I Believe Command Cards Should Affect Your Army List! – Part 5

Posted: 2 October, 2014 by nimthar in Article series, Discussion, Dropzone commander, Jens, Shaltari
Tags:

Shaltari

Activation tampering
False Diplomacy (1)
T1: 2,5%, T2: 10,3%, T3: 11,4%, T4: 12,9%, T5: 14,8%, T6: 17,4%
Requirements: None
Characteristics: Influence
Game impact: Low/High

Reasoning:
The False Diplomacy command card could really screw with your opponent’s activations denying her/him the activation of their choice. The command card may have a low or a high game impact depending on how much it affects your opponents decision making and which opportunities it grants you. But because of its random nature it could also do nothing and with a cool opponent not even mess with their head. This command card should be played as a complement to a plan and may therefore be saved for a better opportunity. But I also believe it is best used in turn 1 or 2 when the order battle groups are activated may be of really paramount importance.

Foresight (1)
T1: 2,5%, T2: 10,3%, T3: 11,4%, T4: 12,9%, T5: 14,8%, T6: 17,4%
Requirements: None
Characteristics: Influence
Game impact: High

Reasoning:
The Foresight command card could be used to either force your opponent’s hand or secure an advantage opening up game changing opportunities. The command card should be used at the right time and may therefore be saved until that time arise and not rushed at the first opportunity. This could be especially powerful when winning the initiative, which in theory could grant you two double-taps.

Infantry enhancing
Augmented Strength (3)
T1: 7,5%, T2: 28,4%, T3: 31,3%, T4: 34,9%, T5: 39,5%, T6: 45,3%
Requirements: Sphere of Influence, CQB
Characteristics: Die Modifier
Game impact: High

Reasoning:
The Augmented Strength command card enhances the Shaltari powerful infantry and making up for the lesser numbers on each base by increasing the chances to hit. Both availability and effect grants this command card an high game impact since it combined with Shaltari infantry’s survivability increases the chances of emerging as winners and thereby securing or stealing objectives. It is best used on an enemy elite infantry squad to increase the casualties inflicted upon them. This may be one of the best die modifiers in the game.

Escape Gate Drone (2)
T1: 5%, T2: 19,7%, T3: 21,8%, T4:24,5%, T5: 27,9%, T6: 32,4%
Requirements: Sphere of Influence, infantry
Characteristics: Rule-breaking
Game impact: Low

Reasoning:
The Escape Gate Drone command card gives the Shaltari the opportunity to be able and relocate a squad to be put to better use which is isolated and not within gate range. It may also be used to save either a squad involved in a CQB which is going to most certainly be lost or to deny kill points to the enemy. It gives the opportunity to be even more flexible with your infantry and gates. Making sure you choose the fights you want to fight.

Scout Gate Drone (2)
T1: 5%, T2: 19,7%, T3: 21,8%, T4:24,5%, T5: 27,9%, T6: 32,4%
Requirements: Sphere of Influence, Infantry
Characteristics: Rule-breaking
Game impact: High

Reasoning:
The Scout Gate Drone command card further increases the Shaltari’s liberal transport strategy increasing the options available. The command card practically increases the amount of Spirit Gates without even risking one to enemy fire and thereby increasing the chances for the Shaltari to get their infantry into enemy controlled buildings. This in turn may either result in stealing or securing a victory. The only downside is the reliance of getting a gate to bring a potentially claimed objective of the table or moving it into a more secure location.

Skimmer enhancing
Antigrav Boost (2)
T1: 5%, T2: 19,7%, T3: 21,8%, T4:24,5%, T5: 27,9%, T6: 32,4%
Requirements: Sphere of Influence, Skimmer
Characteristics: Rule-breaking
Game impact: Low

Reasoning:
The Antigrav Boost command card relies on specific kinds of scenery where a skimmer normally would not be able to move or low buildings. It is most likely used to take a shortcut increasing the effective range of either weapons or finding cover. I rate it low since it is highly circumstantial. The command card could be used to a greater effect together with the Power to the Engines to be used in more situations and to reach further, especially if used on a Haven gate and thereby getting your infantry where needed.

Power to the Engines (2)
T1: 5%, T2: 19,7%, T3: 21,8%, T4:24,5%, T5: 27,9%, T6: 32,4%
Requirements: Sphere of Influence, Skimmer
Characteristics: Mobility Increased
Game impact: High

Reasoning:
The Power to the Engines command card may be used to either increase effective weapons range or getting infantry into a building faster or to close in on a focal point to either contest or establish dominance. The downside is that the move should be used to be in full cover, outside enemy range or when an enemy may not respond because of its removal of passive countermeasures. It is best used on a last activation since it is discarded at the end of turn or when getting an objective off the battlefield. The command card could be used to even greater effect depending on scenery together with the Antigrav boost command card.

Other
Dazzle Foe (2)
T1: 5%, T2: 19,7%, T3: 21,8%, T4:24,5%, T5: 27,9%, T6: 32,4%
Requirements: Sphere of Influence
Characteristics: Die Modifier
Game impact: Low

Reasoning:
The Dazzle Foe command card is probably of minor effect but used on an enemy squad preparing to fire upon a Warspear may increase its effect little, depending on the success of the Warspear. It may also be used to decrease the effectiveness of some particularly powerful weapons like E10+ anti-tank weapons or any anti-air weapons since Shaltari armour values are relatively low. Combined with the Raise Shields command card when dominating or contesting a focal point in the last turn may turn into a game winner.

Eldritch Energies (3)
T1: 7,5%, T2: 28,4%, T3: 31,3%, T4: 34,9%, T5: 39,5%, T6: 45,3%
Requirements: Sphere of Influence, Aircraft or Vehicle
Characteristics: Flavour
Game impact: Low

Reasoning:
The Eldritch Energies command card is in my opinion a flavour card with very limited use its E3 even decreases its effectiveness against A3 infantry in body cover to a 6+ to damage. This card should be used if able, or discarded at the first opportunity.

Raise Shields (2)
T1: 5%, T2: 19,7%, T3: 21,8%, T4:24,5%, T5: 27,9%, T6: 32,4%
Requirements: Sphere of Influence, Passive Countermeasures
Characteristics: Survivability
Game impact: Low

Reasoning:
The Raise Shields command card may grant some really good survivability to a squad if you are prepared to sacrifice the shooting phase of that squad. It will best be used when holding an objective or if a focal point is in risk of being lost or when deploying a squad and they are not allowed to shoot, increasing the chances of the squad to survive to the next turn. I have also found it to be really nice to use on gates, increasing their survivability a lot.

Conclusion:
The Shaltari faction specific command cards promote the use of skimmers and also freeing up points from the gate pool. A Shaltari army should in my opinion include skimmers just as a flanking force if not to be used as the main hammer of the army. The command cards also increases the mobility and effectiveness of the Shaltari infantry emphasising a good amount of them especially since they only consist of 3DP per base. Since there are no walker specific command cards or fast mover specific command cards they should not be the focus of a Shaltari army from the command deck standpoint but rather be used as a complement to a skimmer and infantry force providing utility in their own right.

I hope you enjoyed this fifth part.  Please feel free to comment and discuss. Next time we will take a look at the last faction specific cards, UCM’s, which will be published on Sunday.

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