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Republic Command Gunship
By Brian Weeks
Friday, May 30th, 2008
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As one of the newest Gunships from the Republic
at War expansion, the Republic Command Gunship has
alot to offer. But with this new Gunship, comes lots of controversy.
Is it too powerful for Republic decks and the current meta?
At 5/50/4/4, this Gunship rocks. It's abilities
read:
"Each of your other Republic units gets Critical Hit 1.
Each of your other Gunships gets +10 speed and +1 power."
And because Republic Command Gunship is not unique, this
ability will be cumulative for each Command Gunship you have deployed.
There are currently six other Gunships that can
take advantage of the Repbulic Command Gunship's abilities.
Out of those six, your best two choices, in my opinion, would
be the Republic
Attack Gunship and the Assault
Gunship. With just one Command Gunship out, each unit would
be 5/70/5/4, Critical Hit 1, with Overkill or Double Strike (respectively).
With multiple Command Gunship's out, their stats get even better.
So, how to get out more than one Republic Command
Gunship for less build. Probably the best way would be to
use the always favorite, Lars
Homestead, which would make your 5 build units cost one less build. Chancellor
Palpatine (I) would also be a great addition to any Republic
Gunship deck. He causes all of your non-Clone Republic units to
cost 1 less build and after you deploy your Gunships, you can
move him to your Reserves to give those Gunships +2 power and
Critical Hit 1.
I look foward to seeing some of your suggestions
for more Gunship deck cards on the Rebelbasers forums.
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