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Free Gratis
Apr 17, 2002

Karate Jazz Wolf

WerrWaaa posted:

How many core boxes do i need for playsets of all the cards?

According to this thread on BGG, the answer is two.

http://boardgamegeek.com/thread/900544/how-many-core-sets-will-i-need-for-total-customisa

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Free Gratis
Apr 17, 2002

Karate Jazz Wolf
I'm not sure exactly how useful this is, but I got incredibly bored and made a spreadsheet of values by objective set. Things like, total cost of cards within the objective set, number of units etc. I probably could've gotten more in depth with it, but I didn't really feel like splitting up the strike values in edge/non-edge dependent. I also lumped objective enhancements in with "Enhance Play Area" and I didn't discern between regular and vehicle unit enhancements.

I got the idea to do this when I decided to build a deck that would revolve around holding the balance of the force, and I figured it'd be nice to know the total Force values that units had in each objective. You'll still need to dig deeper into an objective set and read the text of the cards to actually know what your getting, but this should give you a high level view of your deck's values and card distribution once you filter for your objectives.

Star Wars LCG - Objective Spread

Free Gratis
Apr 17, 2002

Karate Jazz Wolf
I updated the spreadsheet to distinguish between Edge and Non-Edge dependent strikes. I also updated it to allow you to input the number of copies of each objective so you can better see the values of your deck.

I just ordered my second Core set and can't wait to get the deck building variety.


Dominion posted:

It takes a few months for LCGs to really pick up steam. Same thing happened with Netrunner, people swore it was a great game but doomed to failure for small card pool and lack of organized play, but then those things both started to fix themselves and now it's ramping up. I imagine the same will happen with Star Wars.

Yeah, this game definitely needs a bigger card pool. A second core is mandatory if you want to do any sort of interesting/effective deck building. Once some Force packs come out it'll do better.

Free Gratis fucked around with this message at 05:34 on Jan 23, 2013

Free Gratis
Apr 17, 2002

Karate Jazz Wolf
There's actually one neutral objective in the core set that is designed specifically for multifaction decks. The objective itself and some of it's cards allow you to ignore faction resource requirements.

It's a bit of a waste of an objective slot though, and your much better off going with the strategy that Dominion mentioned.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Feeple posted:

Unless one of the 7 is faction only. I use the LS one right now because I only splash Jedi, but I need the Rebel Fleet only objective, too.

And that's one of the downfalls of the small card pool at the moment.

Mobilize the Squadron's is an awesome objective, but it's actual pod of cards, with the exception of Rebel Assault, is weak. It's so much easier to leave it out if you have another Core set.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Dominion posted:

I dunno man, Trench Run is pretty good.

I'm not convinced of Trench Run's effectiveness. You'd need to draw it early for it to be worth your while, and you can't use cards that target objectives, like Rebel Assault, nor can the Light Side's balance of the Force effect be used. There's some people that also believe you can't use cards that target "engaged objective", like Attack of Opportunity. I believe it should, but all it takes is one tournament judge that believes otherwise.

You'd need to put 2 Mobilize the Squadron's to increase your early draw chances. You'd get an extra Rebel Assault, but you'd also get another Rookie Pilot.

I think the Jedi exclusive pod is much better.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Dominion posted:

Yeah, I tried that, because the thought of Red 5 interacting with Leia was really tempting. But it didn't really work out. The Twilek guy is about as bad as a rookie pilot, and the objective itself is so-so so really you're in it for Red 5 and Double Strike.

More often than not I found myself with Red 5 and no Leia and no wookie or vice versa, and without the lockdown from other Jedi sets its hard to keep red 5 alive to do much damage.

I found myself missing the Rebel Assaults too much, and the crappy pilots can always get sacrificed to draw cards with You're my Only Hope or edge battled away anyway.

By the way, Wookie Navigator DEFINITELY works with Trench Run. But you're right that Rebel Assault does not.

The Jedi pod also has R2 and Target of Opportunity. The Twilek is definitely the low spot, but he at least has a tactics icon. I feel that it's definitely one of the more dense pods in the set right now.

Rebel Assault is such a good card that it's hard to ignore, but if Trench Run isn't out by at least turn 3 then the Rebel Assault is pretty much all you've got from the pod. There's always the other pod that has Rebel Assault.

I'll admit that most of my games have been Jedi vs Sith so I'm mainly theorycrafting at this point. I'm mainly comparing Trench Run to making runs on Heart of the Empire. If Heart flops during setup, you better believe I'm going after it. But if I've already blown up 1 objective and have damage on another, I'll probably let it go.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Dominion posted:

The other good thing is that its ok that some subpar cards get included, since you dump so much on edge battles anyway.

Yeah, R2 is better the Rookie pilot, but the rebels don't need many resources to function well, and you're more than likely going to discard him anyway. Or sac him or use him to chump block or whatever. Same with trench run if you don't draw it early.

I mean, I get you, Journey To Dagobah is an awesome set. I just think it doesn't work as well in Rebels as I initially thought when I saw Red 5 and Double Strike.

Sure, it's not going to work for every deck, I was mainly arguing against Trench Run as a good card.

If your deck is built in a way that requires Rebel Assaults then, by all means, put in two Mobilize the Squadrons. Just be aware that the luck of the draw may screw you over if you run 7 Rebel/3 Jedi. And certainly don't let Trench Run give you pause if you're thinking about removing the objective from your deck.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

jivjov posted:

So I've played a grand total of two times so far and I'm already madly in love with this game. I have heard that to have a complete playset of objectives, two core sets are required. How vital is being able to use two of of the same objective pods when deck building? I'd rather avoid dropping $40 on a duplicate of something I already have, especially with more expansions and whatnot on the way, but if double-objectives is the way to go, competitively speaking, then I may have to make the investment.

Two Core sets is absolutely required for competetive play at this point and time, and I don't see that changing until quite a few expansions have been released. If you want to build a nice focused deck, you're going to want the ability to include 2 of some objectives in order to increase your chances of drawing important cards.

The good thing about this game is that even if you've already drawn and played your important cards, you can use any duplicates for edge battles.

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.

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.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf
Why Endor Gambit?

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

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.

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.

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

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.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf
FFG published tourney rules and an FAQ. http://www.fantasyflightgames.com/edge_news.asp?eidn=3973

It's official! No card effects can interact with the Death Star dial when Trench Run is active. Blast icons and unopposed damage only.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf
New preview of a Navy pod from the upcoming Force Pack. http://www.fantasyflightgames.com/edge_news.asp?eidn=4135

The cards contained in the pod are ok, but the Objective itself is awesome.

If you get lucky and flop two of those to start the game things could go downhill real quick for the Light side.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

alansmithee posted:

Think that pod will rest on what the two vehicles do. The colonel really wants an aggressive deck, but the agenda I can def seeing being the backbone of a more defensive Navy deck.

I still don't like aggressive navy because in the end, LS only needs 3 objectives to win and gets to attack first, where DS is looking at 4. Sure, you can take "only" 3 objectives and still win as DS but in most situations I've seen, if you can take that many objectives while keeping defense enough to stop 3 of yours from falling AND keep up enough defense to let the dial do the rest of the work for you, you could've either took the 4th or won without the objectives anyways.

It's already been spoiled in the article. Nothing amazing.

http://www.fantasyflightgames.com/ffg_content/Star-Wars-LCG/news/hoth-cycle/a-dark-time/mtv-7.png

This objective begs to be used in Sith control decks. Sith Vader with Force Chokes and Force Lightnings and now this pod = a ton of direct damage. The General has a non-edge dependent tactics icon which Sith always loves and the event adds some nice versatility.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Dr. Video Games 0029 posted:

Okay, here's the scenario: It's right after an edge battle, and I've won. I have a Twi'lek Loyalist as attacker, and I elect to use his Focus strike to put a focus token on one of my opponent's defenders.

Does my opponent resolve ANY of his defender's strikes, or is that particular defender now considered exhausted and can no longer take part in the engagement?

Also, must strikes be resolved one at a time, left to right on a attacker's/defender's card? Or can you pick and choose which strikes happen first? In other words, does it work like this:

  • LS declares attackers - Yoda.
  • DS declares defenders - a Heavy Stormrooper Squad and a Devastator.
  • LS wins edge battle.
  • LS resolves first strike - resolves Focus strike and places one Focus token on DS Devastator.
  • DS resolves first strike - resolves Unit Damage strike and places one damage token on Yoda.
  • LS resolves second strike - resolves white edge battle Unit Damage strike and places one damage token on Heavy Stormtrooper squad.
  • DS cannot resolve any more strikes due to having lost edge battle and having Devastator exhausted by Yoda.
  • LS resolves third strike - resolves white edge battle Objective Damage strike and places on damage token on a DS objective.
  • Engagement ends. Does the Unopposed Bonus trigger, since Yoda survived?

Thanks in advance for helping.

When a unit strikes it resolves all of its strikes before the next unit gets its chance to strike.

And yes, a unit cannot strike in combat if it has a focus token, so winning the edge is very important if Tactics icons are involved. Palpatine is a nightmare if he gets to strike first.

Free Gratis fucked around with this message at 17:04 on Aug 9, 2013

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Manifest posted:

It can still destroy an x-wing with the character damage the card has during an engagement.

I extrapolate this as the Empire loading a Rancor into a large escape pod and launching into a Rebel base and it happened to rampage in the hangar.


I'm sad that this game hasn't caught on in my local scene. I'll still buy all the cards because I like the game and I'm a sucker for owning complete sets.

Free Gratis
Apr 17, 2002

Karate Jazz Wolf

tijag posted:

The game is really developing nicely. I feel like Netrunner is so popular because of how many people remember it fondly, and because the original design was by Garfield which carries a lot of weight with MtG players, or really game players in general.

I personally did not enjoy the game enough to keep it. No empathy for the cards, and it really ended up just feeling like a frustrating puzzle that I wasn't enjoying trying to solve.

Meanwhile I play SW LCG and AGOT LCG, both of which I find very enjoyable.

At least one guy in my local scene refuses to even acknowledge its existence because "I played the Decipher version."

Some of the other critiques are just really misguided, such as "All the Darkside has to do is wait so many turns and win."

Every critique involves a player that hasn't even given it a try.

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Free Gratis
Apr 17, 2002

Karate Jazz Wolf

Yeah these are intended to be used against multiple people. Palpatine and Vader's abilities also don't make much sense without some special rule variant either.

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