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Pooleman

Unsung Heros.

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Some good stuff in here. For Covering Fire, do you read that as it works every time a corps unit shoots or just once in the turn? I am assuming every time but could see an argument the other way.

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Wonder if the medical droid is worded correctly. Can you restore an entire wookie mini?

Turning the tide is a cool buff for vehicles, but not too powerful.

Covering fire looks amazeballs.

Coms relay is both good and cheap enough for making comms specalist uceful.

Rebel officer both commander and unit upgrade will help Solo lists I think. 

Astromech is cheap and Will work great with 2-3 at-rt. 

 

 

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21 minutes ago, Weikel said:

Some good stuff in here. For Covering Fire, do you read that as it works every time a corps unit shoots or just once in the turn? I am assuming every time but could see an argument the other way.

Every time.

17 minutes ago, jocke01 said:

Wonder if the medical droid is worded correctly. Can you restore an entire wookie mini?

Edit: You get a Wookiee with 2 wounds on it. Thanks for catching that, @Thevshi

Edited by Squark
Misleading answer

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8 minutes ago, Weikel said:

Some good stuff in here. For Covering Fire, do you read that as it works every time a corps unit shoots or just once in the turn? I am assuming every time but could see an argument the other way.

I read it as anytime a corps units shoots during the turn the card is played.  I really like that command card.  Why would a Rebel player ever take the generic 3 pip?  It might even beat out some Commander 3-pip cards.

5 minutes ago, jocke01 said:

Wonder if the medical droid is worded correctly. Can you restore an entire wookie mini?

Turning the tide is a cool buff for vehicles, but not too powerful.

Covering fire looks amazeballs.

Coms relay is both good and cheap enough for making comms specalist uceful.

Rebel officer both commander and unit upgrade will help Solo lists I think. 

Astromech is cheap and Will work great with 2-3 at-rt. 

 

 

Yeah, Turn the Tide is a nice card but not over powered.

I also agree that Comms Relay is reasonably priced and looks like it could be very useful.  Certainly provides incentive to get a Comms Specialist. 

 

Edited by Thevshi

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1 minute ago, OccasionallyCorrect said:

What if you restore Luke?  What does he come back at?

No, the way Treat is worded is that you restore a defeated mini to a unit, so there has to be at least 1 mini in the unit for you to restore defeated ones.

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Just now, KommanderKeldoth said:

Comms Relay is going to be nice on Death Troopers once they come out with Krennic.  Entourage a free order to them, then pass the order off to any other unit at range 1-2

Or Royal Guard.  But yeah, I was thinking some about how special forces (along with vehicles) could also use the Comms Relay upgrade.  I had not thought about the free Entourage order for Death Troopers or Royal Guard.

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Posted below is the expanded rules for Treat from the RRG. Hopefully it should help with any more questions (Or people who want confirmation of answers I've given)

 

Treat x: capacity y is a free card ability and can be used as a free action during a unit’s activation. When a unit uses the treat x: capacity y ability, place one wound token on the card that has the treat x: capacity y keyword, then choose a friendly non-emplacement trooper unit at range 1 and in line of sight and remove up to x wound tokens from that unit or restore up to x miniatures to that unit. This ability cannot be used if the card that has the treat x: capacity y keyword has a number of wound tokens on it equal to or exceeding y.
• Wound tokens on cards are not considered to be on units and do not count toward a unit’s wound threshold, nor can they be removed by abilities that remove wound tokens from units.
• To restore a mini to a unit, that unit must have had one or more minis defeated that round. Choose a mini that was defeated during the current round and place that mini on the battlefield in cohesion with its unit leader. Then, give that mini a number of wound tokens equal to one less than the wound threshold indicated on its unit card.
• If all of a unit’s minis have been defeated, it is no longer in play, and cannot be chosen when using the treat x: capacity y ability.
• If a player has a unit with the treat x: capacity y ability in their army, it is recommended that the player track which of their trooper minis have been defeated during the current round, in order to avoid confusion. For example, minis can be placed tipped on their side on top of their unit card

Edited by Squark
formatting

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1 hour ago, Pooleman said:

Wow. The. Edical droid really helps those Wookiee’s. It’s like adding 6 extra HP to them. 

No. It’s stiil only restoring 1 wound so the Wookie comes back with two wound tokens on it. 

Edited by FSD

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2 minutes ago, bllaw said:

Wow those non-unique commander command cards are insane...Never using any of the old ones from the core set again!

They are very nice.  Though, depending on the list your are building, the 2-pip could be less useful if you have little Support/Heavies.  The 1-pip is also somewhat situational, as it only lets you give commands to a special forces or operative, while Ambush lets you chose any type of unit (the benefit from the new 1-pip can be nice, but does nothing if the opposing player is playing a card that only gives an order to 1 unit).

Covering Fire....yeah, always will be using that (assuming there are not Commander/Operative 3-pips I really want more).

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6 minutes ago, Thevshi said:

Or Royal Guard.  But yeah, I was thinking some about how special forces (along with vehicles) could also use the Comms Relay upgrade.  I had not thought about the free Entourage order for Death Troopers or Royal Guard.

Royal Guard doesn't have Comms

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Quote

 

TREAT X: CAPACITY Y

(UPGRADE KEYWORD)

Treat x: capacity y is a free card ability and can be used as a free action during a unit’s activation. When a unit uses the treat x: capacity y ability, place one wound token on the card that has the treat x: capacity y keyword, then choose a friendly non-emplacement trooper unit at range 1 and in line of sight and remove up to x wound tokens from that unit or restore up to x miniatures to that unit. This ability cannot be used if the card that has the treat x: capacity y keyword has a number of wound tokens on it equal to or exceeding y.

• Wound tokens on cards are not considered to be on units and do not count toward a unit’s wound threshold, nor can they be removed by abilities that remove wound tokens from units.

• To restore a mini to a unit, that unit must have had one or more minis defeated that round. Choose a mini that was defeated during the current round and place that mini on the battlefield in cohesion with its unit leader. Then, give that mini a number of wound tokens equal to one less than the wound threshold indicated on its unit card.

• If all of a unit’s minis have been defeated, it is no longer in play, and cannot be chosen when using the treat x: capacity y ability.

• If a player has a unit with the treat x: capacity y ability in their army, it is recommended that the player track which of their trooper minis have been defeated during the current round, in order to avoid confusion. For example, minis can be placed tipped on their side on top of their unit card.

 

 

Some Observations:

The Medic can only restore minis lost that turn.

It can only restore a total of 2 wounds per game (Capacity 2). (Will be interesting to see if we ever get a Treat 2+ character in the game)

If it restores a defeated Wookie, it comes back with 2 Wound token on it.

Medics will be a nice way to keep units in the game longer (or full strength a little bit longer). Almost like a mobile Emergency Stims. 

Like mentioned before, single model units (Leaders/ Operatives or other troopers down to their last mini) cannot be brought back after being defeated.

Doesn’t work on Emplacement Troopers.

 

(got Ninja’d by quite a few of you...)

Edited by Matroskin

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7 minutes ago, Thevshi said:

Covering Fire....yeah, always will be using that (assuming there are not Commander/Operative 3-pips I really want more).

I'd rather be able to give orders to important units and remove them from the order pool for more consistency. That is a pretty nice effect, though. Just... don't give a similar effect to the Empire using Aim tokens. Please, FFG. Please don't do something that crazy. Stormtrooper Aim chains would be really, really dumb.

 

Edited by Squark

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