Jonathan's
Card Ratings #2 - Dark Side Walkers By
Jonathan Clement
Welcome
to Jonathan's Card Ratings!
Like many of you, I am excited
for the upcoming Battle
of Hoth expansion. I doubt Im alone in expecting more
of the lumbering Imperial behemoths. For this weeks article
I thought it would be fun to look at the current walkers from Hoth
(all cards come from the Empire
Strikes Back or Rouges
and Scoundrels expansions).
About
the rating system, a rating of:
1= A terrible card with no reason to play. (Example: IBC
Hailfire Droid)
2= A card that with some uses in certain deck's, but other choices
are usually better. (Example: Bravo
Starfighter)
3= An average card. (Example: X-Wing
Rogue Seven)
4= Excellent. A rating of 4 signifies a card that stands above the
majority of cards of its type and a solid choice for many decks. (Example:
Splinter
the Republic)
5= Outstanding. Reserved for a select few cards. This marks an extremely
powerful card or one that is great in virtually any deck. (Example:
Dismiss)
All Terrain Armored Transport
The standard Imperial Walker, all out defense.
Armor and Shields are great when paired together. One way I like
to utilize this defensive unit is to play Hidden
Arsenal (with Cloud
City Battleground) to place a couple of Vehicle
Shields Packages on the All Terrain Armored Transport.
With 2 equipped, this unit has Armor and Shields 3enough to
hold things for awhile. If Emperor
Palpatine (G) is out it can Intercept and make a dogs
dinner out of your opponents swarms. While this is fun, it
is probably not that efficient. Keep it alive with Imperial
Misdirection. Overall, while I like this unit, it is far too
pricey (you can deploy a Patrol
Mode Vulture Droid for the same build) and later walkers, such
as Tempest
Force AT-AT, push this unit out of the running.
Rating: 2.5
Blizzard Force AT-ST
Light sides Explore
the Swamp got you down? Attack with this little fellow and watch
your opponents face fall as you pull your Forests
of Endor or Carbon-Freezing
Chamber. Any unit that benefits you in more than one way is
something to look out for, and Locations can be quite powerful.
This unit is also great because it can respond to your opponents
plays. For example, if the Light side player deployed a Lars
Homestead, you can use the Blizzard Force AT-ST to search
your deck for a replacement.
However, at 40 speed this unit may not live
to scout its Location. Usually this will be destroyed before it
has a chance to attack because your opponent will not want you to
search for that Location. Just because this walker has a huge target
on it doesnt mean that you cant use that to this advantageafter
all, its only 3 build.
This AT-ST is nice with an Imperial
City or two, and the boost in speed from Endor
Scout Walker can ensure its ability will be used. That said,
it doesnt really need any help to warrant a place in many
decks, especially decks that rely on specific Locations.
Rating: 4
All Terrain Troop Transport
This unit is for a Stormtrooper rather than
walker deck. The 8 build price-tag is sky high, and surely prevents
people from playing it. Even if you do start playing free Stormtroopers
with it you will have a sitting duck for two turns. I like what
Wizards was trying to do with the All Terrain Troop Transport,
but this unit is just too inefficient. If you are running a Stormtrooper
deck and are looking for a build engine it would be much more beneficial
to include cost-reducing cards such as Felucia
Battlegrounds or Lama
Su (A).
Rating: 1.75
All Terrain Scout Transport
A small but solid little unit that is somewhat
unremarkable. This fits nicely in Imperial decks needing to fill
a low-cost ground slot (Ive actually played this unit quite
a bit for that very reason). The 3 Health and Armor make this one
of the best-defended 3 Build units in the Ground arena. Offensively,
theres not much to look at with 40 Speed and 2 Power, but
the Executor
(A) and other cards can help bump things up, and the attractive
Tempest
One (A) will make this AT-ST hit harder with Critical Hit 2.
Some decks can reduce the build of low-cost units to where they
are either free or only a single build, and this unit can work there.
Heavy
Artillery is awesome with numerous walkers and can devastate
an opponents Ground or Space.
Rating: 3
Blizzard Force AT-AT
A modest offering, this 5 build walker was
completely outclassed the moment Battle
of Endors Tempest
Force AT-AT hit the scene. For one more build, the latter gives
you +20 Speed, +2 Power, +2 Health, and replaces Accuracy with Overkill.
Still, this unit is not a complete throw-away.
I can see playing this card in decks that use a limited format,
such as a deck that only take cards from the Empire Strikes Back
film (limiting to each movie is a very enjoyable way to make decks
and play). General
Maximilian Veers (A) will make the most of Blizzard Force
AT-ATs Accuracy by increasing the power and re-rolling
misses, but he is better elsewhere.
Rating: 2.5
AT-AT
An intriguing unit from Rogues
and Scoudrels that always reminded me of the Avenger
(A). While it has the nice Damage from this unit cant
be prevented. text, this walker is really more of a defensive
threat. When this card attacks, the opposing unit will retreat almost
always, which is why this walker pairs well with Blockade
Battleship (an awesome and, I believe underappreciated unit).
Having your opponents units retreat is
not necessarily a bad thingits better to attack your
opponents slower units with the AT-AT so that if they
retreat you wont have to worry about them coming after you.
Speed boosts, such as Endor
Scout Walker and AT-AT
Driver, therefore greatly increase this units value. Additionally,
any 5 Build unit with 5 Health and Armor deserves a second look
purely as a means to hold the arena. You will be glad you included
this if you are playing against Jedi in Ground because of its unpreventable
damage.
Rating: 3.25
Blizzard One (A)
Although it is one of my favorites, one thing
the ESB
expansion got wrong was extensive over-costing. Armor and Critical
Hit are solid abilities, but they shouldnt beggar a player.
I tried to get my head around why Wizards made this unit so expensive.
What it has going for it are a solid offense and defense combined
with a fair Speed (40 is not terribly low). Maybe they thought that
a strong all-around unit needed to be extra expensive. How much
would this unit need to cost for me to play it? maybe 7, in todays
environment. The IDC sure stuck it to this card with Tempest
One (A), which is cheaper and gives Critical Hit to all walkers
(the -10 speed is well worth it). I can see virtually no reason
to play this card, unless you have some sort of combo with Failed
For the Last Time (and even thenwhy?).
Rating: 1.5
AT-AT Assault Group
Theres no getting around it13 is
a TON of build. However, in this instance, that investment yields
a devastating defensive monster. In my experience, this unit has
a larger impact on the Ground arena than any other single Dark side
Ground unit. Other units may be more efficient overall, but this
one is the most dominating (assuming you can get it out, of course).
Many Light side players will abandon the Ground arena rather than
devote the resources required to destroy this unit.
While it stands strong on its own, some cards
help to make it even better. Imperial
City, despite the cost benefit, is actually not one of them.
If you have one in both Character and Ground that will reduce its
cost by 2, but this Location is expensive and requires the deployment
of 5 Imperial units each to see a returnbetter for swarms.
Emperor
Palpatine (G) is terrific with AT-AT Assault Group because
he grants Intercept (very handy for a card with great defense).
Probably the best card to go with the AT-AT Assault Group
is Imperial
Misdirection. If this unit has Intercept from the Emperor, take
all the damage from the LSs attacks then play Imperial
Misdirection to your Imperial
Scout Bike when the AT-AT Assault Group has 10 damage.
Unless the Light side has built a massive ground force, this should
be enough to secure the arena.
The only times Ive ever seen this unit
go down, and that is not often, is to swarms. A
Bigger Fish helps, and AT-AT
Driver helps even more. Against swarms this will take damage
quickly, and Imperial
Misdirection (as discussed above) is the best damage-remover.
Be particularly cautious about deploying this
in set up unless the LS devoted considerable resources there. This
squad is only for decks with a dedicated build engine. A word to
the wise: watch out for Dismiss
or Thwart,
which are particularly good against this unit (you place the two
damage and still take the full damage from the attack). I believe
this trumps other DS Ground super heavies like the Trade
Federation Control Core - if only because it pairs so well with
Imperial
Misdirection (one of the games best Battle cards).
Rating: 4
Thanks for reading my (long-winded) musings!
Stay tuned next time for a discussion on alternative and fun ways
to play Star Wars TCG!
Thoughts or comments? Visit the message board thread for this article
here.
About the Author Jon Clement has been playing Star Wars TCG since before
the Attack of the Clones film was released. In addition to Star Wars,
he enjoys reading, drawing, painting, hiking, and spending time with
his wife. He is known as jc1138 on Rebelbasers.
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