Vader's Might worth taking?

By Lightrock, in Star Wars: Legion

I know some of you guys tested the new operatives already so I'm curious about your experiences with Vader's new command cards. 2 pip looks awesome in the right situation and 3 pip is probably mandatory. What about 1 pip though? It seems like a slightly stronger force push which is nice and all except you've probably got the actual force push on him anyway so the question is if you really want another one. I'm not particularly convinced about this card but maybe I'm missing something crucial - some sort of a not so obvious interaction that makes the card super strong. Have you guys found any clever methods of abusing its's effect?

Do Tauntauns have Scale? :P

Maybe you could use it to catapult some of your own units forward.

Edited by Polda

You can use it to place R2-D2 on a building to prevent him from completing his secret mission because he is unable to climb or clamber so he can't get down. This takes him out of the battle and Darth Vader doesn't have to kill his old friend.

1 hour ago, Captain Pachu said:

You can use it to place R2-D2 on a building to prevent him from completing his secret mission because he is unable to climb or clamber so he can't get down. This takes him out of the battle and Darth Vader doesn't have to kill his old friend.

His 1-pip does give him jump though, right? He could still get off the building that way.

22 minutes ago, Lightrock said:

His 1-pip does give him jump though, right? He could still get off the building that way.

Another insurance against that is to keep R2 in the speeder, score on turn 2, then burn astromech rubber out of there

Vader's might is amazing. It has a ton of utility and can be a game winning card. Need a unit off the objective? done. Need a unit on the objective? done. Want to kill something with a high unit count? (droids) done. It brings so much to the table while allowing for 2 normal actions. It also does not cost a wound, so I think it is worth a lot more than implacable.

2 hours ago, Cleto0 said:

Vader's might is amazing. It has a ton of utility and can be a game winning card. Need a unit off the objective? done. Need a unit on the objective? done. Want to kill something with a high unit count? (droids) done. It brings so much to the table while allowing for 2 normal actions. It also does not cost a wound, so I think it is worth a lot more than implacable.

I guess that depends on the situation though, doesn't it? If I were, say, Grievious facing off against him, I'd definitely prefer him to play might rather than implacable. ;) I get your point though.

In most cases, I'd prefer Vader's Might to implacable. This card is extremely flexible and useful. All of the above examples are valid, be it displacing crucial unit, or even "turning it off" if it cannot climb or move (yeah, Vader's Might vs 1.4 FD turret can be disgusting). Implacable, of course is not bad, especially now with MotF triggering on the end of the activation, but it's just killing stuff, and though it can win you games it's prone to dice rolls, cover, etc. Vader's Might is condition-less, dmg dealing and game winning.

My go-to with Vader will probably be Master of Evil, Darkness Descends, Fear and Dead Man and Vader's Might. This leaves 2 slots open, in casual, fun lists for Palpa's 1 and 2pip and in some more competitive ones, for Bossk's. Or, if solo Vader is your thing, go for Implacable. Just leave NWTMT, out it's bad (unless you took 2x IRG, but why?). Take Push instead :P

33 minutes ago, Shanturin said:

Just leave NWTMT, out it's bad (unless you took 2x IRG, but why?). Take Push instead :P

2xIRG makes little sense indeed. 2 dewbacks with tenacity and NWTMT on the other hand... ouch. Say hello to getting charged by some very angry space lizards from roughly range 3.6.

11 hours ago, Lightrock said:

2xIRG makes little sense indeed. 2 dewbacks with tenacity and NWTMT on the other hand... ouch. Say hello to getting charged by some very angry space lizards from roughly range 3.6.

That's great point, I didn't yet have a chance to test them. It's a lot of points though...

Vader's might is probably the most powerful of his command cards, maybe with the exception of Master of Evil when used perfectly. I've used Vader's Might to completely waste Son of Skywalker TWICE. Nothing's more fun than throwing Luke away on his Son of Skywalker round and then just yeeting out of range of his two moves. I usually don't play empire VS empire but I assume it would be really easy to do this same thing against Palpatine on his And Now You Will Die round. It's not a powerhouse card to throw your units forward its made to completely WASTE some of the best command cards in the game. Also incredibly useful to pull a unit far away holding an objective into melee with Vader or throwing a unit away from an objective. Such a fun and powerful card. Auto command card include in literally all of my Darth Vader armies.

I've played Vader Operative a few times and Vader's Might was incredible in all cases. Coupled with Force Push and Force Throw and you can launch an enemy unit half way across the map. In one game I used all 3 and pulled an enemy unit out of cover, and not even in LOS, into the range of my gunline, without any cover. Dead unit.

Super flexible. Easily my favorite new Vader addition.

15 hours ago, bllaw said:

Vader's might is probably the most powerful of his command cards, maybe with the exception of Master of Evil when used perfectly. I've used Vader's Might to completely waste Son of Skywalker TWICE. Nothing's more fun than throwing Luke away on his Son of Skywalker round and then just yeeting out of range of his two moves. I usually don't play empire VS empire but I assume it would be really easy to do this same thing against Palpatine on his And Now You Will Die round. It's not a powerhouse card to throw your units forward its made to completely WASTE some of the best command cards in the game. Also incredibly useful to pull a unit far away holding an objective into melee with Vader or throwing a unit away from an objective. Such a fun and powerful card. Auto command card include in literally all of my Darth Vader armies.

Actually it would be significantly more difficult vs Palp because you'd have to move him somewhere that's beyond range 3.3 of any of your units. Still, I get your point.