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If you capture a nicely equipped Yoda, for instance, he is captured and all his equipment cards are lost to the discard pile. Yes, they can then "free" Yoda, but they loose him until they can defeat the objective AND have to pay his cost again. Additionally cards like "Redemption" and "Return of the Jedi" cannot effect him while he is [being] captured.
With Signature (Ohhh… I see what I did there…)
Also, I may be wrong, but if a player would have another Yoda on hand, he could not play this card because it's already on the table.
Without Signature
Rozgutt said:
Also, I may be wrong, but if a player would have another Yoda on hand, he could not play this card because it's already on the table.
The Yoda captured is out of play and upside down. Therefore, another copy could be played. Capturing is useful because it removes important cards and slows down your opponent. If you can capture their Luke for 2 turns that would slow them down a large amount. Plus they have to pay another 4 to paly him again. If you can actually pull off capturing it is quite strong.
Without Signature
It could also be a way to direct what objective your opponent targets. Grab his one copy of Han Solo, and he might be inclined to go after that objective rather than one you don't want him to.
My blog: The Daily Rich
or you can capture all their cards in the heart of the empire…..is not like you are not losing if they destroy that objective ;)
Without Signature
Plus, this game is not like some other card games that allow a person to have 3, 4, or 5 of a card in a deck. Once Luke is captured, you have 50% of their Lukes. :)
*Yes, there are certain cards like Espo Trooper that can be in a SW:LCG deck as more than a 2x. But, as it is now, the big main heroes would be a 2x max in any deck due to the limit of 2 of the same objective per deck.
I would imagine that future expansions will explore the capturing theme more. You could do a lot with it, for example have cards that grant bonuses or icons if you have a certian number of cards captured.
Should be interesting where they go with it.
Without Signature
Maybe a LS card that lets you use a captured card to inflict damage on the objective at which it's captured?
My blog: The Daily Rich
Imcoming4u said:
I could see Capturing being a big theme of S&V whenever it gets more cards. Fett's gotta pay for his Vette somehow.
Maybe a objective that has a reaction where, when you kill a LS unique unit you can capture it instead under it, and while there's a captured unique under it the objective gains Elite?
Without Signature
Capture mechanic is quite strong.
There are currently four ways to capture.
Capturing can trigger two cards which remove focus tokens from non-units and objectives.
Capturing removes cards from enemy sphere of influence (not in deck, hand, play, discard).
Capturing directs people to attack specific objectives
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Capturing is also powerful for LS -- specifically with Leia. Being able to make an attack against objective 1 with everyone, then suicide run with Leia on objective 2, then sacrifice Leia if she didn't die to refresh all units and make an attack against objective 3. Then regaining Leia to hand by killing objective or using Rescue Mission to do it again next turn.
Once Leia is on the board, it's very hard to get rid of her…permanently.
No Signature Worth Showing
FiendishDevil said:
Capturing is also powerful for LS -- specifically with Leia. Being able to make an attack against objective 1 with everyone, then suicide run with Leia on objective 2, then sacrifice Leia if she didn't die to refresh all units and make an attack against objective 3.
Combine this with Wookiee Navigator and you can attack the same objective twice in the same turn with fully refreshed units.
My blog: The Daily Rich
Another upside of capturing is avoiding hitpoints. To kill a major unit, you may have to dig through 4 or 5 HP to drop it to the discard pile, and it may not even stay there. This would take some focus fire, a window for healing if they are Jedi, and possibly more than one conflict. One wound from Boba Fett and the card is gone until (if) it gets rescued.
LMKComaBlack said:
Another upside of capturing is avoiding hitpoints. To kill a major unit, you may have to dig through 4 or 5 HP to drop it to the discard pile, and it may not even stay there. This would take some focus fire, a window for healing if they are Jedi, and possibly more than one conflict. One wound from Boba Fett and the card is gone until (if) it gets rescued.
That would be a much bigger concern if such a unit existed. However, the biggest LS characters have only 3 HP (Luke and Obi-Wan). The only LS unit (not even limited to characters) that has more than 3 HP is the Redemption at 4 HP, and it can't be captured by Fett or Detained but just by the 2 objectives since they grab cards from hand or command deck. Capturing stops Return of the Jedi shenanigans, but other than that destroying a unit deals with it better than capturing it (because capture has a built-in way to rescue the unit). I really see it as a theme that could be expanded upon in the future and be pretty good, but right now I don't think it's really living up to its potential.
dbmeboy said:
LMKComaBlack said:
Another upside of capturing is avoiding hitpoints. To kill a major unit, you may have to dig through 4 or 5 HP to drop it to the discard pile, and it may not even stay there. This would take some focus fire, a window for healing if they are Jedi, and possibly more than one conflict. One wound from Boba Fett and the card is gone until (if) it gets rescued.
That would be a much bigger concern if such a unit existed. However, the biggest LS characters have only 3 HP (Luke and Obi-Wan). The only LS unit (not even limited to characters) that has more than 3 HP is the Redemption at 4 HP, and it can't be captured by Fett or Detained but just by the 2 objectives since they grab cards from hand or command deck. Capturing stops Return of the Jedi shenanigans, but other than that destroying a unit deals with it better than capturing it (because capture has a built-in way to rescue the unit). I really see it as a theme that could be expanded upon in the future and be pretty good, but right now I don't think it's really living up to its potential.
While yes, there is a built-in way to rescue the captured cards, that built-in method is to destroy the objective those cards are captured at, something a defensive Dark Side deck should excel at preventing. Destroying the unit is more permanent if your opponent isn't playing the Jedi recursion cards, but capturing important cards forces the Light Side to play on your terms.
"Once you start down the dark path, forever will it dominate your destiny." - Yoda, The Empire Strikes Back.
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