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StarCraft: Brood War Promotional Leadership Cards» Forums » General

Subject: A printable Text of the Cards rss

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Michael Hakansson
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Varberg
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United Earth Directorate

I.1 Eliminate Alien Threat

Starting Units:
3 Marines,
1 Siege Tank,
1 Transport,
7 Workers

Special Victory Each time you destroy an enemy base, gain 1 Conquest Point.


I.2 Advance War Machines

Immediately build a level 1 Factory, and level 1 Starport for free.

Starting Units:
3 Marines,
1 Firebat,
1 Transport,
9 Workers


I.3 Special Funding

Place in your play area.
At the start of the game, receive 4 Mineral and 2 Gas resource Tokens.
At the start of each Regrouping Phase, gain 1 resource token of your choice


Starting Units:
2 Marines,
2 Vultures,
1 Transport,
8 Workers


II.1 The element of Surprise

You may immediately activate a mobilize order on any planet.
OR
You may immediately activate a build order on any planet.



II.2 General Dugalle

Hero
Place a Battlecruiser with a hero token underneath it in any friendly area.

When it is present at the start of a battle, opposing non-cloaking units that retreat or withdraw are instead destroyed.

When this hero is a front-line unit, gain +1 health in the skirmish.


III.1 The Time for Victory

Place up to 4 guard tokens in different areas you control. Then destroy 1 enemy transport on any navigation rout


III.2 Orbital Bombardment

Remove all guard tokens from one planet. Then choose an opponent with a base on the planet. You may discard one module or building token from his faction sheet. If it was a building, replace it with the token of 1 level lower.
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J K
Lithuania

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Sillion wrote:

When it is present at the start of a battle, opposing non-cloaking units that retreat or withdraw are instead destroyed.

Only cloaking units can withdraw, so what's the meaning in wording "non-cloaking uniths that withdraw"?
Or does it mean that it only applies to non-permanently cloaked units (but I would see no logic in such explanation)?
 
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Matt Epp
Canada
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I think this is primarily for defense. If the attacking force does not succeed in wiping out the defenders, they must withdraw/retreat.

Dugalle negates that. So when you attack him, you should make sure you kill him, otherwise it can be VERY painful to lose an attack against him.

Perhaps there is an exception I'm not aware of that makes this a useful ooffensive ability as well.
 
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Dmitry Zelyanin
Russian Federation
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His assist or support units will withdraw in case of defeat if you don't have splash which kills them. This rule won't allow them to retreat.

Imagine the situation when you attack with smaller force for example, Battlecruiser + Wraith vs 2 Hydras + 2 Zerglings. There will be 2 skirmishes with 1+1 against air unit, presumably hydras in support =) That way you kill ALL of them WITHOUT SPLASH.
 
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