Underwhelming Dooku Cards

By Chili-52, in Star Wars: Legion

after using him a few times on TTS with the translated cards(which were correct) his cards are anything but underwhelming.

his 1 pip gives him quite a huge threat range and can catch a few people off guard, gives him relentless which would make him even more expensive if it was baked into his card, so good to have it when he actually needs it.

his 2 pip is quite situational but when you read the play its devastating, its pin down that you dont have to do anything to use, putting dooku back is often nothing when the droids have a tiny stack themselves. counters soo many things if timed well.

his 3 pip has soo many game winning uses, force push and this can send 2 units off an objective, out of a deployment zone for breakthrough , can move a commander courage buble out of range of other units, can bring units out of cover or my favorite, push units back and zap them even further away. in my last game a vader was just outside of 1 to force push me, so i moved forward and pushed him back then zapped him and threw him back to his deployment zone, took him out of the game a further 2 turns.

everything about them is powerful if you are creative enough to exploit them

stapled onto the fact dooku has cunning, a powerful ranged attacked, can ignore pierce immune in combat and is currently the only red saber user that has a built in surge meaning each of his red dice hit 7/8 times, for his points he is an absolute monster with speed 2 to boot, but with his army in mind his strongest stat is his courage 3, makes your army pretty much unbreakable

1 hour ago, thepopemobile100 said:

His ranged attack isn't a melee weapon, therefore Dooku can't add his lighting into his melee with the card. I thought the same thing at first.

Grievous can because his pistol is also considered a melee weapon, not because it's versatile.

Good catch. I guess I focused too much on the second bullet point and somehow skipped the first. 🤔

27 minutes ago, R3dReVenge said:

I thought the same thing, but @thepopemobile100 has a good point.

I wonder if the playtesters felt that what you propose (10 attack pierce 2 ignores immune to pierce) was to strong.

Yeah, it did seam really powerful to me. I guess it adds to the argument of adding Saber Throw. Then it’s a 8 die attack, but I guess you can’t use Makashi, cause it’s not a melee attack. At least it makes him manageable where Obi is concerned. 😊

Edit: Oh and Dooku can still last/first better than any other Jedi because of Cunning, so he’s still really dangerous. 😊

Edited by JediPartisan

It's probably been debated, but does it mean dooku can scatter a unit into melee and then saber them to death with the command?

1 hour ago, Ralgon said:

It's probably been debated, but does it mean dooku can scatter a unit into melee and then saber them to death with the command?

you can only enter melee with your unit leader, coherence cannot be used to get into base contact

7 hours ago, JediPartisan said:

Good catch. I guess I focused too much on the second bullet point and somehow skipped the first. 🤔

Yeah, it did seam really powerful to me. I guess it adds to the argument of adding Saber Throw. Then it’s a 8 die attack, but I guess you can’t use Makashi, cause it’s not a melee attack. At least it makes him manageable where Obi is concerned. 😊

Edit: Oh and Dooku can still last/first better than any other Jedi because of Cunning, so he’s still really dangerous. 😊

I do think Dooku is a more interesting commander than Grevious. Greviou's command cards are pretty meh, and his play style is predictable.

3 hours ago, TerrorScream said:

you can only enter melee with your unit leader, coherence cannot be used to get into base contact

Also, you have to declare all attack pools before you start rolling, and they would not be a valid target for a melee attack pool. Then there's the fact that a unit can only be the target of one attack pool from a unit.

I do wonder if following the same release order as the OT hurts Dooku. It feels like he would rather have three special forces squads or some magaguards to back him up. Maybe Nute should have been next since I could see running the tank and some B2s with a cheap CIS commander. Dooku seems really good, but does the army options really help him out?

Why bother choosing between Grievous and Dooku? With their cheap Corp units, you can field 6 B1 squads - all with extra trooper and the E-5C - and still have enough points to play both commanders and trick them out with upgrades.

Dooku's cards are amazing... besides the excellent text effects, don't underestimate the value of Cunning (on a Sith no less).

Also re: the two pip. If you set this up right, you should be putting Dooku's token by itself into an empty bag (or maybe with just one droideka). The "cost" on this is very easily mitigated. It is great for dealing with aggressive units that want orders to go first.