Star Wars Armada Can I Review Command Tokens Played?
Let'due south get rolling on Separatist commanders with Count Dooku.
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Me too, buddy. Me too. |
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Egg rolls or crab rangoon? Hrm... |
Rules
Thankfully, Dooku is pretty straightforward and his carte du jour explains how he works well. Information technology wouldn't hurt to brush upwardly on how raid tokens piece of work, though.
Discussion
Count Dooku is a weird commander in that he doesn't help your fleet and so much as he hinders your opponent'southward fleet. There's some precedence for a commander like this, harkening back to Dodonna or Konstantine or Emperor Palpatine, but those commanders collaborate with your ships equally well. Dooku doesn't really care what your fleet does (well... kind of, we're getting there). That doesn't brand him a bad commander, though: three fleet-wide raid tokens you lot can tailor to your opponent are pretty adept, and when used well they can cause a lot of trouble. Just attempt to pair them with a armada build that tin can plough the knife a little and yous'll practise fine, which we'll comprehend in the Fleetbuilding department.
Ships
Dooku to a large extent doesn't care which ships you lot bring so long every bit messing with enemy ships can assistance you. I would more often than not recommend ships that have offensive retrofit slots - there are two good options to consider there:
- Phylon Q7 Tractor Beams cause problem for enemy ships once you raid them for navigate - the tractor beams zap off navigate tokens to arrive difficult to remove the raid tokens and if they're not banking navigate tokens and so you tin can ho-hum them down and become them stuck there for a piddling while by lowering speed.
- B2 Rocket Troopers take your fleet's raid token shenanigans and crank them to 11. Between Dooku and your BORT droids you can put a lot of raid out pretty quickly, especially on important targets.
Hardcell-class Transports deserve an honorable mention as they can bring Slicer Tools to farther amplify the "yous don't get to do the commands you want" theme. You need something stronger than just "messing with commands" to actually win the game, just if you tin can cease crucial ships from doing important commands betwixt slicers and raid tokens, that can go a long way to giving yous the advantage.
Fleetbuilding
Beyond including some additional command screwage as I mentioned above under Ships, I experience I'd exist remiss to not mention objectives. Specifically, whatever objective that provides even more raid tokens or requires command executions to score points combines very well with Count Dooku. Examples would be:
- Ion Storm. Removing objective tokens requires a repair command, which you can raid against. You lot tin can also employ the effect of the objective to zap off command tokens that were going to exist used next round to remove a raid token.
- Surprise Attack. Howsabout assigning a full of 6 raid tokens to every enemy ship over the course of a game? Sounds good? Groovy.
- Go along in mind the raid tokens from Surprise Set on are a set order and must be dealt out in rounds 1, 2, and 3. Dooku is optional. Whether you determine to piledrive enemy ships with a bunch of raid tokens early on or keep a steady drip will depend on the circumstances. You don't want it to be too easy of a choice to remove all the raid tokens by sacrificing a dial, so generally once you go to three or 4 raid tokens on a ship, you've probably gone a flake too far.
- Also remember a ship can't have indistinguishable raid tokens. Keep that in mind when choosing your raid tokens for both Surprise Attack and Dooku.
- Infested Fields. There's no command token requirement here, merely given player 2'due south command of obstacles and exogorths, I've found navigate commands are essential for player i to avoid unfortunate collisions. Dooku, of course, can cause issues with that counter-play by raiding against nav tokens on important rounds.
- Abandoned Mining Facility. Your opponent needs repair commands to harvest points. Dooku can throw a wrench into those plans.
- Rift Ambush. If you're already going with a speed-screwage subtheme with some tractor beams, Rift Deadfall farther messing with enemy speed just makes it cruel when yous raid confronting navigate.
- Patently any other defensive objectives work well if you're going for a scoring zone fashion objective and take a speed-screw subtheme as well.
Otherwise, fleetbuilding with Dooku requires a sure amount of flexibility. You tin can't actually exist sure what blazon of fleet your opponent is going to bring so it helps to take a fleet of your own that tin handle varying types of enemy fleets. Cheesing out on a hard skew likely won't go well: you could, for instance, bring no squadrons at all and hope that Dooku tin can help by raiding against squadrons but raiding twice against squadrons over the course of a game all by itself isn't going to be enough to salve yous from a bunch of angry squadrons. That said, going light to moderate squadrons and using raid to help punish enemy squadron commands when you're up against moderate to heavy squadrons can requite you the boost you needed to cause serious squadron problems.
Source: https://cannotgetyourshipout.blogspot.com/2020/12/separatist-commander-review-count-dooku.html
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