Silver Sun ARH Prime 3-2 Vader/Palp/CrucialIntel

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RogueFive 6

I guess it does wjhat you think it might do. Vader smashes your opponent in the face with big damage.

The problem is getting consistency with Vader. He never seems to roll consistently at all when I play him. Or he rolls the 4 for 1 side every time you have no money. This is where Palp comes in. His PA to play a card and turn a die to match is awesome.

You can focus on attack and play high value cards and Turn Vader's die to big damage, (the look on an opponents face when you play an ataru mastery for 3, gain 2 shields and turn Vader to a 3 melee is always worth it).

Or play 0 cost cards and turn your opponents die to blanks is also great too.( this can help load up your force concealment ready for a cheap rise again.

Force concealment early is great, once you get 3 resources onto it, it's ready for a rise again with just starting resources at the beginning of a round. If you can force concealment into a rise again and play a free emperor, best case scenario. Play the rise again on Vader. Palp can't really finish off the game on his own with just his dice. If he's tooled up, no problem.

Intel breach and Probe are there to charge up the plot. As will Vader's passive if your opponent removes his die. Don't necessarily play for this. It's a bonus if it gets to trigger.

Probably should be 2 power of the tribes instead of 1 and 1 command as POTT triggers all game and Command needs both characters alive for value.

I never got Through Power Gain Strength off all weekend so would probably swap it for something else. Maybe a second contentious opportunity. But beware, savvy players will avoid removing Vader's dice. and turn them instead to avoid the penalties.

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