Someone please explain why I would want to use this card. Like I'm 5 please.
Edited by slaptacSit Tight Command Card
NP, I was initially also unconvinced but basically it allows you to Sit Tight (!) and wait for your opponent to come closer or out of hiding while your (fewer) troops wait for them. Can be very useful especially if you want to avoid a nasty E-web or perhaps an opponent with a lot of long range firepower. Another example would be that you are facing Darth Vader around the corner; by forcing him to move you effectively deny him the use of Attack followed by a Force Choke
NP, I was initially also unconvinced but basically it allows you to Sit Tight (!) and wait for your opponent to come closer or out of hiding while your (fewer) troops wait for them. Can be very useful especially if you want to avoid a nasty E-web or perhaps an opponent with a lot of long range firepower. Another example would be that you are facing Darth Vader around the corner; by forcing him to move you effectively deny him the use of Attack followed by a Force Choke
Ah, so then it could be possible to make a bunch of activations in a row as a result also making it a big offensive push. Man, when played right this card could cause a huge momentum swing.
You won't get a lot of activations in a row BUT lets make an example:
You have 3 figures/units and your opponent have 5, but they are far away. However since they have a nasty combo of melee and ranged attacks and you are currently holding some nice objectives you are in no rush to move. So you play "Sit Tight" and now your opponent has to activate 3 of the 5 units before you start activating.
If your opponent had the Intiative this round you get the bonus of having the last activation of this current round AND you'll be getting the first activation in next round (unless your opponent has "Take Initiative" in his hand of course)
You won't get a lot of activations in a row BUT lets make an example:
You have 3 figures/units and your opponent have 5, but they are far away. However since they have a nasty combo of melee and ranged attacks and you are currently holding some nice objectives you are in no rush to move. So you play "Sit Tight" and now your opponent has to activate 3 of the 5 units before you start activating.
If your opponent had the Intiative this round you get the bonus of having the last activation of this current round AND you'll be getting the first activation in next round (unless your opponent has "Take Initiative" in his hand of course)
Got it! Thanks for fleshing that out!
I think this is a must right now for a rebel player with the officer swarm being so popular. I have a feeling they will get more command cards to make a tank build. Even if you get this round 2 with the right command cards and setup it can still be useful knowing odds are they will want to come at you early than the other way around. If you can take the damage do damage right back. You should have the act count even or be on time.
I think the key with this card is a round one play.
I had it in a imperial build and got lucky playing vs a 9 act squad and getting it round one but it was a game changer since he could react to what i was doing.
Edited by Jonnyb815