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Admiral Ackbar
Submitted
Darksbane
, Nov 16 2012 03:13 AM | Last updated Nov 16 2012 03:13 AM
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♦ Admiral AckbarType: Unit Cost: 3 Force Icons: 3 Icons: 2 ![]() Faction: Light Rebel Alliance Character. Leader. Action: During an engagement, play this unit from your hand as a participating unit on your side. Reaction: After this unit enters play during an engagement, deal 1 damage to each participating enemy unit. Health: 2 Block Number: 12 - 2 of 6 Set: Core Number: 0007 Illustrator: Andrew Olson |
7 Rebel Sympathizers have rated this card!
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Star Wars and all associated elements are © 2011 Lucasfilm Ltd. & TM. All rights reserved. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
15 Comments
"It's a Trap!." - Admiral Ackbar
No the Quarren are the squid-men.
No as he is PLAYED. If he was PUT INTO PLAY then he would be free.
Page 13 of the rulebook.
Ok, new to the game and just getting a hang of this, can I please clarify something. I think this is right: my opponent attacks with a 3 health unit with two damage on it already, and then I trigger Ackbar to come into play in the action window before the edge battle. Deal 1 damage, kill my opponent's unit, so now the only participating unit is Ackbar. Do I automatically win the edge battle? And so can trigger the two tactics icons?
If a player doesn't have any units participating in an engagement, they can't play edge cards. In your example, because you killed his only participant with Ackbar before the edge battle began, he can't play edge cards, and you win edge automatically.
Relevant text from the rulebook, p 18: "A player must control at least one participating unit to place cards in the edge battle. If the defending player controls no defending units, the attacking player automatically wins the edge battle (although he still has the option to place cards into the edge battle if he so desires)."
Rulings
http://www.cardgamed...and-trench-run/
Not really, there was a lack of synergy between this set and the majority of other vehicle sets that meant this didn't have a place to go.
Ackbar himself while the ability is cool, was too expensive to play most of the time, so you needed to trick him in. Then to get the best use you also needed to have edge for those tactics to go off.
Him being a leader gave potential to him going into a leader deck but then the rest of the set just didn't go with leaders.
If Ackbar had the pilot trait, (which I know he shouldn't) then the potential for this set would sky rocket as he can then be tricked in with stay on target, then this set would see a lot more play.
Thematically this set was fine, but a common thing with all the early sets in this game is that not all the cards synergised in sets. Hoth survival gear being a prime example of a card that should not be paired with speeders. (Shakes head)