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kingrain777

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Posts posted by kingrain777


  1. I've seen a couple of drafting ideas for this game, but they didn't really seem to work for me. 

     

    Here are some draft format ideas I have:

     

    1) Players will build a LS and a DS deck, minimum 10 objective decks each.

    2) Players IGNORE all resource matching while playing matches.

    3) Players may play any cards in combination with any objectives.

    4) Shuffle all LS/DS objectives together. (Or you can select 20-30 of each LS/DS)

    5) Create packs of LS/DS objectives mixed together. Players will use the abilities and resources from the objectives, but IGNORE any resource matching. Select objectives one at a time, until all are picked.

     

    6)Shuffle all LS/DS cards together. (Or you can select 100 DS and 100 LS cards and shuffle together. 

    7) Create packs of 15 if you want to make (MTG style packs to draft). Google: Draft Variants if you want 2 player drafts like Winchester, Wiston draft formats. Select cards until all LS/DS are picked.

    8) Players build LS/DS decks simulataeously as they draft. 

    9) Players play normal rules, rotating from LS/DS decks between matches. 

     

     

    Thoughts?

     

    I am going to test this idea this weekend. 


  2.  

     

    After playing around do you prefer this version or 1x Rebel Fleet instead of 1x Defense of Yavin 4?

     

    I have never been a fan of Sensor's Placed. It, like the latest Hoth spoiler, doesn't destroy DS objectives. I don't care about defending my LS objectives, or unit damage on LS. Give me blast damage or go home.

     

     

    In that case, I would make sure my confidence in the thread title is well-justified. If you ever lose as the LS, it's unfortunate to have destroyed LS objectives, since that's the DS tiebreaker.

     

    My comment was more of a general bewilderment. LS pods are too heavy on unit/pistol damage. I suppose LS decks win much too easily with multiple units equipped with blast damage. 


  3.  

    I have a pretty good record using this instead. Too risky to have your Hoth objectives not online so best to only run 1 non-hoth and put in Sensors for Echo Base. Huge amount if edge in this deck as well.

    2x Hoth Operations

    2x Attack Pattern Delta

    1x Defense of Yavin 4

    1x Sensors Are Placed

    2x Prepare for Evacuation

    2x Preparation for Battle

     

    After playing around do you prefer this version or 1x Rebel Fleet instead of 1x Defense of Yavin 4?

     

    I have never been a fan of Sensor's Placed. It, like the latest Hoth spoiler, doesn't destroy DS objectives. I don't care about defending my LS objectives, or unit damage on LS. Give me blast damage or go home.


  4. Further testing indicates that my Hoth Speeder build is awful. I have tested the GenCon list:

     

     

    Deck Created with CardGameDB.com Star Wars Deck Builder
     
    Affiliation:
     
     
    Total Objective Sets: (10)
     
         Y-Wing (Core)
     
     
     
     
         Y-Wing (Core)
     

     

     

    This isn't perfect, but it punches for a ton of damage. I don't like the the fact that the deck relies heavily on Defense of Yavin 4. Blockade Runner has impressed more and more. If you DS opponent is ready with 2 drop units, in mass, they are going to get crushed. Home One, an oldie but goldie, is still fantastic. I want to tweak the resource base to include a few more 2 resource generating objectives. This, or Falcon and Friends, seems to be the best, although WAY outclassed by most DS decks. Is it time to return to Yoda and Message from Beyond? 


  5. My latest spin on Sith control. Take or leave it, I have had a blast playing this deck:

     

    "Big Dune Buggy"

     

     

    Deck Created with CardGameDB.com Star Wars Deck Builder
     
    Affiliation:
     
     
    Total Objective Sets: (10)
     
     
     
     
     
     
     

     

    The first thing that is going to flip most of you out is the lack of Fall of the Jedi. The pod doesn't do enough against Blockade Runner and Sleuth Scouts. This deck has tons of resources, card draw, Twist of Fate, and 2 drops galore. Vader's Fist is a house of pain for LS. 


  6. Here today to introduce a LS brew:

     

    "Gone Rogue":

     

     

    Deck Created with CardGameDB.com Star Wars Deck Builder
     
    Affiliation:
     
     
    Total Objective Sets: (10)
     
     
     
         Y-Wing (Core)
     
     
     

    Let's look at the objectives first:

     

    The heart of every LS vehicle deck is The Defense of Yavin 4. Cheating vehicles in for 1 or 2 cost less wins. That being said, this deck is designed to take maximum advantage of Attack Pattern Delta: it runs 18 vehicles that can come into play. That gives you just a little less than a coin flip each time, each turn (if you hit twice in a row). Preparation for Battle is a great utility objective early and late. Hoth Operations isn't a huge player here. Across the Anoat Sector is great when you hit your scouts. 

     

    Next, cards by cost:

     

    Edge Battle:

    Battle of Hoth and Target of Opportunity are slim here, but always useful.

     

    0 cost:

     

    Hoth Survival Gear: It has two pips. That's about all it ever does in this build.

     

    1 cost:

     

    Stand out cards: 

    Hidden Outpost/Tauntaun. Bank cards are good. Period.

    Rogue Leader is fragile but efficient.

    Astromech Droid Upgrade is broken with Rogue Three

     

    2 cost:

     

    Wedge Antilles: See Astromech Droid Upgrade

    Snowspeeder Launch Bay: It generates a resource, and that's about all I see it being good for.

    Rebel Assault: I wish we had a couple more of these is the deck. Old speeder builds had as many as 6.

    Rogue Two: If, and only if, you win edge battles, this deck abuses his extra objective damage.

    Sleuth Scout: No it didn't win all the GenCon events, but the card is still a work horse.

    AAC-1 Speeder Tank: I have a love hate relationship with this unit. It does a lot of work, but like Guardian of Peace, it doesn't win by itself. All in all it is fine. I would rather have Red 5 or Home one, but this deck is all about 2 or less vehicles. 

    Snowspeeder: It dies often. Still critical to the spam attack going on here. 

     

    3 cost:

     

    There are only FOUR cards in this pile. They are both incredible.

    Red Two can end games on its own.

    Rogue Three is the bane of DS. 

     

    That's it. The decks' average cost is just over 1—which is great for this kind of deck. Yes you will lose edge battles and lots of ships. You don't care; this deck is going to burn through 6 cards every turn. 

     

    Weaknesses of the deck: 

     

    Fragile ships

    Several deck event cards from the Anoat pod

    Edge battles

     

    Strengths:

     

    30 out of 50 cards are units. 

    Multiple ways to cheat ships into play: Defense of Yavin 4/Attack Pattern Delta

    Swarms 5-7 ships fairly reliably.

     

    This deck may evolve to play The Rebel Fleet. I wanted to push maximum vehicles to interact with Attack Pattern Delta and Rogue Two.

     

    Happy top decks!


  7. Deck Created with CardGameDB.com Star Wars Deck Builder

     

    Affiliation:


     

     

    Total Objective Sets: (10)

     







     







     







     







     







     







  8. Spelling for the win.

     

    Happy deck building Friday!

     

    Before the flame throwers come out; this deck has Vader, Palpatine, and AT-AT!

     

     

    Big Silver Bus:

     

    Navy:

     

    x2 Unstoppable Advance

    x2 Fall of the Jedi

    x2 The Emperor's Web

    x2 Imperial Command

    x2 Counsel of the Sith

     

    Consider the following deck lists thought experiments. I make no vouches for tier one levels. If we don't push past Vader/Palpatine builds, the game will never develop on the DS of things. Call it boredom, call it a need to, I don't know, break what's working. I refuse to believe that Sith control is the only playable control. [End disclaimer]

     

    NWA 4.0

     

    Sith affiliation

     

    (62) Vader's Fist x2: The ability seems average, but two out could be great.

    (51) A Dark Time for the Rebellion x2: Two of these out is a beating for LS. Will make for      

    awkward choices with 

    (26) Imperial Command x2: 2 resources pod is critical

    (56) The General's Imperative x2: A third "undamaged" affect will force your opponent to make more difficult choices

    (58) Sabotage in the Snow: I've never grabbed too many shields

    (42) Shadows in the Ice: 2 resources and a really pissed off zero cost dude

     

    The key to DS wins are unit damage icons. This deck runs 30 units (not all combat). I am going to break down the cost curve, instead of the usual pod by pod review.

     

    The deck has a total of 8/10 Hoth Objectives.

     

    0 Cost:

     

    x2 Succomb to Cold: Key here: stops units, not just characters. 

    x2 Heavy Fire: Good utility for another unit damage.

    x2 *Wampa: This deck is basically guaranteed to have this card into play for free

     

    1 cost: 

     

    x2 Duty Officer (Duty...snicker): Always great to ramp

    x1 Snowtrooper: So good FFG didn't want you to have another pod of these guys

    X2 E web blaster: Awful for this build. Good for Edge battles? 

     

    2 cost: (16! 2 drop dudes here...that is a great number)

     

    x4 Blizzard AT-ST: The worst of this group, but still has shielding. 

    x4 Heavy Trooper: Fantastic defender

    x4 MTV-7: Average defender

    x4 501 Trooper: Average defender

    x2 Forward Command Post: Always great to ramp (This deck doesn't really care about objective damage

     

    3 cost: 

     

    x1 Snowtrooper Vanguard: (see Snowtrooper)

    x2 Turbolaser Battery: Always great to have utility cards against enhancements

    x2 The Moorish Moraine: 2 pips for edge battles

    x2 General Veers: I added his pod back in after I saw a GenCon list with him and Corporate Exploitation. He is fantastic with all the troopers and a few Walkers. Oh and he makes a resource and has a black tactics...sign me up.

    x2 Admiral Motti: He lacks faith, but he makes up for it with works: Elite resource production at its finest.

     

    4 cost:

     

    x2 501st Legion: Ohhh, the helmets. This card makes me want to play this LCG all day. 4 black unit damage, 4 hit points. So much win here. 

    x2 Colonel Stark: Meh, he has three pips?

    x2 Orbital Bombardment: Don't care, but if you do want to go on the offensive, why not.

     

    Edge cards...

     

    SIX, yes 6, Battle of Hoths. Even if you only get the three edge pips, they're great. 

     

    So, average openings with your objectives will be 4-5 resources. I would like 5 resources more often, but we have plenty of 1-3 cost units and lots of resource enhancements/units. Like my previous NWA builds with Tusken Raiders, this is not a flashy deck. Ok, I hear hyperventilating: You could easily toss Fall of the Jedi here. Please don't run Palpatine. You will never play a 6 drop reliably in this deck. I will probably put Sir Vader in after I test more without him. 

     

     

     

    Other variations:

     

    Defense Protocol: Great machine gun objective set with a couple useful units.

     

    Unstoppable Advance: More vehicles and less dudes with guns. Something like:

     

    Navy:

     

    x2 Unstoppable Advance

    x2 Kuat Reinforcements

    x2 Imperial Command

    x2 The Endor Gambit

    x2 A Dark Time for Rebellion 

    or

    x1 Sabotage in Snow

    x1 Shadows on the Ice 

     

    - x2 Imperial Command

     

    This deck might actually be fast enough (I am doubtful) to race LS. More importantly it will have plenty of defensive options to start the game. AT-AT is actually a great defensive card. Double black  unit damage is the key to DS wins. 

     

    Vader Squared:

     

    Navy:

     

    x2 Vader's Fist 

    x2 Fall of the Jedi

    x1 Shadows in the Ice

    x1 Sabotage in the Snow

    x2 Imperial Command

    x2 Counsel of the Sith

     

    Please make suggestions. I didn't go into possible Scum variations to any/all of the above lists.

    This is a great time for innovation in deck lists. Cheers!


  9. You don't think Lando's set is good enough ?! Wow. That objective set is amazing.

     

    1) You have to play Smugglers. I love Smugglers and Spies, but I also like to splash Luke, Speeders, or at least have the option to. 

     

    2) The objective Trust Me is great. 2 resources makes or breaks a lot of decks DS or LS. The reaction seems good as well.

     

    3) Card by card:

    Casino is always great. 

    Sabotage is a pass for me.

    Sabotuer is cute but fails the "Does this blow up objectives?" test.

    Target of Opportunity is always a winner.

    Last but not least: Lando himself. Similar to Chewie, he is good, but outclassed. He is fragile and most GenCon players agreed. If they had to pick Han or Lando, Han was the preferred weapon. Lando does a ton a work, but 2 hit points is a huge disadvantage. If Trust Me was a non-affiliation lock card, it would be amazing. I tried building with it but it just doesn't work well with other affiliation mixes (just like Journey to Dagobah). 

     

    Trust Me is a solid pod, but ultimately doesn't interact with Mr. Falcon as well as Han Solo does. Then again, I might need to test Lando more. Are you running him in straight Smuggler builds? Suggested lists?


  10. Courtesy of the folks at Cardgamedb (Soon to be FFGdb)

    A few thoughts after the GenCon results.

    LS Top-16 pod spread:

    Questionable Contacts - 26
    Asteroid Sanctuary - 18
    Raise the Stakes - 13
    Trust Me - 11
    The Secret of Yavin 4 - 11
    Wookie Life Debt - 10
    Renegade Squadron Mobilization - 10
    A Hero's Journey - 10
    The Defense of Yavin 4 - 9
    Across the Anoat Sector - 8
    The Rebel Fleet - 8
    Prepare for Evacuation - 4
    Hoth Operations - 4
    In You Must Go - 4
    Mobilize the Squadrons - 3
    Preparation for Battle - 2
    A Message from Beyond - 2
    Last Defense of Hoth - 2
    The Defense of Cloud City - 2
    Draw Their Fire - 2
    Last Minute Rescue - 1
    Echo base Defense - 1
    Knowledge and Defense - 1

    LS Top-8 pod spread:

    Questionable Contacts - 12
    Asteroid Sanctuary - 12
    Raise the Stakes - 6
    Trust Me - 4
    The Secret of Yavin 4 - 8
    Wookie Life Debt - 6
    Renegade Squadron Mobilization - 8
    A Hero's Journey - 8
    The Defense of Yavin 4 - 4
    Across the Anoat Sector - 2
    The Rebel Fleet - 4
    Prepare for Evacuation - 4
    Last Defense of Hoth - 2
    Knowledge and Defense - 1

    DS Top-16 pod spread:

    Fall of the Jedi - 22
    The Emperor's Web - 22
    Councel of the Sith - 21
    Imperial Command - 13
    The General's Imperative - 6
    Reconnaissance Mission - 5
    Deploy the Fleet - 4
    Hive of Scum and Villainy - 4
    Jabba's Reach - 4
    Trandoshan Terror - 4
    Feeding the Pit - 4
    Defense Protocol - 4
    The Tattooine Crash - 3
    The Ghosts of the Dark Side - 3
    Sabotage in the Snow - 3
    Shadows on the Ice - 3
    Cruel Interrogations - 3
    Death and Despayre - 3
    The Endor Gambit - 3
    Take Them Prisoner - 3
    A Dark Time for the Rebellion - 2
    Corporate Exploitation - 2
    Kuat Reinforcements - 2
    The Ultimate Power - 2
    The Killing Cold - 2
    Lucrative Contract - 2
    Jabba's Orders - 2
    Across the Jundland Wastes - 2
    Serve the Emperor - 1
    Black Squadron Assault - 1
    Shadows of Dathomir - 1

    DS Top-8 pod spread:

    Fall of the Jedi - 14
    The Emperor's Web - 14
    Councel of the Sith - 14
    Imperial Command - 9
    Reconnaissance Mission - 5
    Defense Protocol - 4
    Cruel Interrogations - 3
    Take Them Prisoner - 2
    The General's Imperative - 2
    Across the Jundland Wastes - 2
    Deploy the Fleet - 1
    Hive of Scum and Villainy - 1
    Feeding the Pit - 2
    The Ghosts of the Dark Side - 1
    Sabotage in the Snow - 1
    Shadows on the Ice - 1
    The Ultimate Power - 1
    Death and despayre - 1
    Shadows of Dathomir - 1

     

    So I was completely wrong about Vader/Palp/Sith control. DS really hasn't changed at all, or there hasn't been enough time since EoD has come out to change the control meta? 

     

    Can LS muster a deck that challenges Big Red Bus? The answer is apparently no. 

     

    The only certain choices for LS from the Top 8 were Han Solo and Mr. Falcon. Beyond that, I don't know. Will Speeder decks get the final kick in the pants needed to be Tier 1. The new Delta pod may be it. I am excited to find out next week in testing. 

    Thoughts?


  11. Here is the Top 16 from GenCon, in case you missed it:

     

     

    SWLCG Nationals Top 16:

     

    Jon Herr

    Dark Side (Navy): 19,19,20,20,23,23,26,30,30,36

    Light Side (Rebel): 8,8,11,11,44,44,49,49,70,70

     

    Adam Johnson

    Dark Side (Sith): 23,23,26,26,31,32,32,35,56,56

    Light Side (Rebel): 8,8,11,11,12,12,13,13,38,38

     

    Matt Kohls

    Dark Side (Navy): 19,19,20,20,23,23,26,30,30,36

    Light Side (Rebel): 8,8,11,11,44,44,49,49,70,70

     

    Grant Huddleston

    Dark Side (Navy): 19,19,20,20,23,23,26,26,36,87

    Light Side (Smugglers): 15,15,70,70,71,71,72,72,74,74

     

    James Booker

    Dark Side (Scum): 19,19,20,20,23,23,24,80,86,86

    Light Side (Jedi): 1,1,5,5,15,15,69,69,72,72

     

    Jon Wojcik

    Dark Side (Sith): 19,19,20,22,22,23,23,40,40,42

    Light Side (Rebel): 8,8,11,11,44,44,70,70,72,72

     

    David Buschermohle

    Dark Side (Scum): 19,19,20,20,23,23,80,86,86,87

    Light Side (Smugglers): 15,15,69,69,70,71,72,72,74,74

     

    Ron Longhi

    Dark Side (Navy): 19,19,20,20,23,23,25,26,26,36

    Light Side (Jedi): 1,1,5,15,15,53,69,69,72,72 

     

    Adam Huber

    Dark Side (Sith): 19,19,20,20,81,81,82,82,85,85

    Light Side (Smugglers): 15,15,70,70,71,71,72,72,74,74

     

    Garritt Pruim

    Dark Side (Navy): 19,19,20,20,23,23,24,29,46,89

    Light Side (Jedi): 1,1,5,5,15,15,44,44,72,72

     

    Justin McBride

    Dark Side (Navy): 19,19,20,20,23,23,24,26,46,89

    Light Side (Jedi): 1,1,5,5,15,15,44,44,72,72

     

    Zach Bunn

    Dark Side (Navy): 19,19,20,20,23,23,26,26,29,87

    Light Side (Smugglers): 1,1,2,2,5,5,6,15,15,71,71

     

    Ben Hosp

    Dark Side (Navy): 27,27,28,29,31,46,46,50,58,82

    Light Side (Rebel): 8,13,38,38,39,44,44,45,45,73

     

    Tim Fournier

    Dark Side (Scum): 47,47,57,57,80,80,81,81,85,85

    Light Side (Smugglers): 2,2,5,5,15,15,37,37,69,69

     

    Scott Egan

    Dark Side (Navy): 26,26,28,32,32,36,42,56,56,58

    Light Side (Smugglers): 15,15,54,54,69,69,71,71,72,72

     

    Phillip Schrader

    Dark Side (Navy): 26,26,31,31,42,51,51,56,56,58

    Light Side (Smugglers): 15,15,44,70,70,71,71,73,74,74

     

    I posted a few trends on the "LS Funding for GenCon" thread here: http://community.fantasyflightgames.com/index.php?/topic/88614-gencon-ls-funding/

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