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Catachan Outpost
Submitted
Darksbane
, Aug 12 2014 03:08 AM | Last updated Aug 12 2014 03:08 AM
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Catachan OutpostType: Support Faction: Astra Militarum Cost: 2 Signature/Loyalty: Traits: Location. Combat Action: Exhaust this support to give a target unit +2 ATK for its next attack this phase. Capturing it was easy. Keeping it was the trickey part Set: Core Set Number: 53 Quantity: 1 Illustrator: Mark Molnar |
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16 Comments
Devastating support.
Also non-unique. Holy crap.
This card is good, good with range, good with tokens, good with everything a staple in all imp guard decks.
If you have 3 in play. The opponent's warlord is safe nowhere.
I love that hat tip to Dawn of War in the flavour text.
becuase this card says next on it dose that mean that u have to attack with if first then when it has to re stand it get the +2.
but say in the card is at rest because of a warload affect, so is at rest, it then stand from some affect. then use outpost then attack would it then get the +2 now even thought it is its first attack?
Assuming I understand your question correctly, I believe you are mistaking what "next attack" means.
You can't trigger this ability while a unit is attacking. The window to trigger this (and other effects) is in between attacks. You exhaust Catachan and give a unit +2 STR for the next time it attacks. Which can be right then. The "next attack" is the next immediate attack this unit does after it has been given the boost. Give it the STR, then immediately attack.
If for some reason you trigger this on an already knelt unit, it will maintain the buff until it next attacks. Though the opponent will no doubt try to kill this buffed unit before it can attack.
Hands down currently the best AM card. 5/5 for sure, which I am sure will never change as it is so flexible.
+2 ATT means that even puny Sanc. Psyker, Pirates and Traders are combat-relevant. Bumping a ranged, delivering a killing blow, buffing an exhausted unit (to draw enemy fire), this card is never out of use. Two credits are ok.
This location smiles at Torquemada. And Torquemada smiles back.
5/5
Lesson taught to me through lots of games and lots of mistakes:
If you're going to do Catachan more than once on a target (say you have three of them out, or say you play To Arms then trigger it again), then the best possible targets for this are Stalwat Ogryn, and your Warlord.
Archon's Terror, that's why.
The main reason I ally Cato with AM -> with his blade + 2 Outposts he is the Ragnar now; 5/5 and a main reason to buy 3 starters
Had this come up in a game the other day, didn't have an answer for it so figured I'd ask here. Say my opponent and I each have two units at a planet. My opponent attacks than I use Catachan to buff up one of my units attack by 2. Can I than choose one of my units to attack or is it back to my opponent so he can attack with his standing unit?
Actions are resolved between attacks. You are Player B, your opponent Player A.
- Player A attacks (declares attacker, declares defenders, damage is assigned and any Reactions resolved after each step)
- Combat Actions - this is where you can use Catachan Outpost.
- Player B (you) attacks - this can be with the boosted or any other eligible unit.
- Combat Actions
- Back to Player A attacks.
Hope that makes sense!
Don't worry. It's common for people to think that their choice during combat is to attack or to trigger an ability. But as theamazingmrg details above, combat works in a "Player 1 attacks, all players trigger stuff, Player 2 attacks, all players trigger stuff, etc." order.
So, in your original example, after your opponent attacks, YOU have the next attack. But before your attack, both players have the opportunity to trigger abilities. You triggered Catachan Outpost. He might want to trigger his own Combat Action (like Staging Ground to put in another unit). But triggering abilities like this will not change the fact that YOU have the next attack.
This is all a long way of saying that triggering abilities in the Combat Phase does not change the order of attacks.
Its one of the less intuitive things about the game, that in the Deploy Phase taking actions or deploying is treated as a "turn", while in the battle phase you take turns to attack but you have action windows all over the place where you can take turns to take actions.
The RRG lays this out in full, but for me the easiest way to remember is that:
There's an action window before and after each battle.
There's an action window before and after each attack.
There isn't an action window before Mobile and other "start of phase" stuff.
There isn't an action window during attacks.
Beyond that you then have to realise that only actions need action windows, while reactions and interrupts don't: they're just played reacting to or interrupting whatever the card says they do.
Coming back to Catachan Outpost, one of the deeper tactical implications here emerges when you realise how the timing of actions works in the battle phase, and how this can leave you open to traps and counters.
It becomes important to know that in a given action window, the player with battle initiative gets first opportunity to act, and if both players pass consecutively then the window closes.
Imagine, for example, a situation where a player has his Catachan Outpost, Honored Librarian and a Blackmane Sentinel present, while the opposing player has her Inquisitorial Fortress and an Infantry Conscripts ready to go. Depending on who has initiative, there's headgames to be played.
Say the Outpost player has initiative and triggers his Outpost to boost the Librarian.
Now the opponent can fire off her Inquisitorial Fortress can rout the Librarian, and thats 6 attack out of the equation.
But say the Inquisitorial Fortress player has initiative. She can now attack and kill off the Sentinel, no worries. Before the Librarian attacks, does she now rout the Librarian preemptively?
No, because if she does that, the opponent might not have his Librarian, but he now has a ready Catachan Outpost, which might be useful to him later in the turn.
If she instead passes, now the Outpost player either has to pass (and make an attack with a Librarian that doesn't have the attack boost in place, and not make the kill) or trigger the Outpost, and then get the Honored Librarian routed anyway. And then, if no other cards happen, next combat round the Librarian will have to run away to avoid being killed by her Conscripts.
It all gets wonderfully complex, with layers of conditions and thoughtfulness in every decision to pass or act. A lot of these things become clearer as the game goes on, but when you start to understand the effect of timing and of the sorts of actions you see in the game, it becomes clearer why a card like, say, Launch the Snotz can be more effective at bloodying warlords than a card like Rally the Charge, or why the mere conditional 1 damage of Crushing Blow is so much better than the permanent +1 attack (and other stuff) of Godwyn Pattern Bolter. Or why, as I said on March 18th with regards to this card, the best target for Catachan Outposts is often your own Warlord.
This one seems to have lost its mojo over the years, but it's still a powerful card. Another support that you can include x3 without hesitation. Works best on your warlord, since it can´t be suppresed, archoned or firestormed at the last minute.
4/5