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Author Topic: Command Card Ideas  (Read 1106 times)
gull2112
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« on: May 22, 2010, 01:22:14 pm »

I'd like to start a thread on Command Card Ideas that people might have, that might end up incuded in some form in a future faction's deck.

My first suggestion would be a card called "Oh no you don't!" This would be a card that nullifies any card just played.
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Torrg
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« Reply #1 on: May 23, 2010, 01:18:02 am »

Hi Gull
If I remember correctly you were involved with a topic that involved a second type of command deck that I was interested in (but I can't find the post). I think the ideas that were posted had some good merit for further mention. I recall the cards could have both a positive and negative effect and could change the battlefield conditions for that turn. There were some really interesting card ideas put forth and I would like to see the possibility of bringing them to life Smiley.
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gull2112
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« Reply #2 on: May 23, 2010, 08:53:13 pm »

Torrg, I seem to remember the post you were talking about. If I can find it I'll reply from there and then you'll know where it is. Cool
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Karasu
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« Reply #3 on: May 26, 2010, 06:20:05 pm »

Well, I try to put up useful ideas in the various factions I do.  Some of them are more interesting than others.  Here's what I think are my best, gathered from the Samurai, Apt and Inapt lists:

Divine Wind: Perfect Counter
Play after an opponent has played a card.  That card is discarded with no effect.

Divine Void: No-thought Strike
Play when a unit becomes engaged.  That unit may not have any Command Cards played on it for the rest of the turn.  The enemy unit takes a point of damage immediately.

Distraction
Play this card at the start of an opponent’s Movement and Command Phase.  They have 1 less Command Action this turn.

Spy Reports
Look at your opponent’s hand.  You may change one unit’s standing order.

For my Brothers
Play this card when a friendly unit in close combat fails a rout check.  The enemy do not get to make a free strike but instead deal 1 point of damage.  Rally this unit at the end of the turn.

Precision Volley
This unit gets (0)-1/+1 and may fire at an engaged enemy unit.

Shock Tactics
Get (+1)0/0.  If the enemy unit must make a morale test this turn, they do so with a -1 modifier.
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Chad_YMG
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« Reply #4 on: October 19, 2010, 05:34:51 am »

I'm not sure how I missed this thread, but I like it!

Quote
Divine Wind: Perfect Counter
Play after an opponent has played a card.  That card is discarded with no effect.

This is really powerful.  You can always use it as an average offensive/defensive card since it's essentially Parry to their Strike, Force to their Mettle, etc., and since your opponent is presumably using their cards optimally (e.g. playing Force when they have a good 'to hit' roll) it's going to be above average.  Add to that the critical situations like I Kill You Meself saving a line from falling apart or Aspect of Wolf leading to a surprise pinch and you've got a broken card.  That's without even considering cards with extra investment, e.g. "Roll with the Blow discarding three cards".

I'm open to the existence of a Command Card "counterspell" but it would have to have some significant restrictions or costs.

Quote
Divine Void: No-thought Strike
Play when a unit becomes engaged.  That unit may not have any Command Cards played on it for the rest of the turn.  The enemy unit takes a point of damage immediately.

I assume this is played on one of your units?  I think you can make this less wordy by removing the "when it becomes engaged" restriction and simply making it a Red card that says, "Play on an engaged unit before rolling to hit.  The unit you're attacking takes one point of damage."  That still allows Blue and Green cards to be played, but I don't see that as a problem.  It's a little better than the cards that give +1 attack and do an extra point only if you do at least one, but the difference is small enough that I can see some people preferring the +1 attack version.

Quote
Distraction
Play this card at the start of an opponent’s Movement and Command Phase.  They have 1 less Command Action this turn.

Spy Reports
Look at your opponent’s hand.  You may change one unit’s standing order.

I like both of these in the right army.  Spy Reports should specify that you can only change one of your own unit's orders, though.  (Otherwise the potential to trump the charge turn, especially with cavalry, is too good.)  Actually, I think Spy Reports could simply give you a command action without any problem.

Quote
For my Brothers
Play this card when a friendly unit in close combat fails a rout check.  The enemy do not get to make a free strike but instead deal 1 point of damage.  Rally this unit at the end of the turn.

An interesting take on I Kill You Meself and Ordered Retreat.

Quote
Precision Volley
This unit gets (0)-1/+1 and may fire at an engaged enemy unit.

This one I don't really understand.  What's the thought?

Quote
Shock Tactics
Get (+1)0/0.  If the enemy unit must make a morale test this turn, they do so with a -1 modifier.

I may need to get over my dislike for this sort of card, as clearly a lot of people like them.  My problem is that it's basically a very weak card with a small shot at being absolutely huge.  +1 attack dice is a cookie we put on cards so the main effect you're playing here is -1 on a rout check.  Usually that will blank but when it hits is that a good thing?  I can imagine it feeling great but also feeling very frustrating on the other end.
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gull2112
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« Reply #5 on: October 20, 2010, 08:17:05 pm »

How about a card called "Great Idea!" May be played when an opponent discards a card after playing it, to put it into your hand as opposed to the discard pile.

Could have some interesting results if played on a faction specific card.
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ZiNOS
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« Reply #6 on: October 21, 2010, 08:43:02 am »

Could be included in a doppelganger or mimic race deck Smiley.
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Torrg
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« Reply #7 on: October 27, 2010, 10:45:59 am »

i liked all command card ideas.. they all are good and helpful..

OOOHHH spam hunter, here boy, good boy. I have a big juicy piece of spam for you!
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« Reply #8 on: October 27, 2010, 10:54:24 am »

MMmmmm SPPPPAAAAAAMMMMMM

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jungleboie
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« Reply #9 on: November 05, 2010, 05:17:52 pm »

How about:

Overzealous Commander:
Change the standing order of one enemy unit, and move that unit.


you could add a cost in command points for unit, like
Core unit = 0
Standard = 1
and Elite= 2

« Last Edit: November 05, 2010, 05:47:21 pm by jungleboie » Logged
ajax98
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« Reply #10 on: November 05, 2010, 06:02:18 pm »

Play with DE Lashmistresses for awhile, with and against. See how that idea tastes for dropping of a couple of CAs.
Having your or your opponent's forces crushed for a couple of CA's is, IMO, a bit over the top.
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gull2112
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« Reply #11 on: March 23, 2011, 06:53:00 pm »

Here is my idea for an Action Card that would work for a faction that fought best as an underdog or when the odds were against them (like say, for instance, if I was their commander Tongue).

Desperate Measure

Compare your Offensive Skill, Strength, Defensive Skill, Tougness vs. the engaged enemy, for each corresponding enemy stat higher than yours add one attack dice.
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