Nuke must has collateral damage

By ArturiStellare, in StarCraft

Nuke is a collateral damage !!!

have change collateral : attacker chose between building, worker or istallation. If attacker decides building i must choose to detroy one module or one building livell.

True, odd that they didn't change that as well while they were at it...

Yea, I was wildly disappionted with Nuke. It should be a support card. There is no reason a Ghost couldn't nuke as an assist unit. It's just lame that Psi Storm is a stronger card then Nuke.

(I know I have defended Nuke tooth and nail, but having played a few games and watching Nuke do nothing and Psi storm kill all has changed my mind.)

EeT-MeeL said:

Yea, I was wildly disappionted with Nuke. It should be a support card. There is no reason a Ghost couldn't nuke as an assist unit. It's just lame that Psi Storm is a stronger card then Nuke.

I guess the reason for not making it a support card was so you could run in a lone scout with cloaking and have it nuke anyway, or use lockdown and nuke together - those things do work. It's just that the nuke itself is so totally not worth the hassle of researching a one-use tech, getting the barracks to tier 3, and building ghosts, and then also bringing those ghosts to the enemy. It's too situational sad.gif

I've yet to try the Raynor Leadership card that gives Ghosts from the start though, where you don't even need transports to bring them to the enemy. That might make the nuke worthwhile after all, true covert ops style.

However, Nuke is a way to blast the h#@% up of an ennemy hero without even facing him (even assist and cloaked units! anybody can die of this card)! Since the Nuke doesn't define splash damage, a single ghost could blow up Zeratul! lol

AFAIK heroes are not allowed to be taken as casualties from splash damage whatsoever.

Nuke is not a splash damage card. So it kills heroes left and right.

Heroes are immune to the technology card abilities that destroy unit - rulebook p. 10. So nuke can't kill a hero.

In my playgroup we have changed Nuke - it kills 3 enemy unit + collateral damage. After 4 games it works well - Nuke becomes very powerfull and very expensive weapon of mass destruction. And we are sure that it is not overpowered - even with the Raynor Ladership card.

mmm it seems perfect.

But i have modified collateral damage. It can t never destroy base. It can destroy instead one livell of building or one module. Workers and installation ok, but base is too strong because if some one destroy my base i can t rebuild units with my order token place on the same planet, so all your order token go cancelled, and only because your enemy attack before you make something AND IT DEPEND ONLY FOR THE ORDER OF PLAY. The collateral order is in contraddition with the rule tha tell us that : at the end of execution phase if enemy is in an area with your base your base is destroyed. This rule allow you to rebuild in the same planet and reattack enemy in area base to free it, with collateral that destroy base is not possible and it depens only if some one can attack you before you make something. So if you are the first player in the planning fase all other player can decide to attack you before because in the planning phase they put mobilize order up all your order token ever.

....ops the collaterall damage.....

Termit said:

Heroes are immune to the technology card abilities that destroy unit - rulebook p. 10. So nuke can't kill a hero.

In my playgroup we have changed Nuke - it kills 3 enemy unit + collateral damage. After 4 games it works well - Nuke becomes very powerfull and very expensive weapon of mass destruction. And we are sure that it is not overpowered - even with the Raynor Ladership card.

wow! didn't see that! thanks