will severely weaken the Imperials. If you don't make any other changes, you will lose almost every time and it won't even be close, especially as the campaign goes on. Time limits are essential to make most missions even interesting (just try playing "A Simple Task" and you'll see why). Agenda cards can have a huge impact on a game. The class deck is also essential for increasing your power along with the heroes.

If you plan to make other changes that will make things more challenging for the heroes, then these changes could be fine. But even if you want the heroes to win every time, these changes will make it so it's not even a challenge for them, and that probably won't be much fun.

Fun is in the eye of the beholder? Besides, in my play group this game has become notorious for being way too difficult to straight up impossible for the Rebel players. I'm fine with hard nerfing myself to the point of losing constantly. I'll just be happy to play it more.

Also, if they spend all their time resting, then that means they're spending actions killing... which means just more figures attacking them. Eventually they won't be able to heal enough.

 

5 hours ago, ManateeX said:

To be honest I kind of agree with you about the agenda deck.  There are a few cards that are really helpful, and if you're on the ball enough to use one at just the right time they can make a big difference, but 9 times out of 10 I tend to forget to do anything with them.  The one thing you might miss from this, though, is the chance to bring in some villains since they can add some extra Star Wars flavour.

The time limits could work, but it's kind of dependent on how your rebels play.  If they keep themselves moving towards the objectives then it will make things easier for them but should still be a fun game.  However if they try to game the system by resting all the time then it's going to be super easy for them (and the missions will also drag on forever and may not be much fun).  

 

Ya, I always forget to use agenda cards plus they're such a hassle to go through, shuffle, etc etc. Maybe I'll just take only the agenda missions, just so theres some diversity in side missions to choose from.

Edited by patrickmahan

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6 hours ago, patrickmahan said:

Also, if they spend all their time resting, then that means they're spending actions killing... which means just more figures attacking them. Eventually they won't be able to heal enough.

They can just hide in a corner where they can't get shot at, heal up to full, take down some enemies, hide again ... 

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58 minutes ago, burek277 said:

They can just hide in a corner where they can't get shot at, heal up to full, take down some enemies, hide again ... 

I dont know what kind of people you play with, but my group aren't some competitive d-bags to pull off tactics like this.

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7 hours ago, patrickmahan said:

Fun is in the eye of the beholder? Besides, in my play group this game has become notorious for being way too difficult to straight up impossible for the Rebel players. I'm fine with hard nerfing myself to the point of losing constantly. I'll just be happy to play it more.

If you think your group would still have a good time, then go for it! You should definitely do whatever works best for your group. Just wanted you to know what you're getting into if you go that way. :D

It is possible that, if there's a big mismatch in skill (i.e. You're a lot better than the Rebels), this change will just balance it to the point where they are able to win. If so, then that would probably be a good change!

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1 hour ago, patrickmahan said:

I dont know what kind of people you play with, but my group aren't some competitive d-bags to pull off tactics like this.

It's not that my group is competitive. It's that they don't know they are just pawns in a story I'm telling. A story that ends (this time, for sure!) with them all getting shot in the face.

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15 hours ago, ManateeX said:

To be honest I kind of agree with you about the agenda deck.  There are a few cards that are really helpful, and if you're on the ball enough to use one at just the right time they can make a big difference, but 9 times out of 10 I tend to forget to do anything with them.  The one thing you might miss from this, though, is the chance to bring in some villains since they can add some extra Star Wars flavour.

Yeah, I really typically just get missions from the Agenda deck for flavor.  

 

Most agenda cards seem obnoxiously Min/max, especially the ones that aren't depletes.  However, some seem pretty useful.  For instance, I'm running Armored Onslaught right now and got Armored Division from Sorin's agenda set, which lets me reduce a vehicle cost by 3.  Outside of just generally making vehicles cheaper, I can now deploy rJettroopers for just 1 threat.    I really need to go through the multitude of Agenda sets now and see what other gems might be in there, because something like that almost seems XP tier rather than agenda.

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1 hour ago, subtrendy said:

Yeah, I really typically just get missions from the Agenda deck for flavor.  

 

Most agenda cards seem obnoxiously Min/max, especially the ones that aren't depletes.  However, some seem pretty useful.  For instance, I'm running Armored Onslaught right now and got Armored Division from Sorin's agenda set, which lets me reduce a vehicle cost by 3.  Outside of just generally making vehicles cheaper, I can now deploy rJettroopers for just 1 threat.    I really need to go through the multitude of Agenda sets now and see what other gems might be in there, because something like that almost seems XP tier rather than agenda.

Some are situational. But "situationally" useful.  I forgot the name of it but there is one agenda card allowing a boost in speed and 3 extra health to an imperial figure.  This comes handy for imperial officer in the White Noise mission of Return to Hoth expansion.

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1 hour ago, subtrendy said:

Yeah, I really typically just get missions from the Agenda deck for flavor.  

 

Most agenda cards seem obnoxiously Min/max, especially the ones that aren't depletes.  However, some seem pretty useful.  For instance, I'm running Armored Onslaught right now and got Armored Division from Sorin's agenda set, which lets me reduce a vehicle cost by 3.  Outside of just generally making vehicles cheaper, I can now deploy rJettroopers for just 1 threat.    I really need to go through the multitude of Agenda sets now and see what other gems might be in there, because something like that almost seems XP tier rather than agenda.

I think the fact that they are so hit or miss is part of the problem.  Some of the good ones can be really good, but then the other >80% or so are just completely situational to the point where they may never be used (or at least not in a really helpful way).  What makes this even worse is that a lot of the better sets (at least in my opinion) are the ones from the core game.  If you want to be super-competitive and take the "best" agenda sets then you would usually end up picking the same ones over and over, which isn't a whole lot of fun for anyone if you've got a group that plays a lot of campaigns.  Most of the time I'll either pick the sets for a villain that I'd like to see or I just choose randomly.

I mean I don't hate agenda sets or anything.  They're fine.  Sometimes they're even fun! :P  But a lot of the time I find them to be a bunch of extra tacked-on rules that I either forget to use or that I am saving up for a "perfect opportunity" that never comes.

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2 minutes ago, player1690582 said:

Some are situational. But "situationally" useful.  I forgot the name of it but there is one agenda card allowing a boost in speed and 3 extra health to an imperial figure.  This comes handy for imperial officer in the White Noise mission of Return to Hoth expansion.

And this is the counterpoint :).   When you do find that nice situation to use a card in it feels great.  In my current Jabba campaign the imperial player just earned the card that lets you deploy hunters more cheaply - and he's playing the Hutt Mercenary deck.  That card wouldn't have been that big a deal back when all it meant was getting some trandos out more cheaply, but now with all the new Jabba hunters and with that class deck I have a feeling that I'm going to be in for a bad time.

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35 minutes ago, player1690582 said:

Some are situational. But "situationally" useful.  I forgot the name of it but there is one agenda card allowing a boost in speed and 3 extra health to an imperial figure.  This comes handy for imperial officer in the White Noise mission of Return to Hoth expansion.

Dang, I could have definitely used that.  That is literally the most recent mission I played in my current campaign.

 

Got down to the final terminal, but the Rebels locked it down pretty well.  I probably could've been a little more clever with getting my officers into position, but that was the second mission of the night, and I had a little too much wine at that point.  Currently looking at 3-0 in Rebel favor, but I have Armored Division (as I said earlier) and also Mortar now.  I think they're gonna be in for a rude awakening soon.

 

But yeah, just goes to show that I should probably do a thorough read through of the agenda sets.

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Choosing the 6 sets to include into the agenda deck is an important consideration, and you should only do it after you know which campaign you are playing, who the rebels are, and which class deck you select i.e. how you're expecting to play the campaign.

There are a few from the core set you're probably always wanting to include in a full-length campaign: For the Right Price for High-Value Target and Hired Help, Agents of the Empire for Imperial Informants, and one of the Imperial sets depending on your class deck.

For the Right Price would not be as useful in a minicampaign though.

Edited by a1bert

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Here's an thread I remember reading a while back, nice list of depletes on it:

May need a bit of updating now, as it's from last January.  

I'm actually really starting to appreciate the subtleties in Agenda sets now.  It's pretty clever to have them come in sets of 3, rather than letting the Imperial player construct their own deck of 18 singles.  Oh, the damage I could cause if I had that ability...

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Yes, I have come to appreciate that to be able to take one of the good cards, you need to take the whole set, with a few other cards that work less well for you with this campaign/heroes/class deck. This provides interesting decisions to make, and the value of each set changes depending on the variables (campaign,rebels,class deck).

 

 

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