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Trade
Federation Tank, Armored Division
Review by: Carl 'Mike' Hardy, The Flight
Leader, Red 32
08/03/00
The first of the
vaunted tank series, The Armored Division Trade Federation Tank is a mainstay
in most of the venerable tank decks you'll see in tournament play.
This machine
sports a hefty base power of 5, a low destiny of 2 and a stinging damage
of 4... All for a somewhat expensive deploy of 4. On Naboo,
it gets a nice power bonus at the Naboo: Battle Plains, boosting it's overall
power to 7.
Red 32's Power Ratings:
Looks = 6.0
The usual pic
of a tank that you'd expect from a card depicting a tank. Nothing
incredibly special here.
Offensive Capacity = 7.5
It's base power
is higher than it's deploy... That's a plus.
Defensive Capacity = 5.0
If it get's beaten,
it takes a lot of damage. Often times, this damage of 4 is really
hard to swallow. This thing does not want to lose in a fight.
Flexibility = 3.5
It red deck building
dot makes it hard to fit into Maul or Aurra Sing decks. You'll usually
not find the room for something like this. Also, it's high deploy
and high damage with low destiny makes it dangerous to have in your deck
without cards that help it. If you aren't playing a tank deck, these
guys can be a liability.
Red 32's Combos:
Open Fire! + Trade Federation Tank Laser
Cannon + Trade Federation Tank = Base power of 10 with a weapon destiny...
All for a deploy of 6.
Armored Assault + Battle Driod Officer:
Patrol Division + Trade Federation Tank = Base power of 7 (11 at the Naboo
Battle Plains) and if you do happen to lose the battle, you'll only have
to lose the Battle Droid. Toss in a Battle Droid Blaster Rifle, Stap
or Trade Federation Tank Laser Cannon for even more fun. You'll be
able to do all of that in one turn with the new Effect, This Is Too Close. |