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Freebooter Kaptain
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Freebooter KaptainType: Army Unit Faction: Neutral Cost: 3 Attack Value: 3 Hit Points: 3 Command Icons: 1 Signature/Loyalty: Traits: Ally. Army units with printed cost 2 or lower do not count their command icons during command struggles at this planet. Set: Legions of Death Number: 45 Quantity: 3 Illustrator: |
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5 Comments
very strong so far that I have seen
He is not only blocking and probably winning command for you, he also protects from a WL sniping him, since he isn't easily sniped.
Which is a thing that I think is most useful. Put him on planets with abilities you don't want the opponent to trigger.
In the simplest scenario, putting him across from a Void Pirate or Rogue Trader will deny your opponent 3 units (cards and/or resources) and will gain you 2 units. Totally worth the cost. Sure, it might not always work out that way... sometimes it'll be worse, sometimes better.
The only concern with this guy is what type of deck to include him in. Putting him in decks where you have a lot of small cappers isn't ideal, as it can restrict your placements, and putting him in a deck with a lot of expensive guys isn't ideal either because you will run out of resources during deploy. So far, my thinking is that he combos really well with Deep Strike, as Deep Strike will give you enough deploy actions to make him useful, but leaves you without much command presence. Assuming your opponent is using a reasonable number of capping units (and even most elite decks do), there should almost always be a good opportunity to flip a command win.
You should look at what the card brings to the table.
A 3/3 for 3 with one command isn't terrible. It's fighty and tough. Canceling smaller units' command is the real meat-and-bones of the unit. These new cards with a big money or card bonus are pretty painful if they go across from him and beware an angry opponent who loses out on a Promotion because of this freebooter.
He's a good counter to little cappers and resists warlord snipes because of the danger of being able to throw six damage out. But to really get your money's worth, you want to put him in a position that you get to cancel some enemy cards, snag some resources, and get into a fight.
I throw him in with Nazdreg because he occasionally gets to swing for four or five damage. Combine that with stealing command (essentially canceling out a card and/or resources from an opponent) and you have a perfect play. Even if you push your opponent to start stacking up more hammers on the planet, you "win" in the attrition game.
I like it.