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i do NOT like BBQ
Jun 2, 2008
I've really been enjoying the game so far. My friend and I have been playing the crap out of this, and the balance between controlling the force/attacking objectives and waiting for defense. Also, using your hand to control the edge battles is absolutely brilliant. This game is just perfect, now it needs more cards. I'd also heard back in September when the game was being discussed and tested that this game was supposed to have a cooperative version where everybody was trying to accomplish the same objective, does anybody know anything about that?

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Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Squidicus posted:

I've really been enjoying the game so far. My friend and I have been playing the crap out of this, and the balance between controlling the force/attacking objectives and waiting for defense. Also, using your hand to control the edge battles is absolutely brilliant. This game is just perfect, now it needs more cards. I'd also heard back in September when the game was being discussed and tested that this game was supposed to have a cooperative version where everybody was trying to accomplish the same objective, does anybody know anything about that?

I think an early alpha/beta version of the game was co-op.

The rulebook mentions an upcoming expansion that will allow for multiple light side players to go against a single powerful dark side player.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Bosushi! posted:

I think an early alpha/beta version of the game was co-op.

The rulebook mentions an upcoming expansion that will allow for multiple light side players to go against a single powerful dark side player.

Trench Run suddenly sounds really really good.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Oringinally, they were building an LCG for Star Wars that used most of the rules from the Lord of the Rings LCG. People got upset that it wasn't going to be a competitive game, and they rebuilt.

Devlan Mud
Apr 10, 2006




I'll hear your stories when we come back, alright?
So I was just flipping through my cards and realized a bunch of the objective cards have the old concept artwork by Ralph McQuarrie. Guess that seals the deal for me, it's a keeper.

ChewyLSB
Jan 13, 2008

Destroy the core

Xeus posted:

My comic store does fantasy flight games on Wednesdays, its getting twice the numbers as FNM so far. Its also a much better night for me which is another reason I'm looking to make the change.

I kind of wish FFG would organize something like this like Wizards does with FNM. I'm a huge magic player (always will be) but a lot of these LCG's sound very interesting to me. However, ever since I've moved I haven't found a new crowd to play LCG's with so it'd be nice of FFG organized something for stores across the country to do.

That would be really sweet.

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Feeple posted:

Oringinally, they were building an LCG for Star Wars that used most of the rules from the Lord of the Rings LCG. People got upset that it wasn't going to be a competitive game, and they rebuilt.

This isn't really what happened.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

Orange Devil posted:

This isn't really what happened.

Really? That was the story I was told. What did happen?

Orange Devil
Oct 1, 2010

Wullie's reign cannae smother the flames o' equality!

Feeple posted:

Really? That was the story I was told. What did happen?

They wanted to make a coop game. Some of the mechanics were superficially similar to those of LoTR, which was then jumped on by nerds who really hated the idea of a coop game to say that "theyre just making the same game". To give an example of why this was wrong, it'd be like saying that the Star Wars LCG as it stands today is exactly the same as the Warhammer Invasion LCG, because they both have 6 factions divided in 2 groups with 3 factions on each side and what basically amounts to minor factions in the faction-specific neutral cards. It's true that the games are similar in this way, but it's patently false that therefore they are the same game.

From the mechanics they had already spoiled, I for one was very excited, not because it was Star Wars, because I could care less for Star Wars, but because they seemed like real improvements over the LoTR mechanics and I love me some coop games. Anyway, they then after a long period of not saying much about the game suddenly cancelled it out of the blue because they were not happy with the result and would rather go back and make an entirely new game than release it. Whether that was due to pressure from nerds on the forums getting angry or not I don't know. There was then almost a full year of silence in which it wasn't clear if they're making a new coop game or making a competitive game or somehow some kind of hybrid, and then they came out with the first announcements of what we have now.

JoshTheStampede
Sep 8, 2004

come at me bro
I think the big issue with co-op, to be honest, was that if you have a Star Wars game people will want to play Darth Vader and Boba Fett. Can't do that in light side co-op.

LumberingTroll
Sep 9, 2007

Really it's not because
I don't like you...

Dominion posted:

I think the big issue with co-op, to be honest, was that if you have a Star Wars game people will want to play Darth Vader and Boba Fett. Can't do that in light side co-op.

Unless they designed the mechanics so that you can play either side and the opposite becomes the game side :D, character, event, and item cards could be the same, but the automation cards could be generic enough to be used on either side.

JoshTheStampede
Sep 8, 2004

come at me bro

LumberingTroll posted:

Unless they designed the mechanics so that you can play either side and the opposite becomes the game side :D, character, event, and item cards could be the same, but the automation cards could be generic enough to be used on either side.

I suppose that would be possible but it sounds like a nightmare to develop.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
Ok, I see. Thanks!

I never made any ranting posts, but I did want Star Wars to have a competitive aspect. I just got into the LotR game, and it's a nice break from building a dick deck to frustrate others, so build a dick deck that really helps your buds out.

Corbeau
Sep 13, 2010

Jack of All Trades
So, how many people here are actively playing and could give some deck feedback?

I've been really liking the look of the Smugglers and Spies card set. Built a list, did a bit of playtesting, revised it, and now it feels like it's in a very nice spot. It's Smugglers + Jedi, focused on board control and methodical general synergy rather than setting up an objective rush or big wombo combo. Get out some fragile but powerful dudes - and there are some very efficient ones here - and then protect them with Guardians and events while they sweep the board via attrition. No real idea about the general metagame though, and my personal experience with this game is still very limited.

Faction Identity: Smugglers and Spies
2x A Hero's Journey
2x In You Must Go
2x Forgotten Heroes
2x The Secret of Yavin 4
2x Questionable Contacts

Individual Card Breakdown:

Units: 22
2x Luke Skywalker
2x Twi'lek Loyalist
2x Yoda
2x Jedi in Hiding
2x Obi-Wan Kenobi
2x C-3PO
4x Guardian of Peace
2x Believer in the Old Ways
2x Han Solo
2x Twi'lek Smuggler

Enhancements: 12
4x Dagobah Training Grounds
2x Jedi Lightsaber
2x Trust Your Feelings
2x Shii-Cho Training
2x Cloud City Casino

Events: 12
2x Counter-stroke
2x Jedi Mind Trick
2x Our Most Desperate Hour
2x Lightsaber Deflection
2x Crossfire
2x Swindled

Fate: 4
2x Heat of Battle
2x Twist of Fate

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Corbeau posted:

So, how many people here are actively playing and could give some deck feedback?

I've been really liking the look of the Smugglers and Spies card set. Built a list, did a bit of playtesting, revised it, and now it feels like it's in a very nice spot. It's Smugglers + Jedi, focused on board control and methodical general synergy rather than setting up an objective rush or big wombo combo. Get out some fragile but powerful dudes - and there are some very efficient ones here - and then protect them with Guardians and events while they sweep the board via attrition. No real idea about the general metagame though, and my personal experience with this game is still very limited.

Faction Identity: Smugglers and Spies
2x A Hero's Journey
2x In You Must Go
2x Forgotten Heroes
2x The Secret of Yavin 4
2x Questionable Contacts

There's a podcast for this game called Smuggler's Den and they dedicated an entire episode to building a deck that could give the Sith a run for their money. They came up with the same deck you've posted and I've tried it as well.

I've only had the opportunity to play against my buddy, but the Sith wins most games and this supposed anti-Sith deck didn't fare much better. It really depends on how well you can protect your heavy hitters from force choke/lightning, and if you can get an early offensive going. You need to draw your big guys, resource generators to play them, and guardians of the peace/C3PO/Counter Stroke to defend them. If you get a crappy draw and allow Palpatine to get the drop on you, he'll lock you down with tactics and make it really hard to mount any kind of attack. Jedi Mind Tricks help, but they need the balance of the force bonus to be effective since both Palpatine and Vader are elite.

It really seems like luck of draw plays a big factor in this game, and I think the Dark Side in general are more resistant to a crappy draw with the current card pool. There always seems to be something they can do and even with a sub optimal draw, the Death Star dial still advances.

JoshTheStampede
Sep 8, 2004

come at me bro

Bosushi! posted:

It really seems like luck of draw plays a big factor in this game, and I think the Dark Side in general are more resistant to a crappy draw with the current card pool. There always seems to be something they can do and even with a sub optimal draw, the Death Star dial still advances.

This fits with my experience as well. Every time I lose as Rebels, its because I didn't draw my key combo cards. Whereas I've never had a bad draw with my imperial navy deck - it just functions so well on any draw.

Corbeau
Sep 13, 2010

Jack of All Trades

Bosushi! posted:

It really seems like luck of draw plays a big factor in this game, and I think the Dark Side in general are more resistant to a crappy draw with the current card pool. There always seems to be something they can do and even with a sub optimal draw, the Death Star dial still advances.

It's discouraging that luck seems to be that large a factor. I hope that can be resolved eventually.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
It's really gonna come down to increasing the card pool, which of course won't happen for a few more months. The module based deck building has the side effect of giving fewer options overall which makes decks constructed solely from the core set a big homogenized. Imperial Navy is really strong, Rebels are more luck based. Once the rebels get some overall stronger objective sets, you can build a deck for them that's less reliant on pulling a specific combo.

JoshTheStampede
Sep 8, 2004

come at me bro

Corbeau posted:

It's discouraging that luck seems to be that large a factor. I hope that can be resolved eventually.

Well, to some degree its unavoidable based on the deck construction. If you have a combo deck and it revolves around Card X *coughLeiacough*, and you can only put two of her in your deck, as opposed to 3 in Netrunner or 4 in Magic, you're that much less likely to get off the combo.

In the case of the Rebel deck, I think that is the real reason for all the Rebel Assaults, so you are still making progress and doing something worthwhile while you assemble your crazy combo.

The Navy, on the other hand, has a bunch of ways to win. Superlaser Blast, a bunch of weenies suddenly made deadly with Trooper Assault or Orbital Bombardment or Tarkin, or even just clearing the Light Side's board with Defense Protocol and waiting out the Death Star dial. The fact that you may not get your Superlaser Blasts in every game goes unnoticed when you're still kicking rear end anyway.

alansmithee
Jan 25, 2007

Goodness no, now that wouldn't do at all!


Oddly, I've found Navy to be somewhat gimped. If you're going for an aggressive strategy, you still have the fact that it's 4 LS vs. 3 DS objectives for the win. And if you dump your hand to play guys constantly (trooper focus), you won't have cards to win edge or resources for trooper assaults. Not to mention that if you attack, you're still looking at probably 3 minimum units to take anything down, leaving yourself open for counterattacks. Vehicles seem to do better simply because tallon roll and the generally higher blast marker per unit makes taking out 4 objectives by turn 3 not too rare in a goldfish situation, but if there's any resistance the odds fall dramatically. Against Navy both rebels and jedi can pretty much just run controlish (rebels have akbar, assault, heavy gun embankment, and in the case of vehicles xwing interceptor and heroic sacrifice) and pull out wins by counterattacking after killing your guys. Or they just eliminate your guys during the attack. I've also thought about trying to run kinda tempo-based (taking a couple quick objectives, then slowing up to defend or vice versa) but the gain from the first two objectives going down is so low that I found it not really worth it most of the time.

Also for those who are thinking luck plays a larger part in this than other card games, remember the big difference is that here you're drawing multiple cards a turn vs. 1 in something like magic (magic has other ways to draw, but typically you're just getting 1 a turn unless you play blue or something). I also think that part of the design is in the decision to sacrifice reliability (through redundancy of effects) vs. building "combo" elements. You can easily make decks focused around Leia and her interactions, but if you just see her as an occasional bonus in an already solid deck, you'll likely find more steady results. You just possibly have less chance of crazy 3 objective turns.

Corbeau
Sep 13, 2010

Jack of All Trades
I've been trying to find a way to make navy work myself, and it's... difficult. I think that this is the solution, or close to the solution, but it's rather unconventional and not exactly what I wish the navy would play from a fluff perspective. Instead of balls-out offense, the idea is to out-last the light side with durable defensive units - only attacking when they're vulnerable to a crippling strike. The composition is weird, but the way that it has convincingly and consistently destroyed That Jedi Deck implies that this approach has legs:

Identity: Sith
2x Cruel Interrogations
2x Imperial Command
2x Take Them Prisoner
2x Defense Protocol
2x The Endor Gambit

Units: 28
4x Interrogation Droid (this is huge for getting an automatic edge win on offense out of nowhere, and a very versatile and durable unit anyway)
2x ISB Interrogators (really good cheap defender - sheilding with a non-edge dependent attack is not to be underestimated)
2x Admiral Motti
2x Duty Officer
4x Heavy Stormtrooper Squad (durable defender who gets mean if you win edge)
4x Death Star Trooper (another cost-effective spud who can still ping someone for damage even when you lose edge)
2x TIE Attack Squadron (best offensive and control card at the same time; dropping one of these at the right time can instantly win the game)
2x TIE Fighter (worst card in the deck by a far margin - total edge dependency and no icon focus is... ugly)
2x AT-ST Commander
4x AT-ST (like the troopers, this guy is tough and can ping for damage even when you lose edge on defense)

Enhancements: 6
2x Intimidated
2x Orbital Bombardment
2x Aft Armor Plating

Events: 12
2x Interrogation (incredible card)
2x Detained (an immense middle finger to Jedi)
2x Trooper Assault (not very good, but theoretically could be used to close out a game - in practice your troopers are too busy trading for enemy units)
2x Tear This Ship Apart
2x Tallon Roll (makes me wish that more pods had TIE Attack Squadron, because it's absolutely stupid in combination)
2x Death From Above

Fate: 4
2x Twist of Fate
2x Target of Opportunity

Basically you just be a tanky wall of assholes, play defensive and control oriented, and then just crush them when you finally draw an Attack Squadron (which ought to be constantly shielded because of how important it is). Seriously, Attack Squadron is budget Luke - but for the dark side. Otherwise you're just extremely durable, competitive (if not amazing) on edge battles, and you always threaten to wreck their board out of nowhere. I wish so badly that there was another pod with Attack Squadron, but... there isn't. Weak as a result? Maybe. But I haven't been able to come up with anything else even remotely effective out of the navy.

The more conventional move would be to run the Devastator pod instead of Defense Protocols, but, honestly, the Devastator isn't that incredible unless you've already got board control. The dark side can't objective race and win, especially not against tactics icons. That's the entire point of Attack Squadron: killing the objectives is a side benefit that just happens to come along with shooting their dudes. I could also imagine yanking the Take Them Prisoner objective in favor of the Devastator pod, which would improve the deck's resource flow and give another offensive threat, but... I genuinely like almost everything in Take Them Prisoner. Detained is amazing and even the little spuds are fantastic to throw down on defense. The only outright bust is Trooper Attack. The Devastator pod does improve resource flow and is conventionally strong, so the deck can still work with it fine.

e: I am bad and dumb. The real way to run this is with Council of the Sith. So much money every single turn that translates directly into incredibly efficient units. Just swarm the board with beef, win battles with quad Twist of Fate, and finish it off with Attack Squadrons.

Identity: Sith
2x Cruel Interrogations
2x Council of the Sith
2x Imperial Command
2x Defense Protocol
2x The Endor Gambit

Units: 28
4x Interrogation Droid
2x ISB Interrogators
2x Advisor to the Emperor
2x Kuati Security Team
2x Admiral Motti
2x Duty Officer
4x Heavy Stormtrooper Squad
2x TIE Attack Squadron
2x TIE Fighter
2x AT-ST Commander
4x AT-ST

Enhancements: 8
2x Intimidated
2x Sith Library
2x Orbital Bombardment
2x Aft Armor Plating

Events: 8
2x Interrogation
2x Dark Precognition
2x Tallon Roll
2x Death From Above

Fate: 6
4x Twist of Fate
2x Target of Opportunity

Corbeau fucked around with this message at 13:45 on Feb 7, 2013

Free Gratis
Apr 17, 2002

Karate Jazz Wolf
Why Endor Gambit?

I'd consider Kuat Reinforcements for the extra Fighters and Tallon Rolls.

Corbeau
Sep 13, 2010

Jack of All Trades

Bosushi! posted:

Why Endor Gambit?

I'd consider Kuat Reinforcements for the extra Fighters and Tallon Rolls.

The cards in Kuat Reinforcements don't fit the core strategy here. This deck is about endurance. You're fielding so much damage capacity and so many non-edge-dependent unit damage icons that you can lose edge and still trade reasonably. Winning the occasional edge battle will then put you ahead, and then you can start picking off objectives and (if you get Attack Squadrons) units. The Endor Gambit, with it's 3-capacity card-drawing AT-STs and plethora of shielding cards, is picture perfect for this strategy (Target of Opportunity is the worst card of the set, which is saying something). In contrast, Kuat Reinforcements has fragile pure-offense units that are probably just going to explode without ever getting you to the point where you can go on the offense. The dark side can't damage race the light side; you have to establish control first. Endor helps get you that control while Kuat doesn't.

Honestly I think that The Endor Gambit is the second-best objective set in the Imperial Navy, right after Imperial Command ('sup Motti).

Corbeau fucked around with this message at 14:09 on Feb 7, 2013

alansmithee
Jan 25, 2007

Goodness no, now that wouldn't do at all!


One thing, make sure you're reading Attack Squadron right-you only gain targeted if you add a fate card (of which you're only running 6). I almost got burned by that once.

Also my problem with Navy in general is that if you swap out Endor Gambit and Defense Protocol for Fall of the Jedi and The Emperor's Web while running out of Navy identity, you've pretty much just made your deck better (and Sith). Any sort of hold them off strategy is just done better by Sith. Navy has to be aggressive for them to work it seems, as anything else the Sith will just be better at.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf
Sith is just so strong right now.

I'm currently running...

Fall of the Jedi x 2
Counsel of the Sith x 2
The Emperor's Web x 2
Imperial Command x 2
Death and Despayre x 2

With the Navy faction card.

Sith's big units and creature removal is drat near overwhelming.

Corbeau
Sep 13, 2010

Jack of All Trades

alansmithee posted:

One thing, make sure you're reading Attack Squadron right-you only gain targeted if you add a fate card (of which you're only running 6).

Aaand back to the drawing board.

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
I've been listening to A Smuggler's Den podcast from over at cardgamedb.com, and they have revolutionized how I play and see the game. I think they're worth a listen.

this troper
Apr 4, 2011

:o
I ordered the core set for this and I'm looking forward to giving it a shot with my friends, since they're all into card games, especially deck building ones like Dominion, but they like LCGs too. I watched the cool narrated tutorial video but is there anything else important I need to know as a beginning player?

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.

this troper posted:

I ordered the core set for this and I'm looking forward to giving it a shot with my friends, since they're all into card games, especially deck building ones like Dominion, but they like LCGs too. I watched the cool narrated tutorial video but is there anything else important I need to know as a beginning player?

The golden rule of card games: if it's worth doing, it's worth doing twice.

Frohike999
Oct 23, 2003
In case you haven't seen it, they've announced the first deluxe expansion for the game, Edge of Darkness

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

Frohike999 posted:

In case you haven't seen it, they've announced the first deluxe expansion for the game, Edge of Darkness

Looks like they're only including one copy of each objective, so double-purchases will be needed if you want a complete playset of the objectives in there.

GrandpaPants
Feb 13, 2006


Free to roam the heavens in man's noble quest to investigate the weirdness of the universe!

Is it normal for deluxe expansions to be announced before the first cycle expansion has been released? I was also kind of under the impression that deluxe expansions add new rules or a new dimension or something, but I don't see much of that. It's still early, though, but a hint of something would have whet some appetites.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

GrandpaPants posted:

Is it normal for deluxe expansions to be announced before the first cycle expansion has been released? I was also kind of under the impression that deluxe expansions add new rules or a new dimension or something, but I don't see much of that. It's still early, though, but a hint of something would have whet some appetites.

Well the first expansion is just fleshing out the 2 affiliations that were only previewed in the Core set. Its the second expansion that's gonna add new ruls and stuff (the light-side co-op vs one giant dark side expansion)

Free Gratis
Apr 17, 2002

Karate Jazz Wolf
Holy crap, if Jabba's "cannot be targeted" means what I think it means then he is AMAZING.

JoshTheStampede
Sep 8, 2004

come at me bro

Bosushi! posted:

Holy crap, if Jabba's "cannot be targeted" means what I think it means then he is AMAZING.

What would it mean other than that he can't be targeted by events?

Feeple
Jul 17, 2004

My favorite part of this hobby is the rules arguments.
ENEMY events. ;)

drat, I gotta get two of the expensive ones? Figures. :/

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Dominion posted:

What would it mean other than that he can't be targeted by events?

Ugh. Sometimes I amaze myself.

For some reason I read it as "enemy units" instead of "enemy events". On second thought, that would be way too broken and I have no idea why I even thought that's what it said.

He's still good, though, since it means he can't be Jedi Mind Tricked. His other ability is nice too, and 2 non-edge tactics icons is pretty boss.

Free Gratis fucked around with this message at 05:25 on Feb 12, 2013

JoshTheStampede
Sep 8, 2004

come at me bro

Bosushi! posted:

He's still good, though, since it means he can't be Jedi Mind Tricked.

Which is of course, exactly why he has that power. It's almost as thematically appropriate as Ackbar's "it's a trap" power or Han shooting first.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Dominion posted:

Which is of course, exactly why he has that power. It's almost as thematically appropriate as Ackbar's "it's a trap" power or Han shooting first.

Yeah I realized that as I was typing it out. I had to restrain myself from being a gushing fanboy.

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Frohike999
Oct 23, 2003
If anyone is looking for some extra sleeves for their cards, Miniature Market has the Leia ones as a daily deal today.

I've been playing several games with my coworkers over the last few weeks, and the Sith deck is definitely the one to beat at our table. I've lost a few games with it from terrible draws initially, but usually you're going to have a Force Choke or Force Lightning in your hand, and if you don't have Vader or Palpatine in your hand, there are objectives that really help with cycling through your deck to get to them.

On the light side, I've been having a lot of fun with the Rebel/Smuggler combo. I'm not sure that it's the strongest on the light side, but Leia getting captured always seems to have some neat way of working itself out in our games. I hadn't thought of it before, but my coworker used Swindled on her to force a capture (I had been thinking Swindled was only for enemy targets).

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