Mercenary Command Card Shuffle

By buckero0, in Imperial Assault Skirmish

I know each of the factions is designed to have it's own distinct feel or playstyle to a certain extent, but does it seem that the mercenaries are left out in the cold when it comes to using and distributing command cards?

Rebels have Rebel High Command, R2, other leader commandcards etc which allow them to zip through their deck pretty quickly at times. Imperials have the Rule by Fear and same command cards (mostly Spy or Leader only cards) which allow extra drawing of cards.

I know we can strain the enemy now quite effectively, but sometimes it would be nice to draw more than 1-2 cards at a time. We have some great scummy only command cards (uniques, jundland, a lot of the creature oriented cards, etc.) but no way to efficiently draw more than 1-2 cards a turn.

Is there a reason its designed like this? I know we don't have Leaders, which I'm fine with, but shouldn't we have some spies (Garridan) as options or give us some creature specific or Hunter specific cards to allow a quicker draw. Maybe an attachment of some sort.

R2-D2 is a staple for my Scum lists.

And Planning works with Gideon as well.

Edited by DerBaer

there also is black market for smugglers

there also is black market for smugglers

I agree there is starting to be alittle more crossover, but the only smugglers Mercs can take are the Hired Guns who die when sneezed at, and the Ugnaughts, who are overpriced and generally useless for their points in skirmish. HG don't always live long enough to get to the card, you'd never take more than one and they are usually moving with both their actions, so playing the card black market prices doesn't always work. Ugnaughts, generally don't have a lot to do, so I guess they are okay sitting on a terminal, trying not to die and can activate black market prices as needed.

I'm one of those weirdos that thinks the Hired guns and ugnaughts are all overpriced for what they do (in skirmish, I haven't played them in the campaign yet)

rHG should be 3pts for 2 eHG should be 4-5pts for 2

rUgs should be 2pts and eUgs should be 4 or the junk droid should be more useful, either you can have multiples or they can contest objectives, retrieve, block LOS to hostiles, etc.

Edited by buckero0