Sit-'n-kick
Card Alliance : Confederation
Card type : Maneuver
Muster cost : N/A
Card text : None
Attack value : +1
Support value : N/A
Maneuver value : N/A
Defense value : -1
Extra value : N/A
Card twin : This card is the same as the Kilrathi card "Lie in Wait."
Review :
Sit-'n-kick looks simple and at the core, it is, but let's look at using it
first.
There is no text on the card really and it's cheap. You have to balance
this one in your head. You can play this on virtually anything. So if you
think you want to use the card, you know you want the +1 Attack. What you have
to consider is if the +1 Attack is worth the -1 Defense. There are a few
cases where it might be an acceptable risk. For example, you need just one
more attack point in a fighter with low maneuverability to destroy an opposing
fighter. If your Defenses have been bolstered or are naturally high, the
enemy's attack is weak or you don't care about losing your fighter, then it
might be okay to use this card.
I tend to shy away from cards with negative modifiers on them. In a
default Longbow, you could use the +1 Attack, but you don't have a very high
Defense to begin with, and Bombers can be important. Sit-'n-Kick is the last-
ditch +1 Attack. If you had your way, a better solution would be to increase
the maneuverability by 1 and then use something like a Tight Loop (Attack +1).
Okay, back to the simplistic point I mentioned in the beginning. There
really is no reason you'd use this card. Roll has a Card Rating of 1 and its
only Stat Modifier is Attack +1. All the benefits of Sit-'n-Kick with none of
the drawbacks.
Rating : 1.0
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