What do you think of the "Take Initiative " and "I Make My Own Luck" Command Card?

By El_Tonio, in Imperial Assault Skirmish

I'm not a big fan of it so far for a couple of reasons. First, it adds another big element of luck to the game. Second, it very often seems to have a big impact on the outcome of the game. I know it comes with a penalty of having to exhaust a deployment card, but even with this it seems a little too strong.

I was especially sorry to see they added another take initiative style card for the rebel side (i.e., Han Solo's command card). And, it has an even smaller penalty (you must activate Han Solo first).

This means a rebel squad could potentially have initiative THREE turns in a row and the other player couldn't do a thing about it.

I hope they come out with a way to counter this at some point (maybe a skirmish upgrade deployment cards that costs 1-2 points that makes it so initiative cannot be taken). Right now, including Take Initiative is a no brainier, and including "I Make My Own Luck" seems like an obvious choice for those playing Han Solo. Would be nice if there was a little risk to taking it (i.e., you may not always get to use it).

Another possibility would be to allow both players to play them to cancel it out (won't happen always, but will get rid of some of the issue). Unfortunately, this is not possible based on the current FAQ.

Just my two cents. Not trying to cause trouble. I look forward to hearing what others think.

Edited by El_Tonio

See I dont know if Take init is a no brainer if I have a squad of 6 or less acts. I would rather have Change the plans, Sit Tight, or other command cards. Yes its a strong card but in a low act build I am not so sure.

I play Han a lot and would rather have other command cards than his. I think end of around attacking and taking acts out with Blast or area damage is just as strong as init. I dont think there is a a problem with this combo.

i-make-my-own-luck.png

Here's the card for those of you (Like me) can't remember the text off the top of my head yet. Couldn't find an image of the Take Initiative card.

I don't think these two cards are that big of a deal. They're good, but I don't think they'll be breaking anything. Han solo isn't always going to be in every squad, there's so many good things to fill a Rebel list with he's not going to be a must take every time.

I think Take Iniative is pretty strong. Even without having 6+ activations.

You can hold it in hand for the turn it matters, if an opponent would win by striking your unit first you may be able to kill theirs instead etc.

Especially as there are more and more objectives there are bound to be more and more where going first in the final turn can make a huge difference.

Those effects are strong, but I doubt they will be game game breaking. First you have to draw the one card (two if you're running Han) meaning you will have to focus on terminals, and you will have to be very careful in how you take Strain lest you mill it. Once you do draw it, it has to be played at the opportune moment, which takes skill to recognize. Play it too early and you won't get the best effect. Too late and it won't save you from defeat.

My philosophy is that command cards beyond the initial hand exist merely to mitigate strain based damage.

I never rely on unknown variables like card draws when I have to worry about die rolls. :)

I've found when I use these cards its to seal a game.

I may take iniative then choke with vader to get my final victory points, or slam with Chewy etc, or to eliminate a key character.

My philosophy is that command cards beyond the initial hand exist merely to mitigate strain based damage.

I never rely on unknown variables like card draws when I have to worry about die rolls. :)

Right there with you.

One time I just kept a bleed on Vader for almost an entire game. I just kept discarding command cards. It did help that I had all his cards in the initial hand, though.