Specialists Command Cards

By Big k, in Rules

Can you only use the command cards when u sding the commander in the specialists pack or are they like the generic ones and can be used at anytime to flesh out th ed 7 cards?

They’re generic.

Cool I guess no one will be using the starter set generics other than the 4 pip then

4 hours ago, Big k said:

Cool I guess no one will be using the starter set generics other than the 4 pip then

Well, all the new ones are rank-restricted. The Rebel 2-pip, for example, is useless if you didn’t bring Support or Heavy units. There’s still a place for the core set cards.

19 hours ago, Big k said:

Cool I guess no one will be using the starter set generics other than the 4 pip then

I've never used the Rebel 2-pip. The 1-pip is pretty niche as well. Being able to order whatever units I want and not the specific ranks on the new command cards is pretty useful.

I agree with the above two replies; the core set command cards are as good as all other command cards in their own way, which is allowing to use a certain amount of literally any unit within range to give orders instead of being forced to use a unit/type of unit that perhaps you don't want an activation on. Pinned Down relies on face up order tokens for example, being forced to give an face up order token to specific units/types could be a disadvantage in that case.

As said before, literally every card and every unit ever made is good in its own way and how it is to be used. Nothing is bad or less than great, however there is plenty of gamers who use things incorrect then claim its bad or not to be included in army builds.

I guess only 3-pips from either Specialists pack are popular, both due to their powerful effect and the existence to Comms Relay, that reliably allows to at least give an order to the commander, thus maintaining the activation control expected form 3-pips.

Specialists 2-pips are good, but focused on supports and heavy, arguably least popular ranks. Rebel one is good in list with Han as single commander, as he likes to bring in some ATRTs. It may also be good in future Hoth themed armies, with 1.4FDs and Tauntauns both being in support rank.

The 1-pips were all the buzz (positive for rebels, negative for imperials), and they are both "meh.", The main reason you play 1 pip (unless it's Leia/Veers) is to go first with an important unit. Specialist's 1pips narrow what that unit can be - namely, it cannot be your commander, thus it's usefulness is limited. If we see future lists with, say, only 1 operative and 1 generic commander, either can be good.

Still haven’t dropped Push from my lists.

The new Imperial three pip is great, the two pip too situational, and the one pip next to useless.

Speaking in Imperial terms

The Generics are solid, but there are still some uses for the box cards. Ambush is usually better than the specialists 1 pip. That card is terrible. The 2 pip isnt useful if your list doesn't have some support or vehicles. The three is grand, but still situational if you don't bring the right number of corps.

Edited by crx3800
On 3/12/2019 at 11:52 AM, crx3800 said:

Speaking in Imperial terms

The Generics are solid, but there are still some uses for the box cards. Ambush is usually better than the specialists 1 pip. That card is terrible. The 2 pip isnt useful if your list doesn't have some support or vehicles. The three is grand, but still situational if you don't bring the right number of corps.

Yeah even the 3 pip for both factions restricts you to ordering corps units (which you generally don't do otherwise since they tend to be most of your randomized command stack) and you pretty much have to use it early game turn 2 or 3 to get the most utility out of it. They're still great, but not necessarily an auto-include

so the comms relay really makes the 3 pip worthwhile, orders can be passed to who ever so your not restricted to that card. i've played with alot of special forces in my armies so the 1 pip card is nice to make sure they get a activation also seeing the opponents command hand is nice. yeah its not as strong as the rebels version but when your facing double commander or commander and operative list specially with new units coming out the imperial 1 pip card can be stronger then most. i've used this card almost every game and most my opponents play one of the command card next turn since i know what is coming which can be beneficial to me.