He's become more powerful than any Jedi, so they say. You hit the nails on the head; he's a tricky commander with a lot of things to take into consideration. In my limited experience with him, he's very squishy and I really dread taking him without Grievous to help absorb a lot of the damage and provide more devastating threats on the field. The popular "Double the Fall" list in particular, you can fit 6 b1 squads and even a droideka if you hold up on upgrading the b1's too extensively. I enjoy taking his force push purely so I can either -> Push units like Vader with guards away, then shock them to push them FURTHER away or the other option of using lighting to pull stuff, then force push to get it closer so you can chop stuff up or hold it up (or even prevent the enemy from shooting you if your aggressive for said turn). He's got so much going on its easy to lose track sometimes in the heat of the game, so being aware of his force abilities and when to use his command cards is so essential. Great video again, really great that you've got videos on the critical Republic/CIS units now!
It’s funny how you say that force reflexes are pretty important on him but not essential. To me, I can’t run him without it. Being able to activate deflect every turn outside of his normal activations is so integral to the way I run him. Good video as always, cheers.
Forrest Gump Yeah I agree. As the video went on I kinda realized I was undervaluing Force Reflexes. That’s why I stated if you’re not taking Esteemed Leader you should definitely take reflexes. Especially with Master of the Force 2. It may be better than Force Choke here. Honestly may come down to whether you’re playing on a tighter spaced board or not.
A small correction. At around 19:00 you say his ranged attack can be fired at whoever Dooku is engaged with, and this isn't how Versatile works. Versatile just says the weapon can be used while engaged, but his lightning isn't a melee weapon like Grievous' armament is. So even while he plays his one pip, Dooku still can't hit a target in melee with his ranged attack.
Yea, when I first played Dooku I killed Captain Rex at full health in the second round, with the combination of saberthrow and lightning. It's just 5 points, that make his command card way more devastating.
Drew Buchholz I actually played a Skirmish game with him yesterday prior to this video’s upload and you may be right. I ran a 2x Droideka Suppression list and won the game with his 1 pip. Absolutely fantastic card. That being said I used his 2 pip merely to get the leg up with Cunning and didn’t get to use any of the text abilities. I do like his 3 pip as it can give non-trooper Units a face up token, and the push is nice. But at Range 1-2 I can see it losing use on larger tables.
I think Dooku is excellent against an overly aggressive opponent. With the right terrain, cunning can allow you to line up his 2 pip followed by 1 pip to can essentially end the game. Because he costs so much, force reflexes really does become essential.
I have to say after using Dooku a few times I absolutely adore him. I've since figured out his 2 pip and realized it's almost a 1 pip disguised as a 2 pip, and can negate your enemy's face up tokens when they need it the most. Master of the Force 2 is also absolutely fantastic and rotating out Force Reflexes, Force Guidance, and Force Choke is great. His one pip is game winning and absolutely punishing. Being able to counter Immunity: Pierce is also amazing at finishing off Jedi. I really do love Dooku and I think I undervalued him in this video.
He's become more powerful than any Jedi, so they say.
You hit the nails on the head; he's a tricky commander with a lot of things to take into consideration. In my limited experience with him, he's very squishy and I really dread taking him without Grievous to help absorb a lot of the damage and provide more devastating threats on the field. The popular "Double the Fall" list in particular, you can fit 6 b1 squads and even a droideka if you hold up on upgrading the b1's too extensively. I enjoy taking his force push purely so I can either -> Push units like Vader with guards away, then shock them to push them FURTHER away or the other option of using lighting to pull stuff, then force push to get it closer so you can chop stuff up or hold it up (or even prevent the enemy from shooting you if your aggressive for said turn). He's got so much going on its easy to lose track sometimes in the heat of the game, so being aware of his force abilities and when to use his command cards is so essential.
Great video again, really great that you've got videos on the critical Republic/CIS units now!
This is definitely the channel I’ve been looking for, good work sir
It’s funny how you say that force reflexes are pretty important on him but not essential. To me, I can’t run him without it. Being able to activate deflect every turn outside of his normal activations is so integral to the way I run him. Good video as always, cheers.
Forrest Gump Yeah I agree. As the video went on I kinda realized I was undervaluing Force Reflexes. That’s why I stated if you’re not taking Esteemed Leader you should definitely take reflexes. Especially with Master of the Force 2. It may be better than Force Choke here. Honestly may come down to whether you’re playing on a tighter spaced board or not.
A small correction. At around 19:00 you say his ranged attack can be fired at whoever Dooku is engaged with, and this isn't how Versatile works. Versatile just says the weapon can be used while engaged, but his lightning isn't a melee weapon like Grievous' armament is. So even while he plays his one pip, Dooku still can't hit a target in melee with his ranged attack.
yup, it's more like "hit 1 melee and hit 1 range", more than "use both weapons on melee"
I see Hollywood Wargaming Legion videos; I hit the like button
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Awesome video! Great info. Thanks.
You can use saber throw to instakill a 5 health enemy commander pretty sure in turn 1 with the one pip
Yea, when I first played Dooku I killed Captain Rex at full health in the second round, with the combination of saberthrow and lightning.
It's just 5 points, that make his command card way more devastating.
Your analysis is spot on except that I think you slightly underrate his command cards.
Drew Buchholz I actually played a Skirmish game with him yesterday prior to this video’s upload and you may be right. I ran a 2x Droideka Suppression list and won the game with his 1 pip. Absolutely fantastic card. That being said I used his 2 pip merely to get the leg up with Cunning and didn’t get to use any of the text abilities. I do like his 3 pip as it can give non-trooper Units a face up token, and the push is nice. But at Range 1-2 I can see it losing use on larger tables.
I love democracy
I think Dooku is excellent against an overly aggressive opponent. With the right terrain, cunning can allow you to line up his 2 pip followed by 1 pip to can essentially end the game. Because he costs so much, force reflexes really does become essential.
I have to say after using Dooku a few times I absolutely adore him. I've since figured out his 2 pip and realized it's almost a 1 pip disguised as a 2 pip, and can negate your enemy's face up tokens when they need it the most. Master of the Force 2 is also absolutely fantastic and rotating out Force Reflexes, Force Guidance, and Force Choke is great. His one pip is game winning and absolutely punishing. Being able to counter Immunity: Pierce is also amazing at finishing off Jedi. I really do love Dooku and I think I undervalued him in this video.
@@HollywoodWargaming should re-do this vid at somepoint!
Maybe next time put the cards on the screen when you talk about them...
This is a very old video and I have since changed format to include cards.