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Twelve Parsec Meiloorun

Phase 1 Clone Captains

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I'm trying to fit some clone captains into my lists, but I'm just not seeing the benefit. This may be due to me misunderstanding a key aspect of the card. The ability says, "When you activate, you cannot remove suppression or be suppressed during this activation." Does this mean the entire activation phase, or just until that unit is done with actions? If the former then I realize where I've been going wrong and understand the card better. But if the ladder, I'm afraid I just don't see the use. If the ladder, can anyone help me understand how this upgrade can be useful, outside being the target of stand-by and not gaining suppression?  

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"During this activation" means only during that unit's activation.

"When you activate" effects take place before anything else, so you can tap the card and avoid panicking, get 2 actions instead of 1, etc.

Whether the effect lasts through the whole activation phase doesn't really matter, because suppression doesn't do anything outside of a unit's own activation.

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16 hours ago, manoftomorrow010 said:

"During this activation" means only during that unit's activation.

"When you activate" effects take place before anything else, so you can tap the card and avoid panicking, get 2 actions instead of 1, etc.

Whether the effect lasts through the whole activation phase doesn't really matter, because suppression doesn't do anything outside of a unit's own activation.

The card does NOT prevent panic. It only prevents being Suppressed (losing an action due to having suppression tokens at least equal to your courage).

 

Also, suppression does provide an increase to cover outside of a unit's activation, but that is irrelevant to this card.

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44 minutes ago, arnoldrew said:

The card does NOT prevent panic. It only prevents being Suppressed (losing an action due to having suppression tokens at least equal to your courage).

 

Also, suppression does provide an increase to cover outside of a unit's activation, but that is irrelevant to this card.

Doh. That's the second time I've made that mistake. I think it's just me subconsciously wanting the card to be better haha thanks.

When choosing a personnel Upgrade from that pack though, I can't pick the Captain over the Specialist. I think the Specialist is far more valuable.

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2 minutes ago, manoftomorrow010 said:

Doh. That's the second time I've made that mistake. I think it's just me subconsciously wanting the card to be better haha thanks.

When choosing a personnel Upgrade from that pack though, I can't pick the Captain over the Specialist. I think the Specialist is far more valuable.

Mostly I would see just taking it for the Training slot if I had a specific plan and the tappable ability is just gravy.

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9 minutes ago, arnoldrew said:

Mostly I would see just taking it for the Training slot if I had a specific plan and the tappable ability is just gravy.

Yeah, I just never felt like that price for a training upgrade was worth it. Although, I do keep thinking about the possibility of using the Captain for Offensive Push with DP-23s

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Posted (edited)
43 minutes ago, buckero0 said:

Do you rally first then? And then check for panic?

Yes, rally first. Then check for panic.

 

But, the Captain taps before you rally, if you want to use him. He is "when you activate," and those effects take place before anything else.

Edited by manoftomorrow010

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9 hours ago, DarthDanMan said:

Having the Captain to use Overwatch, as a training slot, seems good if you can be fed stand-bys.

Phase 2s have a built-in Training slot to do the same thing. I'd like to see the math on which is better per point for Overwatch shenanigans.

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Posted (edited)
21 hours ago, manoftomorrow010 said:

Yes, rally first. Then check for panic.

 

But, the Captain taps before you rally, if you want to use him. He is "when you activate," and those effects take place before anything else.

Yeah, I guess I was trying to figure out how he panics still, but I guess they still perform the Rally step, they just can't be suppressed or lose any tokens, so if they have 2 they're out of luck or 4 if they are within range of Rex.

I think the Specialist has a place. From my small experience, it is still difficult to procure green tokens for the Clones in the numbers you need.  They do alright in skirmish usually, but in a full 800pt game, they tend to struggle.

Edited by buckero0

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On 3/7/2020 at 4:26 PM, manoftomorrow010 said:

Yeah, I just never felt like that price for a training upgrade was worth it. Although, I do keep thinking about the possibility of using the Captain for Offensive Push with DP-23s

The thing is you can just use the Specialist for that for less points and with more flexibility.

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