49 minutes ago, That Blasted Samophlange said:Did we get that with the last Imperial and Rebel Specialists? They have general use command cards in them.
Yeah, but they don't do what these new command cards do so I don't get your point.
49 minutes ago, That Blasted Samophlange said:Did we get that with the last Imperial and Rebel Specialists? They have general use command cards in them.
Yeah, but they don't do what these new command cards do so I don't get your point.
9 minutes ago, jocke01 said:
Yeah, but they don't do what these new command cards do so I don't get your point.
My point is they I suggested generic command cards, which then stated that adding in new command cards would be power creep.
As new command cards have already been added without adding to the so called power creep, it is illogical to just assume that any of the new command cards would as well.
Please note, I never said that any new command cards should have the exact same effects. Only that we could get cards for the existing factions that offer similar surge providing uses.
It is facetious at best to equate new general command cards with power creep. The cards shown are also limited to specific commanders, so they have that benefit AND limitation. Defeat that commander and they cannot be used, as well as having to be issues a. Order in range of that commander.
a generic command card will not be as potent, even if offering similar effect, by virtue of not being tied to a specific commander.
The live stream is not even a true representation if how the cards work, as it is a 500 point battle on a 3x3 play area. In an 800 point game, the same situations with every unit getting a surge may not come to fruition.
Finally, it is not like rebels and empire are going to be left out of the surge game. To my knowledge they can both take Aggressive tactics on certain commanders, but as most imperial and rebels units have native surge, the effect is not as potent. Sure, the number of times my stormtroopers could have used a surge on defence is numerous, it is hardly a necessity, and I feel there are better cards for them to have equipped.
Core set comes out end of Q3?!!!!!
**** that's a ways away!
17 minutes ago, lologrelol said:Core set comes out end of Q3?!!!!!
**** that's a ways away!
That's what we've all been predicting anyway. Rebel Veterans and Tauntauns in late July, Shore Troopers and Dewbacks in late August, Clone Wars in late September (but likely that some sets will be sold early at Gen Con).
2 hours ago, Dr Lucky said:That's what we've all been predicting anyway. Rebel Veterans and Tauntauns in late July, Shore Troopers and Dewbacks in late August, Clone Wars in late September (but likely that some sets will be sold early at Gen Con).
No CIS or GAR lists until after NOVA, whew.
2 hours ago, lologrelol said:Core set comes out end of Q3?!!!!!
**** that's a ways away!
This was always the prediction
7 hours ago, lologrelol said:Core set comes out end of Q3?!!!!!
**** that's a ways away!
That means I can save more money to pay for my 2 core sets and upgrade cards!
9 hours ago, That Blasted Samophlange said:My point is they I suggested generic command cards, which then stated that adding in new command cards would be power creep.
As new command cards have already been added without adding to the so called power creep, it is illogical to just assume that any of the new command cards would as well.
Please note, I never said that any new command cards should have the exact same effects. Only that we could get cards for the existing factions that offer similar surge providing uses.
It is facetious at best to equate new general command cards with power creep. The cards shown are also limited to specific commanders, so they have that benefit AND limitation. Defeat that commander and they cannot be used, as well as having to be issues a. Order in range of that commander.
a generic command card will not be as potent, even if offering similar effect, by virtue of not being tied to a specific commander.
The live stream is not even a true representation if how the cards work, as it is a 500 point battle on a 3x3 play area. In an 800 point game, the same situations with every unit getting a surge may not come to fruition.
Finally, it is not like rebels and empire are going to be left out of the surge game. To my knowledge they can both take Aggressive tactics on certain commanders, but as most imperial and rebels units have native surge, the effect is not as potent. Sure, the number of times my stormtroopers could have used a surge on defence is numerous, it is hardly a necessity, and I feel there are better cards for them to have equipped.
Okey
Yes new cards is not powercreep, however kenobis cards seems very powerful since he can gain so many tokens compared to other commanders cards.
It might be fine on the table, but om paper it looks bananas.
12 hours ago, That Blasted Samophlange said:I disagree that it is awful. I will admit it is of limited use, but as more command cards come out, and I suspect that we will get more general cards, it's use may go up.
It's restricted to Operatives and Special Forces... getting a peek at Standing Orders isn't worth the restriction.
3 hours ago, jocke01 said:Okey
Yes new cards is not powercreep, however kenobis cards seems very powerful since he can gain so many tokens compared to other commanders cards.
It might be fine on the table, but om paper it looks bananas.
Maybe, but they’re really dependent on him being next to everything. Means you have to bunch up your own guys or you have to inject him into the enemy and really be risky.
3 hours ago, jocke01 said:Okey
Yes new cards is not powercreep, however kenobis cards seems very powerful since he can gain so many tokens compared to other commanders cards.
It might be fine on the table, but om paper it looks bananas.
Also its rare for a leader 1 pip to not grant extra attacks, so I feel it its balanced.
2 hours ago, GreatMazinkaiser said:It's restricted to Operatives and Special Forces... getting a peek at Standing Orders isn't worth the restriction.
How many lists are built without at least one of either a special forces or operative? I know I have at least one. I agree it is limited use, and choosing standing orders is annoying. But as more command cards get released, more operatives, special forces, etc the card has more utility. But as to completely aweful? No. If you don't build a list with Bossk, Boba, or scouts/snipers, deathtroopers, or royal guard then sure, it is useless. But I take at least one of those every list I play.
48 minutes ago, ScummyRebel said:Maybe, but they’re really dependent on him being next to everything. Means you have to bunch up your own guys or you have to inject him into the enemy and really be risky.
That’s the thing... on the small map shown in the livestream, it is easy to cluster your units. On a full size table with objectives spread out, then it will be limited.
3 hours ago, jocke01 said:Okey
Yes new cards is not powercreep, however kenobis cards seems very powerful since he can gain so many tokens compared to other commanders cards.
It might be fine on the table, but om paper it looks bananas.
Again, all it has been seen played is on a very small table. The limiting factors are the distance/needing to cluster forces, the single use nature of surge tokens all make it balanced. Also, as noted, most 1 pip cards give extra attacks.
Obi's card could technically give multiple extra attacks. Especially if he is already in melee. Standby would let him trigger an attack. I know, not near as easy a a card that just spams extra attacks. But his is far more capable of being situational.
The imperial 1 pip just doesn't do it. More and more command cards come out, but I bet you could still guess all but one of your opponents command cards by looking at their list. It just doesn't have enough power in determining what that last card is. It's rarely gonna break the game and you're even less likely to find that card when you get to look. To each his own, but for me, that card is a lost cause.
1 hour ago, crx3800 said:Obi's card could technically give multiple extra attacks. Especially if he is already in melee. Standby would let him trigger an attack. I know, not near as easy a a card that just spams extra attacks. But his is far more capable of being situational.
The imperial 1 pip just doesn't do it. More and more command cards come out, but I bet you could still guess all but one of your opponents command cards by looking at their list. It just doesn't have enough power in determining what that last card is. It's rarely gonna break the game and you're even less likely to find that card when you get to look. To each his own, but for me, that card is a lost cause.
It would be interesting if the Imperial one pip let you rando look at two cards and then choose one that cannot be played next turn.
But then a restriction that the imperial player couldn't use it on turn 5 or 6
Edited by Zrob3141 hour ago, That Blasted Samophlange said:How many lists are built without at least one of either a special forces or operative? I know I have at least one. I agree it is limited use, and choosing standing orders is annoying. But as more command cards get released, more operatives, special forces, etc the card has more utility. But as to completely aweful? No. If you don't build a list with Bossk, Boba, or scouts/snipers, deathtroopers, or royal guard then sure, it is useless. But I take at least one of those every list I play.
That’s the thing... on the small map shown in the livestream, it is easy to cluster your units. On a full size table with objectives spread out, then it will be limited.
Again, all it has been seen played is on a very small table. The limiting factors are the distance/needing to cluster forces, the single use nature of surge tokens all make it balanced. Also, as noted, most 1 pip cards give extra attacks.
Also, I think it should be noted that these two factions want to cluster their units. Each side has abilities that work off keeping your units within Range 1 of another unit. So these command cards may be stronger vs. these factions, and weaker vs. Empire and Rebels, who don't really have much of an advantage to grouping up that much.
I think the mechanics that want the GAR and CIS forces to be close together is a nice way of representing the Clone Wars and the battles depicted on screen. I always kinda laughed at AOTC and ROTS, as well as many battles in the TV series, because they are a silly mix of 19th-century open-field warfare and advanced sci-fi. So often, there are thousands of clones and droids running in open fields with no cover, no types of defensive emplacements or protective measures. That does speak to the disposable nature of the droids, and how most of the Jedi and Republic leadership viewed the clones as nearly sub-human as well.
In the game here, keeping your troops close is more indicative of two major military machines going at one another in significant, pre-planned battles; unlike a guerrilla force of rebels trying to overthrow an occupying imperial force, where battles are hit-and-run, or desperate ambushes and subterfuge.
That will make CIS/GAR vs. Empire/Rebels battles so interesting in this game. The Empire and Rebels may try to spread the CIS and GAR forces thin, so as to minimize their coordination, or the CIS/GAR forces will try to draw the Rebels and Imperials into a closer-quarters fight. Whoever can determine the engagements in those match-ups, may win the day in those games. But, CIS vs GAR, both sides will likely be advancing and positioning in such a way as to keep their units within Range 1 of another, so as to maximize their own abilities.
11 minutes ago, manoftomorrow010 said:Also, I think it should be noted that these two factions want to cluster their units. Each side has abilities that work off keeping your units within Range 1 of another unit. So these command cards may be stronger vs. these factions, and weaker vs. Empire and Rebels, who don't really have much of an advantage to grouping up that much.
I think the mechanics that want the GAR and CIS forces to be close together is a nice way of representing the Clone Wars and the battles depicted on screen. I always kinda laughed at AOTC and ROTS, as well as many battles in the TV series, because they are a silly mix of 19th-century open-field warfare and advanced sci-fi. So often, there are thousands of clones and droids running in open fields with no cover, no types of defensive emplacements or protective measures. That does speak to the disposable nature of the droids, and how most of the Jedi and Republic leadership viewed the clones as nearly sub-human as well.
In the game here, keeping your troops close is more indicative of two major military machines going at one another in significant, pre-planned battles; unlike a guerrilla force of rebels trying to overthrow an occupying imperial force, where battles are hit-and-run, or desperate ambushes and subterfuge.
That will make CIS/GAR vs. Empire/Rebels battles so interesting in this game. The Empire and Rebels may try to spread the CIS and GAR forces thin, so as to minimize their coordination, or the CIS/GAR forces will try to draw the Rebels and Imperials into a closer-quarters fight. Whoever can determine the engagements in those match-ups, may win the day in those games. But, CIS vs GAR, both sides will likely be advancing and positioning in such a way as to keep their units within Range 1 of another, so as to maximize their own abilities.
Agreed. The danger if grouping your units, can be detrimental if You have Vader close by and he plays Master of evil. Heck, a single stormtrooper squad with a comms technician and comms jammer can wreck a CIS players day.
I really hope a future cis comander allows for more corps units to really get the feel of a horde army.
something like:
Endless Legions you may include 2 more corps units
19 minutes ago, Jabby said:I really hope a future cis comander allows for more corps units to really get the feel of a horde army.
something like:
Endless Legions you may include 2 more corps units
Just need to build off the existing Entourage keyword. Ignore the rank of 1-2 Corps trooper unit, whether you want to specify the corps unit or not.
These are exciting! Wow.
Question:
General Kenobi command card. Does the ability only effect the two units that he targets? Or does it also include himself since the wording says "unit"?
2 minutes ago, R3dReVenge said:These are exciting! Wow.
Question:
General Kenobi command card. Does the ability only effect the two units that he targets? Or does it also include himself since the wording says "unit"?
Yes, it would apply to himself, since he is issuing an order to himself via that command card, he is explicitly listed, and he is a unit, so yes!
1 hour ago, manoftomorrow010 said:Just need to build off the existing Entourage keyword. Ignore the rank of 1-2 Corps trooper unit, whether you want to specify the corps unit or not.
But that would allow free order tokens for corps.
6 minutes ago, Jabby said:But that would allow free order tokens for corps.
Yes?
12 minutes ago, Jabby said:But that would allow free order tokens for corps.
I didn't mean copy it exactly, but use that as the basis for the new effect.
Endless Legions X (When constructing your force, you may ignore the rank of up to X Corps units.)
But sure, I don't see a problem of issuing free corps tokens, since Entourage allows that same thing for units that are theoretically, more powerful than the corps, anyway.
Edited by manoftomorrow010I like the theme of having extra Corps by a means of ENTOURAGE but I’m afraid of it being a little too easy to daisy chain order tokens from it. I wouldn’t be surprised if we get cheap special forces for CIS though, and a Commander Droid with entourage could still really push activations up given the cheap cost of the droids.
Just wait if they get strike team snipers close to what we already have or a cheap support option like the Eweb.