17 hours ago, theaficionado said:They're great, don't get me wrong, and I do agree that Run for Cover will, more often than not, entirely negate an attack. The issue I have them with is:
1. They're reactive, not proactive. I work on a principle of cards that help me kill my opponent > cards that prevent my opponent from killing me.
2. While both of these are definitely powerful cards, I can't see there being room in my command deck for them plus all of the other cards I'd want to run. I'd be curious to see a list where you manage to fit in all the Hunter goodies + all the standard staples + Run for Cover and On the Lam.
Prove me wrong!![]()
I don't see how you can say Run for Cover is in the same space as On the Lam. Run for Cover needs to be declared on attack and you are only removing 1 dice (avg ~2 damage). The best it can do is remove a blue dice during a high range shot to try and make it miss. Many figures are attacking with 3-4 dice these days so Run for Cover only cuts some of the damage
On the Lam is used during the attack before modifiers. This lets you see the full roll (hi dodge) AND the opponents needs to play his modifier cards before you use On the Lam. This can easily bait him into playing like assassinate or any of the new hunter cards and then you play On the Lam to completely avoid the attack.
You can compare On the Lam to playing an auto dodge. Moving to break LOS or getting out of range is very easy on the current maps
Edited by frotes