Use the Force

While Force Users vary in their efficiency when it comes to deployment cards, we shouldn't ignore the Command cards available to our Jedi friends, as these can often make or break certain figures.

I Can Feel It: While this card is often overlooked, its power level is extremely high. At 0 points, this card gives you a reroll on a defensive or offensive roll - an ability I would argue is extra relevant when you've rolled a single damage on Obi-Wan's red die or when you absolutely need a dodge. Gaining 1 point is fine too.

Force Rush: If you put all the cards in the game in front of me, Force Rush probably wouldn't be in my top twenty. That said, I have to admit that I run it every time I play a Force User and am happy to draw it. Many Force Users are melee, so the extra 2 movement points for no additional action can really extend their range (2 doesn't seem like much, but if the average figure has Speed 4, that's a fifty percent increase). I find it most useful to look at it as granting the potential for an extra attack in situations where your opponent has positioned himself or herself in a way to deny a melee attack - for 0 points that's pretty good.

Telekinetic Throw: I love what this card represents, but almost everything else about it is wrong. First, the two blue dice are very underwhelming, given that most Force User attacks consist of three dice and have the potential to Pierce 3. I could maybe forgive this if it enabled a Force User to inflict damage from any range or at least a greater range, but the limitation that the enemy must be within 3 spaces makes this card difficult to justify. If I'm close enough to use this ability, I'm probably close enough to perform a melee attack, or feel the need to move twice to set up for an attack in the next round.

Deflection: I think this is one of the most underutilized Force User cards in the game, given its potential to stack with the Hidden condition. Applying -4 accuracy to an attack is insane. And, if the attack misses, not only have you avoided damage but your opponent takes 2 damage. It's a very cool card that is unfortunately in competition with a lot of other great 1-cost cards. Still, I think there's room to give it a try.

Force Illusion: I find this card to be pretty mediocre, but I still think it could have a place in a list (see Deflection). The Hidden condition is quite useful to most Force Users in that it provides a small defensive bonus and generally the extra surge on an attack is helpful. My biggest problem with the card is its 2-point cost, especially given that Camouflage only costs 1 point. However, if stacking Hidden tokens on Force Users is your goal, this is probably one of the easier ways to do it.

Force Surge: Another amazing card when it comes down to the raw value it provides - one movement point at the end of your activation, 2 damage, and 1 strain. I find it to be pretty decent, especially considering that for the same price, Grisly Contest deals 2 damage at the cost of dealing 2 strain to your own figure. That said, the power of Command cards continues to climb so it's difficult to know if this one will make the cut against other 2-cost cards.

A Powerful Influence: A very cool card that has one very big weakness. In Imperial Assault, you have two ways to try to win. You either gain points via objectives, which this card counters very well. Or, you just kill your opponent. In this case, it feels as if your opponent would just ignore the objective and focus on removing the obnoxious Jedi. I'm not motivated by the value this card provides, especially at 2 points.

Meditation: I think this card could be amazing if drawn in round 1, and terrible if drawn any time after that. For two points, it's too much of a risk that you draw this at the beginning of round three, knowing you gave up two points of your Command deck for no gain.

Knowledge and Defense: Certainly a card that shows its age. For 2 points and an action, the card provides very little dependable value. It's pretty easy for an opponent to attack your other figures while this card is active. Furthermore, melee Force Users can't often afford to use an action other than move and attack. I'll admit that if you roll a dodge on your extra die, you've probably come out ahead, but overall the loss of an action is too great a sacrifice.