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Cost: 2 Intrigue: 1 Resistance: 2 Personnel - Corps - Division Assign to a target persona or fief. Battle Tactic(declaration): Subdue to add +2 to the force generated by the assigned target. One of my priorities when building a deck is flexibility. Anyone else
hate it when you draw cards that you can't use yet because you haven't
yet deployed an eligible target to attached them to? I like Demolition
Corps because they can be assigned to any persona with the available command
rating, or any fief. Get resources out of your hand and into the game,
I say! I love the fact that they can be subdued to add to the force generated
by their Battle commander. Not only can the Corps contribute to your Battle
plans, but they can participate in Intrigue rites. Their resistance of
2 comes in handy to deter un-enhanced Mentats and such from going after
your key people. Think of them as Assassin Cohorts Junior, the way the
Landsraad Coalition is to the CHOAM League, in that there's no talent requirement
for
The humble Demolition Corps are definitely no Fremen Troops or Disguised
Sardaukar, nor are they Harkonnen Sleepers, but they offer more than ample
versatility at the reasonable price of 2 solaris. I like the idea of using
them with someone like Stilgar who wields Suprise in Battle; those 2 extra
points added to his unchallenged force can be pretty big. Meanwhile, with
the Corps watching his back, Stil is a much less attractive target for
would-be
More later,
Unreckoned Numbers (Fremen)
I love getting cards out of my hand and onto the table
for free; this is one of the reasons I play lots of events. Unreckoned
Numbers allows me (or you!) to place troops on a given desert and let them
accumulate deferment
Unreckoned Numbers is useless until you establish a desert, but if you've already committed yourself to deserts anyway, this shouldn't be an issue. Before the JotC expansions, I was big on using the Military
Appropriations charter to get those 5-cost Fremen troops into the game,
but I like this better. You need your cards to come up right (Unreckoned
Numbers at the
Kevin
Period of Truce (Fremen)
When I build a deck, I like to consider the possibility of facing an opponent whose own deck contrasts with mine enough that it renders mine unable to do what I want it to do. If I'm Fremen and focusing on battle, what do I do if I find myself playing one or more adversaries aligned with the Guild, and playing the market? If I have an Atreides dueling deck, what if my opponents are all playing charter-heavy decks with no personas? I consider having a Plan B very important, and this the benefit of the Period of Truce event. For the Fremen player, this event is a necessity, as it allows you to engage your aligned personas with Battle ability to generate solaris. It gives them something productive to do if/when you can't initiate Battle rites. Another useful Plan B event from JotC: Wormsign
This is an easy way of getting some money. If you go into a game with a couple Sandworms in your deck in hopes of ruining an opponent's mining operation, do so with a Wormsign in there, too. You might end up facing a Corrino or Guild money-machine that completely ignores deserts. When Wormsign comes up, you can cash in and make the otherwise useless (Shai Hulud forgive me) worm count for something. And, if you place a Worm early in the game, late in the game it'll be worth a huge amount of solaris. Always have a Plan B! One more event: Production Quota (Guild)
This event is a must for any Guild deck, and still a good idea for any other house not focusing on deserts. It enables you to A) tie up any deserts not already engaged, thus hindering opponents' mining efforts, and B) make more Spice available for you to buy. This is a killer card. Personally, I love events, and rely on them heavily. Below are more expansion cards which enhance this strategy: Turn of Events
Vessel of Karama
Name of the Great Mother
Did you just place an event you need played quickly? Use
Turn of Events. In most cases it's worth the 2 or 3 solaris you'll pay
to steal the tokens off of an opponent's event. You can set him back in
his plans for CHOAM
If you're an event addict like me, you'll likely have some
Prescient personas on hand who can play Vessel of Karama. This venture
will allow you to deploy an extra event during your House interval - sometimes
for free, if said event has already accumulated enough tokens. Deploying
Production Bonus *and* Imperial Favor on the same turn is a big move; or,
picture CHOAM Restructuring and Production Quota back-to-back. Plays like
this can steal
Any of you ever had a killer event all ready to deploy,
but found yourself toward the bottom of the Initiative order? Name of the
Great Mother makes an eligible event playable *when* you need it played.
Neither Smuggler Activity
On top of the specific usefulness of each of these 3 cards is the not-insignificant fact that they all have a cost of X, which can give you an edge in an initiative flip, or when used with Claim Initiative. More later. . .
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