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Hot Takes: new Sentinels TTCs

 

Quickly after the cards were floating through the Discords AMG has given us the Panel to Play for the new Sentinels pack. We've already discussed the new characters in the Adepticon Reaction post. 

Today we take a look at all the new TTCs that come in the pack: 


Sadly it sounded a bit cooler when Shick told us about the card. It's very good and healthy for the game that the conditions are hard to meet but this has so many factors working against it that its hard to see it ever actually being achieved even in casual games... 
Let's go through them one by one: 

- Reaching the Clean Up phase of round 6. 
Even if we ignore the current Challenger Rotation you'll need a very lucky Crisis draw to allow for a game that even reaches the clean up phase of round 6 before someone scores out

- the timing of the card and the Clean Up Phase 
Not only can no one score out in rounds 1 through 5 but also not in round 6 so the most your opponent can have gained including round 6 is 15 VPs. If you've managed that it's not unlikely that you're winning anyway. The problem here is the sudden death rule. When your opponent gains VP number 16 from the crisis cards the game ends immediately. Even if you'd be able to play the card afterwards and surpass her/him. 

- Paying 11 power on non dazed Sentinels affiliated characters 
That is probably the easiest hurdle to take here but your opponent has some control over it. Dazed (and obviously KOed) models can't help with paying the cost of the card so the opponent has to make a decision try to get them off the table and risk powering them up or try to "starve them for power" by ignoring them as much as possible. This is the actual cool and flavor part here. And probably the strongest plus point for the card. It helps you score out before it even triggers in the Clean Up Phase of round 6 when your characters are left un attacked or can be "emergency" back up points. 

Overall D+. I would like it well more if it triggered in round 5 instead. It still would be very hard to actually get off but wouldn't feel quite so impossible. 


A very easy card to understand and see the use off. Nimrod should be able to produce quite a good flow of power either from his builder and/or from tanking some damage. 
Can be good in the right situation. 

B. 


TTCs that take an action to grant a special attack have to be really good to be worth it. I think Extinction Event does check that box. Omega Sentinel is looking like a fantastic character so bringing her for the card is not a tax at all. 2 power for a Range 5, 8 dice energy attack that can in theory be done against every enemy model is extremely worth the investment. 
The Crit, Wild, Hit trigger is 41% without rerolls and Omega Sentinel herself can up that to 53% with her Reroll stance. And if you happen to have Sentinel Prime MK4 close by that chance can be improved even further. 

A-. 

An actionless L move on a 65mm base character for # power is really good. Of course Nimrod has to KO or daze an enemy character before so it's very situational. Can absolutely win you the game in the right situation though. 

B+. 


A fantastic card. If you have Bastion (whose probably your leader then) and Nimrod on the table you should very strongly consider the card. I think playing it right away is a trap. Since it has no range and doesn't require being played in eithers activation try and wait until you unactivated Bastion has 2 damage on him and heal them straight back off. Also remember that when gaining an immunity the special condition is removed if you already have it on you. 

A. 


If you play Bastion as your chances are you have brought at least one Prime Sentinel, probably both. And the card would probably be worth considering if you only brought Bastion. More upside for the investment is obviously great. 

A. 

Overall this gives Sentinels a deep tool box of, often quite situational, TTCs you can adapt to the match up. Which is a flavor win. 

Cheers from Germany 🍻 

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