https://www.fantasyflightgames.com/en/news/2018/11/2/unlimited-power-1/
I see great things when combining anger with “and now you will die”
give in to your anger also seems interesting
https://www.fantasyflightgames.com/en/news/2018/11/2/unlimited-power-1/
I see great things when combining anger with “and now you will die”
give in to your anger also seems interesting
OMG.....
Give into your anger seems like a fairly good chance to route one of your opponent's trooper units on turn 1.
He is good, I just hope he is future proofed and how cost doesn't become prohibitive
12 minutes ago, Animewarsdude said:Give into your anger seems like a fairly good chance to route one of your opponent's trooper units on turn 1.
Say goodbye to your Snipers/Sappers.
4 minutes ago, Indy_com said:Say goodbye to your Snipers/Sappers.
Not really, adds 4 suppression, they're 2 courage, lose 1 at end of turn and get to rally. More painful to corps outside of command bubbles. Also pretty ball busting because it gives Palp a massive advantage on activations since he can force a chump unit to go first regardless of what command card you played.
4 minutes ago, MasterShake2 said:Not really, adds 4 suppression, they're 2 courage, lose 1 at end of turn and get to rally. More painful to corps outside of command bubbles. Also pretty ball busting because it gives Palp a massive advantage on activations since he can force a chump unit to go first regardless of what command card you played.
Palp gives them 4 suppression, then either snipe them yourself or Mortar them with the chicken walker.
1 minute ago, Indy_com said:Palp gives them 4 suppression, then either snipe them yourself or Mortar them with the chicken walker.
After they activate. You're guaranteed to clear 1 at the end of turn, then you still get a rally step. Even if you toss 1 more on there, the unit is still fine unless it rolls low to rally.
I see the 2 pip card to be used on an out of command, out of range unit to activate them.
Flanker out on the far edge force them to attack or face 4 suppression and possible walk of the board.
Fleet troopers spoil there position, either move into range to attack or shut them sown.
And more...
Give into your anger is arguably a better later game card. Turn 1 the odds of actually fully routing a unit is low. However conversely if you take Palp, you are likely at an activation disadvantage. This card though mitigates that by forcing a key unit to either push up and expose to focus fire, or not and take 4 suppression. Then consider real later game situations where maybe enemy commanders are dead or out of position. Not you can potentially route a unit late round, fun.
Because of his free action economy I wonder if he will cause low activation count to be a thing, Vader, Boba, Palp? Seems crazy but those cards are interesting.
I Still don't like palpatine running around the Battlefield. His 1 pip card can be a crazy nuke. Anger will be fun on vader though.
39 minutes ago, MasterShake2 said:After they activate. You're guaranteed to clear 1 at the end of turn, then you still get a rally step. Even if you toss 1 more on there, the unit is still fine unless it rolls low to rally.
AT-ST Mortar has Suppressive, so if you generate a hit, weather it goes through or not, thats 2 suppression on them.
46 minutes ago, jocke01 said:I Still don't like palpatine running around the Battlefield. His 1 pip card can be a crazy nuke. Anger will be fun on vader though.
Anger plus his 1-pip gives him a free aim on each attack. Thats about 4 dmg with pierce 2 and supressive on 5 attacks.
The real power of his 2-pip is NOT the suppression, but the control. Take this example:
Luke is wounded and exposed, but ready to pounce Palp with SOS, and take Palp off the board. Palp plays his 2 Pip, orders himself, Luke orders himself. Luke wins priority, and moves to activate himself, but Palp forces him to activate some loser unit instead. Then, Palp shoves his royal guards in Lukes face, gets a charge attack, maybe killing him (no dodge), and locking him in a melee against a pierce immune unit.
This is merely an example, but almost every game there comes a time when you NEED to win priority, and this card is basically a different version of Han's No Pip card. It allows you to win priority when you really need to.
11 minutes ago, SirCormac said:The real power of his 2-pip is NOT the suppression, but the control. Take this example:
Luke is wounded and exposed, but ready to pounce Palp with SOS, and take Palp off the board. Palp plays his 2 Pip, orders himself, Luke orders himself. Luke wins priority, and moves to activate himself, but Palp forces him to activate some loser unit instead. Then, Palp shoves his royal guards in Lukes face, gets a charge attack, maybe killing him (no dodge), and locking him in a melee against a pierce immune unit.
This is merely an example, but almost every game there comes a time when you NEED to win priority, and this card is basically a different version of Han's No Pip card. It allows you to win priority when you really need to.
What really bothers me with this comparison is that Han's 2 pip forces you to discard to potentially stop your opponent from winning priority because you both re pick your order cards. The palp version just happens and there isnt a choice, there isnt another compare cards and not being sure what your opponent brought, its just you have to wait an activation to do your thing. And the palp player isnt forced to use standing orders one turn to do it.
The give in to your anger card is a great card and allows the imperials to take back some degree of activation control from the rebels, especially when imperials would have sunk a lot of points into the emperor anyway.
Good card to use if you are facing wonder twins etc.
20 minutes ago, Steck638 said:What really bothers me with this comparison is that Han's 2 pip forces you to discard to potentially stop your opponent from winning priority because you both re pick your order cards. The palp version just happens and there isnt a choice, there isnt another compare cards and not being sure what your opponent brought, its just you have to wait an activation to do your thing. And the palp player isnt forced to use standing orders one turn to do it.
Han cost is
Palps cost is
That alone is enough to justify a better command card. Also Han can hose this by playing his 3 pip forcing the imp player to rethink what to do, which would then ensure Hans 0pip sticks. Unless the Imp player "foresees" this and plays another card (did you see what I did there),in which case Han can just let that stick
4 minutes ago, syrath said:Han cost is
Palps cost is
That alone is enough to justify a better command card. Also Han can hose this by playing his 3 pip forcing the imp player to rethink what to do, which would then ensure Hans 0pip sticks. Unless the Imp player "foresees" this and plays another card (did you see what I did there),in which case Han can just let that stick
Yes, palp is more expensive. He is also more powerful in many ways and has many gimmicks to make him more powerful. I am just a bit surprised and disappointed that the only rebel card able to currently mess with your opponents orders forces you to discard it and play standing orders one turn of the game while the empire option has no such downside and just straight takes any choice from the other player.
1 hour ago, Steck638 said:
Yes, palp is more expensive. He is also more powerful in many ways and has many gimmicks to make him more powerful. I am just a bit surprised and disappointed that the only rebel card able to currently mess with your opponents orders forces you to discard it and play standing orders one turn of the game while the empire option has no such downside and just straight takes any choice from the other player.
Except the Han card messes with anything you do that turn, from the units activated to the special effects (master of evil, all my legions, bombardment etc) whereas the Palp card just forces a change to a single unit. Also means the the inevitable SoS card isn’t an automatic given now and forces the opponent to consider not relying on a single unit to alpha strike all the time.
23 minutes ago, Sith Lord Revan said:Except the Han card messes with anything you do that turn, from the units activated to the special effects (master of evil, all my legions, bombardment etc) whereas the Palp card just forces a change to a single unit. Also means the the inevitable SoS card isn’t an automatic given now and forces the opponent to consider not relying on a single unit to alpha strike all the time.
It does, but it allows your opponent to have some sort of choice in what happens, I could have my SoS sent back to my hand and come up with a backup plan really quickly, with Give in I dont have any option in the matter or ability to come up with a backup plan, I just straight up have to use the chosen trooper unit first without any ability to do anything about it and with no range restriction.
As an aside, if the palp player chooses a unit without an order token, do they benefit from any text from the other players order cards? If he chooses a rebel trooper unit during say no time for sorrows do they get the speed 1 move?
4 minutes ago, Steck638 said:As an aside, if the palp player chooses a unit without an order token, do they benefit from any text from the other players order cards? If he chooses a rebel trooper unit during say no time for sorrows do they get the speed 1 move?
I don’t think so. Because the unit is not “issued” an order. Just “assigned”.
So this 2 pip card is really powerful, and I've thought of two more ways to use it:
1. Make an important mini, like Boba or Luke, activate early in a round they don't want to. There are usually turns for these units where they need to expose themselves, but usually do so at the end of the round. This can really mess with a Luke on the turn before he wants to play SOS.
2. Make a low courage hero who can't attack panic or slowed down. So, for example, play this on turn 1 and you can slap 4 suppression on Han (there's no way he'll have an attack as the first unit to activate on turn 1). 4 suppression is enough to panic (although that's unlikely), but just slowing him down or forcing him to do a recover could be huge.
Anyways You slice it, I believe this may be the best 2 pip card in the game. BUT, I actually don't think that's a problem as the other Palp cards aren't too amazing. His 3 pip is thematic but in reality won't be much different than an assault. Also, his 1 pip sounds amazing, but if he has been getting shot at and wounded as he,makes his way to the center of the battlefield (which you really need to do) then his 1 pip won't be nearly as helpful. For comparison, Luke gets a free attack for no damage, and Vader gets a whole activation for 1 damage on an 8 wound platform. Don't get me wrong, if Palp is undamaged in the center of the field, this is going to HURT, but a good opponent won't let that happen. I have no problems with this card. I like it.
Also of note is that Palp's 2 pip only assigns an order token to himself thus lessening the Imperial player's own ability to activate specific units during the round.
So, my thoughts on Palpatine;
-He's really fragile for his points. That defense die is nice, but any 40k players/ex-players know how a 66% chance to block a wound can evaporate with bad luck. @Orkimedes has a chart here showing effective wounds (The average number of wounds to kill a unit after their defense die is factored in) per point, and the only unit without armor on that chart with a lower defensive efficiency are sniper teams, and those have range to keep them out of trouble (Coincientally, saboteur strike teams have the exact same efficiency as old Sheev does). Royal Guards to soak ranged damage are a must.
-Without Relentless/Steady, he's competing for slowest unit in the game with the E-web. This isn't a dealbreaker, but it is going to make his position predictable.
-Palpatine's force lightning has the same average damage as Luke's lightsaber... but it's at range. That's terrifying to infantry units. Unfortunately the power of the dark side does little against barricades. I mean, 2 Supression and 1-2 casualties isn't bad, but a lot of cheaper things will accomplish similar things. So positioning will be key here.
-Palpatine's abilities are interesting, but most of them are dependent on getting into close range. So expect not to get much done during the first two turns.
So, all told, good old Sheev depends a fair bit on his command cards to get things done. Which means a clever Han player can ruin his day, which feels sort of fitting; The most unpredictable cast member messing with the Chess Master's plans.
...omg...wunderbar...