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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: 7692
Focus on Your Objectives - Deckbuilding Article
Published on 02 November 2012 - 05:18:29
Page 6 of 6 (84 messages) « First page... 3 4 5 6
Reply #76 | Published on 15 November 2012 - 09:31:26

spalanzani said:

Aahzmandius_Karrde said:

 

Decoy at Dantooine - Interrupt: When an objective you control leaves play, decrease the Death Star dial by 1 (to a minimum of 1).

Now that's simply offsetting a triggered advance instead of the standard one, but anything that can slow it down is in the LS favor.  And since it's an interrupt it will even effect when it's destroyed itself.

 

 

Aha! I hadn't seen that one yet. Very thematic card title too, I like it already 

It also foreshadows other abilities to slow or reverse the dial.  The DS takes the first turn, but is not allowed to attack.  It's going to be the second turn before he gets any damage on an objective let alone destroy it and the dial is already at 2.  The one exception would be "Superlaser Blast", but do you spend 80-100% of your resources on turn one and leave yourself defenseless to the LS counter attack?

Without Signature

Reply #77 | Published on 15 November 2012 - 10:17:57

 Interesting that it decreases to a minimum of 1, not 0.

"Truth has power. And if we all gravitate toward similar ideas, maybe we do so because those ideas are true…written deep within us. And when we hear the truth, even if we don't understand it, we feel that truth resonate within us…vibrating with our unconscious wisdom. Perhaps the truth is not learned by us, but rather, the truth is re-called…re-membered…re-cognized…as that which is already inside us."   Peter Solomon, The Lost Symbol

Reply #78 | Published on 15 November 2012 - 10:25:11

Aahzmandius_Karrde said:

 

spalanzani said:

 

Aahzmandius_Karrde said:

 

Decoy at Dantooine - Interrupt: When an objective you control leaves play, decrease the Death Star dial by 1 (to a minimum of 1).

Now that's simply offsetting a triggered advance instead of the standard one, but anything that can slow it down is in the LS favor.  And since it's an interrupt it will even effect when it's destroyed itself.

 

 

Aha! I hadn't seen that one yet. Very thematic card title too, I like it already 

 

 

It also foreshadows other abilities to slow or reverse the dial.  The DS takes the first turn, but is not allowed to attack.  It's going to be the second turn before he gets any damage on an objective let alone destroy it and the dial is already at 2.  The one exception would be "Superlaser Blast", but do you spend 80-100% of your resources on turn one and leave yourself defenseless to the LS counter attack?

 

 

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

Reply #79 | Published on 15 November 2012 - 11:21:58
4
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 I'm actually liking the imperial navy a whole lot, they did a good job with theme and feel there :D

 
Reply #80 | Published on 15 November 2012 - 12:42:18

Budgernaut said:

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

except

Superlaser Balst - Play only during your turn. Action: Destroy a target objective.

Good point on the Espos, but since the OSet is limit 1 it could make it difficult to gather enough in your opening hand.

Without Signature

Reply #81 | Published on 15 November 2012 - 14:20:18

Aahzmandius_Karrde said:

Budgernaut said:

 

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

 

 

except

Superlaser Balst - Play only during your turn. Action: Destroy a target objective.

Good point on the Espos, but since the OSet is limit 1 it could make it difficult to gather enough in your opening hand.

Wow. Good catch on the "Play only during your turn." That's two strikes on me for misreading cards in one day. I need to be more careful when I read these things.

Reply #82 | Published on 15 November 2012 - 14:50:22

I think this is going to be the first game I will buy where I will get it be able to play straightaway without reference to a physical rules booklet! Grand!

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Reply #83 | Published on 15 November 2012 - 16:15:44

Budgernaut said:

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

You already know the limitation of this card, but you can still play it turn one. Nuke that one per deck opening objective and set the tone for the rest of the game. Yeah, they get a new objective on their turn, but it's a random objective. The only rule to this is you must say "Now witness the power of this fully armed and operational battle station"!

He who thinks only about himself will destroy himself.

Reply #84 | Published on 16 November 2012 - 05:18:29

qwertyuiop said:

The only rule to this is you must say "Now witness the power of this fully armed and operational battle station"!

I love this!!!!!

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