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Corbeau
Sep 13, 2010

Jack of All Trades
Just ordered my second core set. The starters made for a mediocre introduction to the game, but I really think that deckbuilding will make it shine. Not as much as Netrunner, I'm sure, but enjoyable enough to be worth learning. Balancing offense and defense seems to be the big thing to figure out, perhaps involving ways to win without dominating edge battles (which seem very all-or-nothing at first glance).

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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

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.

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

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

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.

Corbeau
Sep 13, 2010

Jack of All Trades
The SW LCG is very, very different from Netrunner, and I can't help but feel that Netrunner overshadows it. Maybe the Force Packs are changing things, but I think the IP and the relative simplicity of deck construction are the only reasons to go with Star Wars over Netrunner. The latter is just so deep in comparison.

Corbeau
Sep 13, 2010

Jack of All Trades
I still use the old Decipher game as a perfect case study in bad card design.

Corbeau
Sep 13, 2010

Jack of All Trades
I mean in every way possible. I knew it was over when they started referring to cards, by title, in immense chains. And then they didn't learn from it in their following games.

Decipher died for a reason.

Corbeau
Sep 13, 2010

Jack of All Trades
There is no way they'll pass up on printing a copy of Thrawn.

Corbeau
Sep 13, 2010

Jack of All Trades
Almost positive that the pod based deckbuilding ended this game.

Corbeau
Sep 13, 2010

Jack of All Trades

jivjov posted:

Ended? Have they confirmed nothing else is coming past the upcoming cycle? :(

Not my business if they want to keep treating a dead patient.

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Corbeau
Sep 13, 2010

Jack of All Trades
Hey, I wanted this game to work. I have two core sets sitting under my computer desk right now. But it's just dead - everyone I've tried to talk into it, or even gotten to play a match against, finds it shallow mechanically. They might get curious about designing decks, except that the deckbuilding system is even more shallow mechanically. So I've never gotten anyone here to play a second game. Ever.

Whereas we get a dozen or more people in on weekly Netrunner night, and 40+ turnout for tournaments.

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