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Star Wars: The Card Game
Take command of a Rebel strike force in the Star Wars universe!
Moderator: FFGMark Topics: 619 | Posts: 7646
Objective destruction - timing.
Published on 01 January 2013 - 16:33:08

Playing as Imperial Navy today I had put four damage on a light side objective (five damage capacity) and the light side player didn't heal any of it on his turn. On my next turn I played Tarkin, reducing the damage needed to destroy the objective to 4. We agreed that the objective was immediately destroyed as it was at its capacity. It just seemed odd that the mere presence of the Grand Moff was enough to tip the objective over the edge.

In our Great Metropolis most of the streets are paved. Yeah, and we've got snipers and nukes in the hills so watch it.

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Reply #1 | Published on 01 January 2013 - 16:33:07

Metropolis Games said:

Playing as Imperial Navy today I had put four damage on a light side objective (five damage capacity) and the light side player didn't heal any of it on his turn. On my next turn I played Tarkin, reducing the damage needed to destroy the objective to 4. We agreed that the objective was immediately destroyed as it was at its capacity. It just seemed odd that the mere presence of the Grand Moff was enough to tip the objective over the edge.

I enjoy finding explanations to certain "odd" events in SWLCG. Think of it this way - the tactical genius of Grand Moff Tarkin thwarts the efforts of the Rebels. He sees through their schemes (which were previously seriously compromised by the Empire) and forces them to abandon their current outdated tactics and change their priorities (that is - get a new Objective into play).

Without Signature

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