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Command is for the Weak


  • Asklepios likes this


10 Comments

I'm not sure about the apothecarion, at least with Prometheum Mine you get guaranteed payback.

 

Similarly, I think you might have trouble aiming that exterminatus. Say you plop a dreadnought forcing the other player to relocate to second planet,

how feasible is to have the resources to make it happen? Not to mention, you will most likely pass go first.

 

If the theme is "command is for the weak", I would get some tense negotiations so you can exploit certain planets.

On the other hand, its tempting to use Staging Grounds to bring back cheap units saved by the Sepulchre.

    • Atrus likes this
Hey, thanks for comment. 
 
Cato's skill can give you plenty of resources. And apothecarion depends, is a kind of ammo depot, sometimes you are ahead and don't use it, and sometimes it gives you a lot of resources. You can earn 1-3 every turn with Apothecarions, and if Sepulchre/Maxos are in game, can be amazing. (Those Both cards are great BTW). The gold earned in mid-combat with Cato + Apothecarions are very useful for Drop Pods, Eagers, Maxos...
 
I had the gold to pay for 2 Dreadnoughts in every game. Indeed, the Dreadnought was my MVC in all games (but lot of people still insist that Elites are unplayable). If the opponent does not have immediate ways to deal with it, he is ******. And with Sepulchre I can "resurrect" it.
 
Tense Negotiations and SG that you suggest can be awesome indeed, but I wanted to keep the deck Marine only, just to try if was possible to play without ally and command. Is hard, but is possible and fun.
 
About exterminatus, I didn't saw it in any of my games >_< so I can't tell. I included them just in case.
 
The only card I would change probably is the Landspeeder. Maybe to include Imperial Fists Siege force, I don't know.
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Blacklanner
Jun 13 2015 06:28 PM

no honored librarian? it seems much stronger than the speeder with drop pod assault.

I know they were removed at last moment because there are lot of effects that deal 1 damage etc and can kill the Librarians easily. I included the White scars, also 4 dmg most of the time and 1 extra HP (the jump from 2hp to 3 is HUGE in this game). But its true that the ability of the librarians is so awesome. Yes, probably I will change the Landspeeders by Librarians.

What about Iron Hands Techmarine to help with winning command strugles?

I played with them + rally the charge in v1 of this deck, and personally, I like them. They are very powerful in command, and at key planets one Techmarine is a nice taunt for the enemy warlord. But feels like he lacks something, an extra HP or attack, or maybe a synergy with more Iron hands in the future.

Since you don't use any Astra cards at all in this deck, what about going Tau allies and using the support Homing Beacon? a unit will always return back to base at least once per turn (warlord guaranteed) and it will give you either a card or a money so you get a choice. They also only cost 1

Since you don't use any Astra cards at all in this deck, what about going Tau allies and using the support Homing Beacon? a unit will always return back to base at least once per turn (warlord guaranteed) and it will give you either a card or a money so you get a choice. They also only cost 1

The card doesn't work this way. Returning to HQ is not the same as Moving to HQ. It doesn't work with Retreat and with Routing neither. Homing Beacon only works with Ethereals right now.



Whoever is writing the rules needs to be freaking fired.

 



Whoever is writing the rules needs to be freaking fired.

 

 

Someone tried that, but accidentally moved them to HQ instead.

    • Atrus, genestealermagus and Rhinoviru3 like this