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Star Wars: The Card Game
Take command of a Rebel strike force in the Star Wars universe!
Moderator: FFGMarkFFGStuart Topics: 619 | Posts: 7686
The Desolation of Hoth is pretty good
by TGO
Published on 12 March 2013 - 17:18:24
Page 3 of 4 (47 messages) « First page... 2 3 4 ...Last page »
Reply #31 | Published on 13 March 2013 - 10:43:25

I think right now the Sith objective is a little meh, but after maybe 2 more force packs of Hoth objectives it will be brutal. This is because 1) we haven't seen much objective healing for DS before and a well timed Defense Upgrade is already super annoying 2) it doesn't depend on your opponent having or not having Hoth objectives. I bet people will figure out some interesting shenenigans for those Icetrompers also.

Definitely interested to see how effective all of the Hoth objectives are in an environment of very limited numbers of Hoth objectives. Not sure if I'm sold on either of the neutral objectives at this point…

Also looking forward to the Jedi-super-unit deck type that seems a possibility. If you can get one big guy out with the right attachments, he might be nigh impossible to deal with. But at this point probably gonna need all the mulligans and card draw you can get to get a big dude early enough…

May the force be with my attack dice.

Reply #32 | Published on 13 March 2013 - 12:58:37
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the icetrompers are really nice paired with force choke, for one. as are espo troopers with the new sith objective. The more I look at it, the more I see it as useful. As for the Jedi pod… the question is if by playing it twice can you stall the game long enough with only 20 units in your deck (as this is the maximum number od units a pure Jedi - same goes for S&S - can muster)? I am OFC counting only 10 objectives. It could be more in a Jedi/Rebel hybrid, but that dillutes tže usefulness of the enhancements.

 

 

 

http://swlcgcz.blogspot.com "Czech blog about events, decklists, reportsothers from SW LCG"

Reply #33 | Published on 13 March 2013 - 13:45:16
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20 cards is still 40% of your deck, and I think Old Ben might have a place in standard Jedi/Smugglers over perhaps his living counterpart. You keep the Heat of Battle, and while giving up Jedi Mind Trick is harsh, Guardian of Peace is really, really good with Old Ben's Spirit.

"Once you start down the dark path, forever will it dominate your destiny." - Yoda, The Empire Strikes Back.

Reply #34 | Published on 13 March 2013 - 14:55:38

Speaking of Heat of Battle, there's a nice sprinkling of Fate cards throughout these sets, makes it a little easier to forgo the two Fate-heavy neutral sets from the core.

My blog:  The Daily Rich

Reply #35 | Published on 13 March 2013 - 15:08:38
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Was thinking the same - that deck actually does not require any serious deckbuilding, as it is a mere change of 2 objectives (since Forgotten Heroes isn't reallz strong without Jedi Training): 2x Yoda, 2x Luke, 2x Old Ben, 2x Yavin 4, 2x Han. The basic trade you're making is exchanging defensive/force tricks for offensive/sustaining power.

Can be good, but the odds of NOT drawing units are much bigger in such deck. And even if you do, a mere Twi'lek isn't gonna stop the Navy (which may be able to kill you before you get a foothold).

But since I fell in love with Jedi Training, I am more concerned about somehow making it work with Journey to Dagobah, which is my current deck (and the one i will be running on our next tournament).

On the other side of the Force, I am eagerly awaiting both Navy and Trooper swarm to make an apperance.

http://swlcgcz.blogspot.com "Czech blog about events, decklists, reportsothers from SW LCG"

Reply #36 | Published on 13 March 2013 - 16:17:57

Jedi_Knight said:

the icetrompers are really nice paired with force choke, for one

I really like the potential of icetromper: I win the edge battle strike with the tromper killing something with one health left and then take another enemy out before he can strike. It could mean the difference between staying alive another turn or seeing your final objective go up in flames. A card that really has potential.

Without Signature

Reply #37 | Published on 13 March 2013 - 16:46:02
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Whitefro said:

Jedi_Knight said:

 

the icetrompers are really nice paired with force choke, for one

 

 

I really like the potential of icetromper: I win the edge battle strike with the tromper killing something with one health left and then take another enemy out before he can strike. It could mean the difference between staying alive another turn or seeing your final objective go up in flames. A card that really has potential.

 

i like it better on defense. 

Without Signature

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