Carlist Rieekan

By Bjorn Rockfist, in X-Wing Rules Questions

Does this activate even before small and large ships move? I guess it makes all your ships move last as well?

Edited by Bjorn Rockfist

It's at the beginning of the Activation Phase, so before anything activates at all.

It makes all your ships PS 12 for movement and actions. That would apply to both standard and huge, although huge will still move after all small/large ships.

I'm actually not sure on the utility of this card, so I figure I'll attempt to hijack the thread for that purpose.

It only allows PS12 movement, as the effect fades at the end of the phase, so you don't get to shoot at PS12. This means that your enemy is going to be able to move all their ships before you get to move. That means you are more likely to be blocked, allowing your enemy more actions and you get fewer. In a general sense, this seems less valuable.

I've come up with three scenarios were it might be worthwhile and I want to see if anyone else has thought of other cases where this card may be worth the points.

1) Bombs (Yes, the rebels don't get them yet, so it's hypothetical at the moment). If you have a bomb heavy list, now you can wait until the enemy moves to decide to drop the bombs on them.

2) Ordnance during initial engagement. Now your enemy will move forward first if they are higher PS, preventing them to getting target locks while you are able to get them in turn. This may change the balance of power during the first volley.

3) (Anti) Mobility fighting. Some ships are stupidly mobile (Interceptor with Push the Limit, B/E-Wing with Advanced Sensors + Engine Upgrade + PTL) and can only survive if they Arc Dance. This would force such enemy craft to finish their movements before you made yours allowing you to adjust and catch them, or allow your own such craft to Arc Dance perfectly.

However, a 1 use ability is... tough to justify. I almost wish it were an Energy Ability.

What do you guys think?

When setting dials you know if you activate his ability this round. Your opponent does not know. That's the biggest advantage I can see.

Sable, I see the use in it now. Yes it lets all youe opponent's ships move first....but they won't block the huge ship that will just plow them over....and then get all those shields back in might lose for doing so. He helps with a missile transport build.

Took me a bit, but I found an easy cheap use....giggity, giggity!

but they won't block the huge ship that will just plow them over....and then get all those shields back in might lose for doing so.

No small/large ship will ever block a huge ship, and huge ships always move after the small/large ships, so I really don't see how this would change anything.

I do agree that he would help out greatly with missile/torp builds - now those PS1/PS2 pilots with missiles will move last, letting them come into range after those higher PS ships and TL them.

Edited by Cptnhalfbeard

Sable, I see the use in it now. Yes it lets all youe opponent's ships move first....but they won't block the huge ship that will just plow them over....and then get all those shields back in might lose for doing so. He helps with a missile transport build.

Took me a bit, but I found an easy cheap use....giggity, giggity!

I'm not sure I see your point here, since the huge ships move after all the others anyway.

Ninja'd by the Cptn...

Edited by ziggy2000

With the advent of the Imperial Raider I have pulled out my epic cards to get ready for some EPIC battles! And then I found General Rieekan, and I wondered what use he was. So I stumbled across this old, old thread, and decided to resurrect it. Sable has thrown out some great ideas.

The idea I had is based off of what dvor said: you know you will use it, your opponent doesn't. Situation: the enemy has closed to range 1-2. All your low PS ships would normally move first, and your opponent would go for the K-turn, knowing you would be out of the way, and would be unable to pull off your own K-turns because their ships would be in your way. General Rieekan reverses that situation. Suddenly, all their ships try to K-turn and end up overlapping, stressed, and pointed the wrong way. Now your ships K-turn and can unleash upon them. It's definitely situational, but paired with other thoughts, like ordnance and bombs (yay, Rebels get bombs!), General Rieekan could easily pull his 3-points worth of weight.

Now the question becomes, is it worth taking up your precious crew on the GR-75?

Edited by Parakitor

Another perhaps undervalued effect of having Rieekan on one of your ships is that the opponent might set his dials differently because he has to account just for the chance that you will be using him.

Just realized you could pair it with Leia crew so all your Koiogran Turning ships have actions, but that's 7 points of crew that's one time use for a situation that is so easy to prevent. I guess just because you can doesn't mean you should.

Edited by Parakitor