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# ¿ May 9, 2024 07:22 |
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alg posted:Honestly, it's really hard to critique a deck without 2 sets of each box. I will probably order a second set. What do you recommend changing? I'm not particularly happy with the Asteroid Sanctuary objective. It would probably be replaced with another Questionable Contacts. Otherwise I'm not really sure. Another Raise the Stakes or Trust Me could go in; not sure which one I like more. Raise the Stakes I think is a stronger card if I'm doing a split attack against all the objectives, but I don't really know how feasible that actually is until I start playing more. The first game I had a very low amount of blaster icons on my cards so I couldn't actually kill his defenders so I'd attack and nothing would happen since his guy would already be focused from attacking me and my guy would have no icons. There was usually only one battle where we'd commit cards to the edge so he'd usually beat me on that. So I also tried to add in more characters that had black blaster icons.
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# ¿ Aug 7, 2013 15:57 |
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alansmithee posted:Asteroid Sanctuary is extremely good. There's not one card in there that's bad. If anything, drop Hit & Run for another Questionable Contacts (Han is arguably the best unit in the game). Since you have a lot of important characters, adding one Chewy pod would be good, and maybe one of the pod with the Guardians of Peace. Raise the Stakes and Opening Moves can be cut for those. If you do add those, switch to Jedi affiliation (so you can always play your guardians). Why is Hit and Run not good? The objective itself seems amazing. Secret Informant is expensive but being able to get a double use out of a Target of Opportunity(or two) certainly seems to justify the cost, along side 3 strong Fate cards. I basically saw the Secret Informants as a bomb along side a couple Target of Opportunities. Asteroid Sanctuary; the objective itself doesn't seem particularly strong. Millenium Falcon is good, but expensive. Twist of fate obviously pretty strong. Bamboozle is good, but also a bit expensive. CC Guest Quarters is solid. CC Operative seems quite good. Opening Moves for The Secret of Yavin 4 and switching my affiliation to Jedi just to have the resource to always play from it is a solid idea though. None of the cards in Opening Moves were particularly good in the deck. Also the Wookiee Life Debt I can replace Raise the Stakes with now, I guess I am probably overestimating how many battles will be unopposed.
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# ¿ Aug 7, 2013 17:16 |
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I ended up keeping Asteroid Sanctuary. I replaced Trust Me and Opening Moves with Wookie Life Debt, then swtiched to Jedi affiliation and added in A Journey to Dagobah. I still really like the Secret Informats as a finisher being able to deal a lot of damage before icons are used is great. Even if I lose the battle itself I think it's quite good. I got in two games yesterday and Blockade Runner was the MVP. My opponent was doing a Sith/Navy deck and came out with high cost targets early in both games, so he was unable to defend his objectives from it at all. The first game I followed up with Chewbacca and then double striked Vader the turn after he came out to kill him off. A good learning game, his deck should have been more defensive than it was, he was being a bit more aggressive than he should have been and as such he couldn't use his guys on defense. Second game I had the Blockade Runner again and followed it up with the Falcon and did exactly what you guys are talking about, I sent it into battle, focused it, then returned it to my hand to play Han, and then had Han attack a different objective. Very strong. Rules question: Focus token. If you have a focus token you can do anything, attack/defend/commit to the force/use action or reaction on the card UNLESS that action requires you to put a focus token on it. Correct? If I'm overrating objective damage because it's effective against my opponent, what should he be doing to lower my opinion of it?
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# ¿ Aug 9, 2013 02:51 |
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Looking forward to these new cards. Smugglers are running all over me. I taught a new guy to play tonight and he destroyed me both games with them. I may have to take the dark side cards back from my friend and sit down and figure out how best to counter them. Han, Blockade Runner, and Chewie are just brutal drops.
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# ¿ Aug 13, 2013 15:51 |
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Bosushi! posted: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. I feel the same way. I'm enjoying this a lot more than Netrunner at the moment, I feel like the game is a lot more balanced. I'm really looking forward to picking up Battle of Hoth and making some Hoth based objective sets. I love how quick the game starts too, right from turn 1 there's pretty intense action all the way till the end.
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# ¿ Aug 28, 2013 05:35 |
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I loved the old Decipher game, but the first thing I did when I rebuilt my collection of it was to work on writing up "scenarios" that attempted to take two decks and balance them using a set of victory conditions and points. I took a look at the player committee stuff and it was all just trying to keep the same cycle of meta going with the old game. That's fine if you're developing the game for the hardcore players but I knew having to explain virtual cards and all that to anyone new I wanted to teach the game to was going to be completely overwhelmed. Then along comes the SW LCG here and takes everything I was attempting to do with the old game and adds in simpler rules. Specifically I'd been looking to: - Get players into the meat of the game by having them start with more resources and even some units on the board from turn 1. - Shorten the length of the game for new players by having goals that would show players the game would end in y-x number of turns. - Simplify deck building by allowing players to change out X number of slots in a deck, but not total freedom. - Make tracking less of an issue. I find it hilarious that they printed cards that made your opponent shuffle his deck to get around this. Destiny, to me, should always have been about a mix of deck building and randomness, not just memorizing where a card was in your deck and learning to count cards to get back to it. The new Edge battle thing is a perfect solution, each card is 0-4, most being 1-2, with twist of fates for that bluff. - Eliminate the "force drain" as a primary win mechanic of the game. Seemed like a good idea in theory, but losing some of your best mains because you took a couple hits early can be brutal. The nature of the Light side being able to recover cards and the Dark side being able to drain more wasn't entirely balanced in my mind. - Give more purpose to having a deck that's full of not rare cards. You never used cards like Stormtroopers or generic soldiers because they always had crappy forfeit values and terrible destiny. When I first saw the game I thought it would have been perfect if stuff like storm troopers and tie fighters had good destiny values so that you'd want to include them to offset the main characters usually having 1 destiny. So in short, the LCG gives me everything I wanted to change about the old game to make it friendly for new players at the expense of very little. It's awesome, I hope I can get some more people into it.
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# ¿ Aug 29, 2013 01:09 |
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Corbeau posted:I still use the old Decipher game as a perfect case study in bad card design. Do you mean graphically? Because the original L5R cards were pretty ugly. I think my only real complaints with the Star Wars Decipher design were the obscene amount of text they crammed on to just about every card, and the location/size of the cost and forfeit value. Card games were still pretty young in those days but I think we knew enough to know that things that are important like that should be large, bold, and color/icon coded if possible. Mechanically it was not pretty either but I do have fond memories of looking at cards and seeing things like "Immune to 'I have you now.' and 'It's Worse!" but drat that was a mess of a game. From a design/thematic view, I loved how if you had Jabba, in the Audience Chamber, with a captive of ability greater than 3, you'd have some bonus to something. PaybackJack fucked around with this message at 04:29 on Aug 29, 2013 |
# ¿ Aug 29, 2013 04:22 |
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alansmithee posted:I actually think the original L5R cards look nice. It wasn't the cleanest design, but I think it had a lot of style. I thought the template they went to afterwards is too plain and dull, especially for the setting. Definitely agree about the style, I liked the bordering a lot thought it was distracting. My biggest problem was the font they used for the numbers. It made it really hard to view your opponents numbers at a quick glance. I wasn't a huge fan of the design after that but at least it cleaned up the cards so they were easier to read. The new design is quite nice, I think they found a nice balance between form and function.
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# ¿ Aug 29, 2013 07:39 |
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Any of you guys regional winners? I'm trying to find some decent scans of the alternate art affiliation cards but I'm having a hard time finding them. I'd like to use them as a template to make foil cards, if any of you have them and don't mind scanning them and sending them to me; you'd be awesome.
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# ¿ Sep 20, 2013 23:43 |
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tijag posted:You just needed to participate in a regional I think to get the alternate art affiliation cards. Yeah, that coin is pretty sweet. Would you mind scanning those cards for PJOmega and myself?
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# ¿ Sep 24, 2013 19:52 |
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PJOmega posted:I'd gladly toss you the cost via paypal to compensate. Same here.
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# ¿ Sep 25, 2013 08:16 |
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I'm all about some game swag, and that Balance of the Force token that was given to regionals winner was drat cool. However it was not $280USD cool. Good luck guy. I wouldn't pay $100 for it, but I'm sure you'll get at least that much.
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# ¿ Oct 14, 2013 14:50 |
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Amazing ability text. Less than impressive icon line. If those were Tactics instead of Blast, well that would be awesome. Blast is interesting though, gives her some synergy in Imperial decks for Offensive strategies, the other cards in her set don't really have much synergy with Imperial though so I guess you'd have to splash the Imperial into a Sith deck.
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# ¿ Oct 16, 2013 19:40 |
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tijag posted:This fits in really well with sith control because she will clear boards regularly and blow up objectives. If she gets that lightsaber she's one shotting a lot of really good units with her targeted strike, and you'll still have 3 force cards to lock the force down. I haven't played a lot of offensive Sith so I'll have to check out that style. She's a fantastic first turn drop, no doubt about it.
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# ¿ Oct 17, 2013 04:07 |
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Carteret posted:Nope. There was one listing for 40 dollars on ebay but it timed out. If ebay falls through I'll make you foil ones using the scanned images I received from a nice person a while back. They're not the thick acrylic that the real ones are but they are shiny! In actual content, what happened at Worlds? Did anyone here go?
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# ¿ Nov 11, 2013 13:18 |
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Carteret posted:I may take you up on that! I'll have to check that out, we're super excited for multiplayer as well.
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# ¿ Nov 11, 2013 19:55 |
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PJOmega posted:Does anyone have an active local scene? Mine is slowly building. It's hard because Netrunner is so popular, I'm hoping that once we get a "Team" for Netrunner going, we can translate that into Mage Wars, Summoner Wars and Star Wars LCG. Unfortunately my scene is not super competitive but once we bring some of the players of other games into this one, I'm optimistic that we can open up more competitive play.
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# ¿ Nov 17, 2013 11:29 |
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Deluxe expansion is coming in this week. Anyone already checked it out? I'm really looking forward to multiplayer: 2v2 mostly.
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# ¿ Dec 9, 2013 09:00 |
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PJOmega posted:I can't help but feel that the game would be better if the majority of pods were 1-of and the 2-ofs were the abnormals. Then data packs could have more than 1 pod per faction. The game is all but dead in my area and a large complaint has been the general lack of card options per period. You don't necessarily need to do the other ID as your splash faction, the game is getting to a point where you can make a pure deck and be fine or one guy in our group always builds decks using all three factions and adds the neutral one that allows you to ignore faction requirements and he is the second best player in the group. Got to play a couple games of 2v2 last night and it was great. I thought the multiplayer stuff was really smooth though I think the rebels had a bit of an easier time, the Smuggler rush and Hoth rush aggro decks that my friend and I played, absolutely dominated the DS and we won on our third turn and actually could have had destroyed more DS objectives than the dial was at(dial was at 5 and we could have blown up 7). It was a lesson in why you don't just start dropping bombs, first turn from one DS guy was Vader and the other guy played an At-At, my objective flip was a pair of Anoat Sectors and I had blockade runner in my opening draw. First turn knocked out an objective and set the pace from there. After the game we chose teams for next week and are coordinating our decks for maximum effect. Looking forward to it. We might also try the 3v1 or 2v1 scenarios if new players show up. I'm thinking the 2v1 scenario might be a good to teach new players the game.
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# ¿ Dec 20, 2013 03:51 |
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Last week we tried the search for Skywalker 2v1 scenario. Man that Light side deck is brutal. You really need to build strong decks to manage it because it just ran over us both times. Red Five is nigh unstoppable and with the enhancements the deck runs it's silly powerful. Second game we just managed to get Luke on the board and then didn't have nearly enough guns/blast icons on the board to kill him.
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# ¿ Jan 5, 2014 05:52 |
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jivjov posted:My wife likes the game, but not nearly as much as I do. I ran into a buddy that's typically into heavy Eurogames or stuff like Twilight Struggle and found out that he and his girlfriend had been going to the board game store a few times a week to play this game. Good to know another couple enjoys it. Apparently she's not into the movies/theme at all but really likes the mechanics.
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# ¿ Jan 21, 2014 19:26 |
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Well I guess Sith won't be getting played less anytime soon. Force Storm is a tremendous counter to Hoth Speeder & Sleuth Scout decks.
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# ¿ Feb 4, 2014 06:08 |
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PJOmega posted:Shame the rest of the pod is so mediocre. I'm actually not too unhappy with it. The Imperial Inquisitors are basically a resource with added benefits, Jerec isn't amazing but he's got decent HP and his ability is pretty annoying. I think Echoes of the Force has some potential as well for super control decks.
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# ¿ Feb 4, 2014 07:06 |
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Carteret posted:Alt-art from the new league kit: So much better than the terrible promos they had before.
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# ¿ Mar 7, 2014 05:47 |
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Bunch of new posts in the Star Wars thread! Yah! ...Oh, it's all about how the game is dying/dead. I wish FFG would step it up on their releases; this drought of no new cards is killing the interest level.
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# ¿ Mar 30, 2014 10:40 |
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zokie posted:I find the game to be very deep and it has lots of different things you need to keep in mind. Building decks is challanging and fun because of the pod system, having more limitations and "fewer" choices leads to something much more interesting. Still the game suffers from the small card pool but it's only just started. The next cycle looks like it will focus on making Balance of the Force much more important than it already is, I'm really looking forward to it. They layed groundwork for a lot of content like this where now we're seeing a focus on the Balance; last arc was a focus on the Hoth objectives themselves. In the future I'd like to see the Edge battle also get an arc where everything that's anything does cool poo poo with the Edge; I could see Scum and Villainy having cards that do amazing things when they don't have the edge. There's a lot of areas they can expand into without having to go into "tribes" territory, but that's an option as well. The objectives really open up a lot of options as well, since you have three "starting effects" every game; they could really play with that as well.
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# ¿ Mar 30, 2014 15:32 |
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I can't wait for more cards come out that play well with Across the Jundland Wastes. I want some TIE heavy Navy ones that focus on anti-vehicle stuff. I do like it now with Jabba but he's just so drat expensive. I built a fun deck the other week that used Executor, Viper Probe Droid and The Killing Cold. It was a slow combo to set up and you had to hit the Killing Cold which makes it difficult but once you had it you couldn't lose. I threw in Cruel Interrogations for more control and everything else was Hoth. It was pretty wacky, but I love how combo-rific the Executor is. PaybackJack fucked around with this message at 20:25 on Mar 30, 2014 |
# ¿ Mar 30, 2014 20:17 |
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MagusProject posted:So I just picked up a cheap copy of this game to play casually with my less serious game friends. Is there a recommended purchase order for the add-on packs, and what should I buy for organizing/protecting the stuff? Get the deluxe expansion "Edge of Darkness" first. Then I'd say get the second deluxe expansion. Since you're just playing casually the 3v1/2v1 decks in the second expansion are good for casual play, particularly if one person is a much better player than the others.
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# ¿ Apr 6, 2014 11:55 |
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alg posted:That heat shield I am really liking the Rebel stuff that we've seen from this cycle. Forward Reconnaissance is a really interesting objective set. This one is also very cool, the only downside being that I don't see Sith relying on a lot of Fate cards so it doesn't do much for the meta there.
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# ¿ Apr 17, 2014 19:42 |
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alg posted:Got the new cards today, just in time to drop Dash Rendar into my Sleuth Scouts deck for a saturday Store Chamionship. Can't wait to destroy some unsuspecting Sith shitbird Just hope he's not the new Sith objective, Force Storm or whatever it's called that does 2 damage to everything not committed to the force is retardedly good and makes running Trust Me out of Smugglers and Spies almost mandatory.
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# ¿ Apr 18, 2014 12:21 |
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jivjov posted:Picked up my copy of Lure of the Dark Side today, and I'm of two minds. I'm loving some of the new effects, like the Commando Operations pod screwing with Fate card usage, and Against All Odds having a lot of effects based on hand size...but I was really hoping this cycle would have something like the Hoth cycle's metamechanic of so many things hinging on a Hoth tag. I'm glad it doesn't do this. This makes deckbuilding a lot more interesting because the format is already limited to forcing you into "Hoth" decks was kind of annoying, it was usually difficult to splash those objective sets along with Non-Hoth objective sets.
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# ¿ Apr 19, 2014 20:39 |
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alg posted:https://www.youtube.com/watch?v=suwPzOSqYCw That's great! More incentive not to play Smugglers and Spies. I hope they do this with Dark Side, I'm still not feeling the Scum and Villainy stuff, I hope they can get some really strong cards.
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# ¿ Apr 28, 2014 17:00 |
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So apparently cards are captured facedown, that's good to know. I wonder if they should be indistinguishable from each other if you have multiples. I should probably get around to reading the FAQ for this game. I like the Rebel and Smugglers objectives as well. Just realized we're still missing a couple Sith cards. However so far that set doesn't look so great although Deadly Sight is pretty strong against Sleuth Scouts but overall I don't think it will be better than the first Sith one. PaybackJack fucked around with this message at 14:28 on May 2, 2014 |
# ¿ May 2, 2014 14:21 |
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alg posted:Well this is really loving disappointing. I am shocked that this happened before it happened in Netrunner. That said, being able to drop your Freeholders for almost free after getting to draw into them for free was probably a bit too good. It probably won't have been so bad if they hadn't doubled up on each of the cards either. A pair of Freeholders are nothing to shrug at either, they're hard to lock down with Tactics because of Elite and they have a ton of life.
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# ¿ May 21, 2014 22:15 |
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Taran_Wanderer posted:I'm looking forward to using The Flight of the Crow in my Jedi deck. While the Moldy Crow is pretty awesome, I think Valley of the Jedi is going to be more important, as it's the first card with Jedi resources. As for your deck, I'm always a little leery of using 4 sets of the minor affiliation. I'm not too fond of more then 1 Heroes and Legends either, because do I really want 4 Kyles floating around? Personally, I'd take out a Heroes and Legends and an Against All Odds for 2 of The Secret of Yavin 4 or In You Must Go. Thanks for the Feedback, I find that Dash is usually pretty good no matter what I run, and you're right about the 4 Kyles but its nice to have a big drop for Edge battles and 3 is pretty good to follow up a twist. I also built the deck around being able to bounce things with the objective so I'm trying to see that as much as possible. Bouncing Dash or Luke can really swing a game. I'm a bit leery of using 4 sets of a minor affiliation as well I'm hoping it won't be a problem. I might swing into Jedi primary and use a pair of Han instead of ObiWan. I don't like Obiwan's objective set that much and I feel like Han would be better given that he also comes with resources and Forgotten Heroes doesn't work off Heroes and Legends, but I do like Jedi Mind Trick and while Swindled is good, it's no Mind Trick. Sith-wise you're probably right about Counsel being not worth it in this deck. While I did enjoy the draw power, the set itself isn't so helpful. Although I'm not really feeling Executor either because the Holocron is pretty much the only thing worthwhile in the set. I'm not sold on Plan of the Prophetess either but more tactics icons is good I guess. For a while I was leaning toward Heart of the Empire because Force Stasis would be great but I don't want to draw into two of them but there's a lot of other targets for the Defense Fleet. Maybe I'll go with 1 of that and 1 Plan of the Prophetess.
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# ¿ May 30, 2014 19:24 |
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Taran_Wanderer posted:Ah, Heroes and Legends bouncing shenanigans are pretty cool. I had some moderate success using Jan Ors with my Jedi deck, especially after I added Embers of Hope. The 0 cost Moisture Farmers worked so well for Ors, and getting Targeted Strike on Kyle Katarn is ridiculous. Obi-Wan isn't so great, yeah. I stubbornly keep him in my deck, and he pays off when I get him out, but that 5 cost was really hard to swing. Hopefully The Flight of the Crow's resources will help my deck out with that. If you want to keep Jedi Mind Trick, maybe Jedi Training? Not the best set, but the cheaper units might might help a bit, and with all the new stuff encouraging people to win the Force Struggle, it'd be nice to have help with that. Reconnaissance is always an option, 3 good fate cards and a pair of free objective damage weenies. I'm going to run with 2 Hearts for right now and test on Sunday. I'm thinking that Force Stasis might not be as good with my current setup because I'm trying to keep the Force on my side but it's a nice trick to delay Han/Luke/Dash or those drat Freeholders a turn. Those things are probably my biggest issue right now, they're really loving good. I'm thinking people might go for Dash over them. Is there no organized community for Star Wars like there is for Netrunner? I can't even find winning decklists from the past regionals without having to go to specific regional store sites.
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# ¿ May 30, 2014 22:21 |
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Taran_Wanderer posted:There Is No Escape will be helpful with that, too, if you've got enough resources out, though I think playing A Game of Thrones has biased me towards board wipes. I'm pretty biased towards board wipes myself pretty much every MTG deck I built back in the day had at least 2 Larry's disks. That's the sole reason I'm running Jerec's set is for that sweet Force Storm which is my big counter to speeder bullshit. There is no escape isn't that great since I have to play it after they've attacked but depending on board state it could still very much come in handy.
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# ¿ May 31, 2014 08:14 |
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# ¿ May 9, 2024 07:22 |
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After a long day of testing I'm going pure Smugglers and Spies using Dash over Freeholders. Sith side I went with 1x Emperor and 1x Executor instead of the Counsels. I tried x2 Heart of the Empire but the Defense Fleet never worked out and Force Stasis wasn't as good as I'd hoped either. I wish I'd had more time to play around with the new Scum set, it could be good.
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# ¿ Jun 1, 2014 14:34 |