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2 Legendary Quad Fodder Trooper Spam | 25 | 19 | 5 | 4.0 |
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2 Legendary Quad Fodder Trooper Spam: reboot camp | 2 | 2 | 0 | 6.0 |
Book 1394
Alright, so big facelift after another event. Nearly snagged second place in a pretty big local event, but, alas, the dice gods were cruel. My other loss came down to quite literally my opponent rerolling with one card in hand and hitting exactly 6 damage for the win, wherein I Backup Muscle for the win on my first action the following turn.
Enough whining! I have shared a couple of versions of this deck, both of which I liked quite a bit, but I had a number of revelations today, which I will share here.
WHAT CAME OUT/WHAT COMES IN:
1.) Promotion: this card is just underwhelming. As I was playing Imperial Armory prior, I would, on occasion, sneak one into play for free. Or, at worst, I would overwrite it for something like Commanding Presence. My final thoughts are it just isn't worth the slot 9/10. The results are too varied and I need something that doesn't just generate modifiers most of the time.
I now want to try First Order TIE Fighter. It's ability to remove shields--which is great against things like Han/Rey--and stable damage sides are needed. Now, it is more expensive--and by 2! Further, there is a lack of synergy with Squad Tactics, which is one of the primary conceits of the deck. BUT I rarely get to claim. It gives me more damage and it sticks around, more importantly.
2.) Logistics: This card is fine, but I chuck it more often than not. Not much of a story here. It's fine, but with the increased curve in the deck I need to adapt.
In comes Underworld Connections. Again, we never claim. And while this has a slower rate of return, in a longer game this 1 resource goes a very long way. We have a number of 1 resource damage sided. We have a number of 1 resource solutions. We have 4 cards that cost 3.
3.) Sweep the Area: I so wanted to love this card, but too there is a definite lack of synergy with the Squad Tactics and Tactical Mastery plan of trying to roll out fast. Further, if you're playing aggressor, which you should be, it is a dead card. Then as troopers begin to die, it's value just terminates abruptly.
The substitution here is tough. I would love to get Unpredictable back in the deck, as it is free and flexible, though pretty low impact most times. Instead, I am playing Disarm, as it once again pairs well with our number of 1 resource damage results and modifier sides. Though the average damage result is 2, we have a handful of 3 damage results (First Order TIE Fighter, Jetpack, and Tusken Raider)which allows us to hit some of the more potent upgrades like variable sabers of light. My feeling is that this can help shore up deficits, esp. against Jango/Veers--killing Jetpack, Holdout Blaster.
4.) Imperial Armory: It's fine. It does help Jango/Veers a bit too much though.
AND THE REST?
This deck is quite good against a number of the tier one decks. The damn-near infinite hit points in Han/Rey needs to be addressed--hence First Order TIE Fighter. Jango/Veers is usually a pretty decent match; we have a lot of HP and if you know how to distribute your upgrades, killing off a character isn't as obvious in most other matchups for them--they always go after poor Tusken, just because he's different! It also can pile damage onto Vader/Raider.
The deck has 8 strong die manipulators, and that's not counting the special on Jetpack--which is handy. I quite liked have 10, but, as stated, Unpredictable is decidedly less powerful than Disarm, Tactical Mastery, and Squad Tactics.
The upgrades are all great and offer consistency. We have 4 redeploy options. Commanding Presence is a beast when it hits the table--though with such fragile bodies, it doesn't always hit the table.
Backup Muscle gets through shields and is a great card for slow-to-claim strats.
The rest is gravy. Hope you enjoy. Feel free to chime in. And I will die before I play Cannon Fodder! In a game where action efficiency is implicit, I refuse to spend an action, and a card, to deal my character damage--even if it may take away from a modifier or is sound in some situations. I will mess with you dice in other, less bleedy ways for the time being!
19 comentários |
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I think Speeder Bike is pretty marginal. Less damage sides and the ability is pretty close to zero sum. |
Here is what i have made so far. swdestinydb.com Haven't played it yet. Also some of the x1 cards are do to not having a play set and others are filler because of that. |
I say this in lots of threads but why not Datapad over Underworld Connections? It seems like it would make you the same amount of money over a game and would allow you to fire Tie specials. I like the idea of the TIE since it has functionally 4 damage sides. If you are not claiming, why not run Mos Ridley Spaceport? |
Fair point on the battlefield, though, as dudes die, claiming becomes more realistic. |
Part of me wants to play just 1 TIE and 1 Commanding Presence, and put in the 2 unpredictable, but I am torn. I love the speed of the deck. More testing shall ensue this post. |
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It is all a bit academic because there is a very large random element in the game cannot easily be plotted - and thus creating a tempo sensitive curve is nearly impossible. I tried one small variant and the blend of the deck you outlined above and it is scoring very well. I am using your version 5 above and I have added 2x Promotion cards - and to make the room I removed 1x The Best Defense... and 1x Disarm. In real-play I am 11-2 so far with it (which is pretty good, considering I am very new to this gaming genre). Equally, when I use my stat program (Scientia) I get a very smooth normalized curve against many of the decks I downloaded from this forum. Again, on balance, the curve demonstrates that the deck (with the above changes) scores consistently higher than the other decks (all the various Aggro decks for example) which indicate this is a well-balanced deck. Well balanced = well designed. I think. Ha ha - I could have a big error in my data set and I am just happily deluding myself. However. Congratulations - I think this deck is a very well crafted one! Let me know how you get on. |
So I ran this deck at a 19 strong tournament last night with Commanding Presence I found useless. In a deck that is really resource heavy I struggled to get it out especially when I had the choice between that and a tie fighter - tie fighter won each time. Promotion was a bit meh and I found myself upgrading with damage upgrades rather that this. Surprisingly, the best defence was the winning card for me. It saved my skin a couple of times so I am adding a 2nd one back into this deck. I haven't had a chance to go through with what I would replace the above cards with but I feel a couple more resource supports of events would be beneficial or just another attacking support option in general as I found this deck struggled against a veers/jango deck that got strong rolls on jango and not wanting to activate jango. I know you don't like speeder bike but maybe that's where it would come in handy. I thought maybe more guns or infantry grenades might help here with damage output. Anyway I'll playtest changes and see how it goes. |
Hey hey! |
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Seriously, that jango is this decks biggest problem. Other decks you can buy time at least if needed. |
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I'm thinking maybe add in gaffi sticks in place of promotion for CP as they can then redeploy. |
However, I am thinking of swapping out Commanding Presence and placing something else into the deck - I am trying to find something that provides resources (I was always starving for them) but I do not like the option putting a card that can easily be disrupted. I think you need to be aggressive with this deck (as is) and really push the absolute boundaries on bringing upgrades and support out as fast as possible. Any ideas on a replacement for Commanding Presence ? |
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On the hunt is a 1 cost (as opposed to gaffi sticks 2 cost) with a ranged and melee a a good ability which allows you to remove die. I found bet defence really handy in the last couple of games I played so added another in. I'm leaving promotion in for the time and seeing how it runs tonight. The only 3 cost i have is the tie fighters and i usually push to get at least one of them out in a game so far. |
I am building a deck similar to this. Disarm doesn't discard abilities so it wouldn't work on force throw un fortunately. My thoughts on using RWR are the same. And you can pull off one of the 1 resource damages when you claim. Would be nice.
Also what do you think about speeder bikes in the deck? Either with or replacing FO ties?