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====Count Dooku==== (200 pts.) He trains people in your Jedi arts. Darth Tyranus. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <B>Force Upgrades (x3 Slots)</B> '''Unaligned Powers''' ''Battle Meditation'' (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield, regardless of the unit indicated on the command card. Half the points of an HQ Uplink, but you can change who's getting the orders, and it comes from your commander. Situational, but okay. Maybe Maul (or Grievous) is too far away and you want to make sure he gets an order when using Dooku's 3-pip for the free Dodge token? Anyway... there are other, more valuable Force abilities. ''Burst of Speed'' (3 pts.) - Expend to treat your movement rate as 3 for one turn; at the end of that turn, you gain an Immobilize token. This is a solid pick. You could use it the turn he uses his 1-pip and bulldoze into something. Or use it when he's already within speed 3 range of something, and you can use your second action to make an attack (and perhaps use his 1-pip next turn...). Just be careful that Dooku isn't left exposed in the subsequent turn when his movement is reduced to 1 by the immobilize token. ''Force Barrier'' (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This can give a B1 or B2 squad an annoying durability boost. ''Force Guidance'' (5 pts.) - Exhaust this card to allow you to give a surge token to up to 2 friendly units at range 1-2, as a free action. Very nice. ''Force Lift'' (5 pts.) - When you deploy, you can place a free barricade within range 1 of you. Exhaust to gain the free action ability to choose a barricade at range 1 and move it anywhere within range 1 and height 1 of its current position. Basically lets you drag around free heavy cover. Can be useful to protect Dooku or another valuable target. Or just to annoy your opponent by making your Roger Rogers harder to kill. ''Force Push'' (10 pts.) - Exhaust this card as a free action to force a trooper unit at range 1 to perform a speed 1 move, even if they're engaged. Very nice. Save your guys from melee, or pull enemies from behind cover/terrain so your droids can blast 'em. The extreme short range limits its usefulness, however. ''Force Reflexes'' (5 pts.) - Exhaust this card to gain a dodge token, as a free action. This is pretty much an auto-include for any Jedi or Sith, as you need those dodge tokens to trigger Deflect. ''Saber Throw'' (5 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon's dice (rounded up). This counts as your attack action for the turn, and it allows Dooku to throw 3 red dice with Impact 2 and Pierce 2 at someone, instead of using lightning. If you have this when you use ''Fear, Surprise and Intimidation'' you could use ''both'' weapons at once, and dish out 3 suppression tokens per attack, which is actually kind of good. Just make sure you attack separate targets with each attack to maximize output. If you've got the spare points and a Force slot open, doesn't hurt; or if you know that your opponent brought a tank and you really want that extra Impact punch that Lightning lacks, it can be useful. '''Dark Side Powers''' ''Anger'' (5 pts.) - Gain an aim token every time you take damage. Meh. You generally don't want Dooku taking damage. He's not a tank like Vader. Additionally, his best attack is throwing red dice already, which have a high chance of hitting (88% per die since he has crit surge). His lightning is only black dice (with crit surge), so you'd basically paying for rerolls only on that- and that's assuming Dooku got hurt prior to activating. Is that worth 5 pts. to you? If so, go for it. There are better options, though. ''Fear'' (3 pts.) - Gain '''Demoralize 1''', letting you give 1 suppression token to enemy units at range 1-2. For three points, its pretty good, but Dooku has to ''activate'' that close for it to work. It's cheap and if you happen to have the slot open, it doesn't hurt, but there are more useful Force powers out there. ''Force Choke'' (5 pts.) - Exhaust this ability to deal 1 wound to a trooper mini at range 1, that isn't a Commander or Operative. Makes sure you get that last pesky trooper. <B>Command Upgrades (x1 Slot)</B> ''Aggressive Tactics'' (15 pts.) - After issuing orders, give 1 surge token each to up to 4 friendly units with a face-up order token. Surge increases your corps units' odds to hit by 50%, and doubles their odds of blocking when defending. The character with this has to be the nominated commander to use it, but it can be combined with Coordinate and/or HQ Uplink. It's a rather expensive upgrade, but that's because it's quite good- especially in this army, which, when played right, will usually be able to get all four tokens even when using a 1-pip. ''Commanding Presence'' (5 pts.) - When issuing orders, you can issue orders at range 1-4. Pretty meh. On smaller battlefields, this isn't even needed. On larger ones, its situational. ''Esteemed Leader'' (5 pts.) - Friendly trooper units at range 1 gain '''Guardian 1''' when you are defending. Basically, allows you to have someone else eat a ranged attack meant for your general; doesn't work in melee, though. Works great if you have tons of cheap infantry to serve as meatshields- and would you look at that... you do! ''Improvised Orders'' (5 pts.) - After drawing an order from the order pool, you may draw another one and choose between the two. Okay. Sort of works with his ''Double the Fall'' card, if you happen to have a lot of tokens in the order pool, but between your B1's, and ''HQ Uplink'', it is situational, at best. ''Strict Orders'' (5 Points) - Guarantees a trooper unit can remove one suppression when they activate, rather than leaving it to chance. In other armies, this is practically a must have. Most of your army is immune to suppression anyway though, and, with Dooku's courage 3, they'll be difficult to panic. Not a great choice, maybe take a look at Improvised Orders or Esteemed Leader if you don't have the points for Aggressive Tactics. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Command Cards <div class="mw-collapsible-content"> 1 Pip: Fear, Surprise, and Intimidation - [Count Dooku] Count Dooku gains '''Arsenal 2''', '''Relentless''', and all his ranged weapons gain '''Versatile'''. After an attack, each defender gains 2 suppression tokens. This can be devastating. It gives you Arsenal, which allows you to use both the lightsaber and lightning attack in the same turn. Nice start. It also gives your lightning the Versatile rule (as well as Saber Throw if you took it). Versatile allows you to make ranged attacks even if you're engaged in melee; so you can charge into melee with '''Relentless''', chop someone with a lightsaber attack, and then still use the lightning (or Saber Throw) to shoot someone else (note that Versatile does not allow you to shoot into a melee, it still has to be a ranged attack at someone else). Then the icing on the cake is that all of these attacks drop two extra Suppression tokens in addition to whatever they may have normally done. A fun tactic is to throw the Saber and shoot the lightning to drop 3 suppression on two different units (in addition to whatever damage you wind up doing). Bear in mind, however, that Arsenal still requires you to declare your attack dice pools before rolling any dice, and they would have to be legal targets at that time; so you can't wait to see how one attack pans out to declare the second. For example, you can't shoot the lightning with Scatter to push the target into melee and then chop them with a lightsaber (you can't scatter into melee anyway but that's besides the point). 2 Pip: Double The Fall - [Count Dooku and 1 Unit] At the start of the activation phase, if Count Dooku has a faceup order token, he may return it to the order pool and choose 2 other enemy units at range 1-2, and return their order tokens back to their order pool. So your opponent thought he was going to have Vader take first activation and bulldoze into you? Think again, my friend. He now has to randomly wait just like everyone else. All you need is that other unit getting it's order to proc your chain of Coordinate, therefore making your own pool less random! 3 Pip: You Disappoint Me - [Count Dooku and 2 Units] When Count Dooku issues an order to a unit, that unit gains 1 dodge token. After Count Dooku performs a ranged attack against a trooper unit, he may perform a speed 2 move with that unit. Hilarious when combined with Force Push. Drag an enemy unit/commander into the guns of your droids, and away from his troops, or just into Grievous' lightsabers. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> On the surface, he looks a lot like Luke Skywalker, with speed 2, 6 wounds, 3 courage, Immune: Pierce, Deflect, a red defense die with the ability to convert surges to crits. Don't be fooled, however, Dooku is much different. At 200 points, he's tied with Emperor Palpatine and Yoda as the most expensive units in the game. His Cunning special rule (which breaks ties when you use his own command cards- did you play ''Fear, Surprise, and Intimidation'' the same turn your opponent played ''And Now... You Will Die''? Well guess what, you're going first!) allows you to potentially activate first to help keep your army one step ahead of your opponent. You'll get even more perfect order control for a faction that had already perfected it. Master of the Force 2 allows twice the space-magic goodness per turn, at the cost of sinking even more points into one unit, as well. His cost is more than justified. His weapons do not disappoint, either. Dooku is nearly as potent as Vader in terms of raw dice, dishing out 5 red dice (Impact 2, Pierce 2) with his lightsaber, and at range 1-2 he can do 5 black dice (Pierce 1, Scatter) with his Lightning attack. The Scatter rule on his ranged attack allows you to re-arrange small-base units around their leader (within cohesion), giving your roger-rogers more targets to blast! Combine this with Force push to annoy any opponent. Be warned, this may cause resentment and focus fire to be drawn towards Dooku. Finally, Makashi Master allows you to reduce your Pierce value by 1 on a melee attack to ignore Immune: Pierce. This means, in essence, if you're fighting in melee against another Jedi or Sith, you get to actually use Pierce 1. If you roll at least one hit, you're guaranteed to get at least one wound on them. It's not game-breaking but every little bit helps. Despite being a powerful Sith Lord who specializes in fencing, Dooku prefers to confuse and mess with his opponent. He can really screw with enemies by using his lightning attack, Force Push, Makashi and his command cards. Also bear in mind that he's the only lightsaber wielder in the game who doesn't have built-in Charge or Relentless (he can get Relentless from one of his Command Cards, though!). I mean, seriously, even Grievous has Relentless! Anyway, this means you'll need to be smart about how he engages his foes. Make use of his cards and abilities to get your enemies where you want them, and then pounce. Or make Grievous do it. Droids are super cheap, so taking Dooku with another powerful character isn't entirely out of the question. Dooku and Maul are especially scary in Skirmish matches! </div></div>
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