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No Disintegrations - Multiplayer Madness

Star Wars No Disintegrations Ketricel

Welcome one and all to another week of the insanity that is No Disintegrations. This week I wanted to touch on some of the broader aspects of the new 2v2 format which just recently had the rules released in preparation for Worlds. For those that may have missed it you can go HERE for the tournament rules and scroll down to page 6 or you can go HERE to see the complete rules set including deck building restrictions.

This new format seems like a very fun aspect to the game as it will allow for some more diverse decks and strategies to be used as you are at the most basic level constructing a 20 objective deck and breaking it apart. Some of the key points to remember when building decks for the new 2v2 format are:
  • You can only have a single copy of “Limit 1 Per” objectives across both decks.
  • You can only have up to 2 copies of any other objective set across both decks.
  • Both decks need to play as stand alone decks, but work well together.
The first two points make perfect sense based on the rules, however the third point seems a bit odd as this is a multiplayer format so why should my deck have to stand alone? Because of how the attack/defend structure of 2v2 works you can only influence your partners board in minor ways, the same goes for who you are able to attack during your conflict phase. This means that your deck has to be able to stand on its own with only minor support from your partner during certain phases. This does not mean that there isn’t quite a bit that can be done when building your decks to lessen some of these limitations and constraints.

Can with Protect, Targeted Strike, Tactics Icons, or the phrase “each enemy X” are INSANELY powerful in the 2v2 format because they can be used to hinder any opponent or to aid your partner above and beyond the limitations built into 2v2 by FFG. The prime example of a powerful card that gets just that much better in the 2v2 format is Home One. It has the Reaction: After this unit is focused to strike as an attacker, deal 1 damage to each enemy objective not currently engaged. Instead of the usual 2 extra damage Home One can usually dish out, you can now be doing a massive 5 extra damage if it is able to strike. This raises the threat presented by Home One exponentially in 2v2 and makes it rather imperative to keep it alive. This can be easily done with the Protect keyword by your partner as they can use this to move damage over to their units when able and allow you to swing for the fences. With this in mind I decided to build up two LS Vehicle decks that would work well together and create a hyper aggressive set of decks.

LS Deck #1:
Affiliation:
Smugglers and Spies (Core)

Total Objective Sets: (10)

2x The Defense of Yavin 4 (Core)
Red Two (Core)
Y-Wing (Core)
Astromech Droid Upgrade (Core)
Hidden Outpost (Core)
Rebel Assault (Core)

2x Hoth Operations (The Desolation of Hoth)
Wedge Antilles (The Desolation of Hoth)
Rogue Three (The Desolation of Hoth)
Snowspeeder (The Desolation of Hoth)
Hoth Survival Gear (The Desolation of Hoth)
Target of Opportunity (The Desolation of Hoth)

2x Preparation for Battle (The Search For Skywalker)
Hoth Scout (The Search For Skywalker)
AAC-1 Speeder Tank (The Search For Skywalker)
AAC-1 Speeder Tank (The Search For Skywalker)
Tauntaun (The Search For Skywalker)
Shelter from the Storm (The Search For Skywalker)

2x Prepare for Evacuation (A Dark Time)
Renegade Squadron Escort (A Dark Time)
Renegade Squadron Escort (A Dark Time)
Action-series Bulk Transport (A Dark Time)
Ion Cannon Burst (A Dark Time)
Battle of Hoth (A Dark Time)

2x Attack Pattern Delta (The Battle of Hoth)
Rogue Leader (The Battle of Hoth)
Rogue Two (The Battle of Hoth)
Snowspeeder (The Battle of Hoth)
Snowspeeder Launch Bay (The Battle of Hoth)
Battle of Hoth (The Battle of Hoth)

LS Deck #2:
Affiliation:
Rebel Alliance (Core)

Total Objective Sets: (10)

2x The Rebel Fleet (Core)
Home One (Core)
Y-Wing (Core)
Repair Droid (Core)
Hidden Outpost (Core)
Target of Opportunity (Core)

2x Mobilize the Squadrons (Core)
X-Wing (Core)
Rookie Pilot (Core)
Trench Run (Core)
Rebel Assault (Core)
Covering Fire (Core)

2x Renegade Squadron Mobilization (The Search For Skywalker)
Renegade Squadron (The Search For Skywalker)
Renegade Squadron Operative (The Search For Skywalker)
Munitions Expert (The Search For Skywalker)
Echo Caverns (The Search For Skywalker)
Target of Opportunity (The Search For Skywalker)

2x Raise the Stakes (Edge of Darkness)
Blockade Runner (Edge of Darkness)
Cloud City Operative (Edge of Darkness)
Bothan Spy (Edge of Darkness)
Smuggling Compartment (Edge of Darkness)
Swindled (Edge of Darkness)

2x Across the Anoat Sector (Edge of Darkness)
Sleuth Scout (Edge of Darkness)
Sleuth Scout (Edge of Darkness)
Undercover Operative (Edge of Darkness)
Smuggler's Run (Edge of Darkness)
Over My Dead Body (Edge of Darkness)

The goal when putting these two decks together was to put the most amount of pressure on your opponent’s as possible and to keep that pressure on consistently. A Hoth speeder deck is able to do this rather effectively because you can choose which opponent to compare the number of controlled Hoth objectives against, which should assure you of having all your objectives active a majority of the time. Add to that the ability to run Protectors, Echo Caverns, Home One, and 4 copies of Rebel Assault across both decks and you can quickly see the amount of damage that can be dished out. With your attacks you also can stack your speeders to win easy edge battles with an active Hoth Operations out and your partner can assist your attack with Home One to assure getting that first strike in and dealing the maximum amount of damage possible. There are so many neat interactions such as this across the entire spread of 2v2 decks that we have yet to do more than just scratch the surface of what is possible. In these last few weeks leading up to Worlds I hope to explore the unexplored territory of 2v2 even more as there is so much to learn about this exciting new format.

Thanks again for checking in for No Disintegrations this week. Hopefully everyone enjoyed this quick overview of some of the 2v2 ideas I have had brewing in my head. Check back next time where I will be going over my ideas for Dark Side 2v2 decks. If you have a deck you would like to have featured in an upcoming No Disintegrations article please feel free to post it below or PM me. As always without each and every one of the valued members here at CardgameDB.com I would be writing to no one so I thank you for your time and may the top deck always be with you!
  • slothgodfather likes this


15 Comments

Looks great. I can't wait for the multiplayer expansion to arrive.
What are the chances of having 2v1 work with the same rules as 2v2? I am not a big fan of the idea of the scenarios (Hunt for Skywalker & Jerjerrods task). I only have 2 friends I play casually with and we crave more multiplayer options like AGOT.

Thanks.
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slothgodfather
Oct 22 2013 05:46 PM
I played my first 2v2 game over the weekend and it was a blast even without specifically deck-building with 2v2 in mind. Granted, after the game I immediately when through all the cards to see what worked better now and my mind boggled at the raw power of Home One now!

I'm still not as familiar with all the cards as I'd like to be. Is there any light-side cards to remove focus from HM so we can use it more than once a round?
I'm worried the Smug heavy deck is too top heavy while the cheap deck is the one with DoY4
    • SmokeyJ likes this
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slothgodfather
Oct 22 2013 05:58 PM
@Mancora - in your scenario are you allowing the DS player to have 2 decks because then it would work just fine. Otherwise there is a balance issue of having 2 opponent's able to attack the DS player.

Since you are looking to change the rules to fit your play group, I'd look at a few more to enable the DS player to have a more balanced experience.

If he is playing a single deck, let him start with 5 or 6 objectives instead of 3 and a larger reserve value. Also perhaps say that either no objective could be attacked separately by the LS players (so a single objective cannot be attacked more than once a round) - or perhaps that the LS players share the combat phase and have to attack together. Might also leave their win condition @ 5 objectives. I would remove the "collective" feature as it seems too over powered in 2v1.

Just some thoughts.
How do you check for the effects of objectives like Hoth Operations and Attack Pattern Delta? I mean, does the objectives controller compare against the opponent in front of him, against both, or does one team compare its total of Hoth objectives against the whole opponent team?

How do you check for the effects of objectives like Hoth Operations and Attack Pattern Delta? I mean, does the objectives controller compare against the opponent in front of him, against both, or does one team compare its total of Hoth objectives against the whole opponent team?


The player controlling the effect gets to chose who to compare against. So if one opponent has for example 3 Hoth objectives, while the other opponent only has 1 you could compare against the person with fewer and get your ability triggers.
The protect key word is a little confusing to me with 2v2. In the rules, it say that you can protect a friendly unit (which would work well in 2v2). On the actual card it says "If a Character/Vehicle you control is damaged, you may place the damage on this unit instead." SInce I don't control my partner's units, would that work? I'd say rulebook trumps the bracketed text on a card.
(Faq 2.13) Protect
Some cards have the ‘Protect’ keyword followed by a
descriptor other than a Trait (e.g. a card type, specific
card name, etc.). A card with such a keyword (e.g.
‘Protect objective’) may take damage instead of any
friendly card that matches the specified descriptor.

So any friendly unit.

The protect key word is a little confusing to me with 2v2. In the rules, it say that you can protect a friendly unit (which would work well in 2v2). On the actual card it says "If a Character/Vehicle you control is damaged, you may place the damage on this unit instead." SInce I don't control my partner's units, would that work? I'd say rulebook trumps the bracketed text on a card.

The rulebook actually covers this on page 25: "Some keywords are followed by reminder text, which is presented in italics. Reminder text is a shorthand explanation of how a keyword works, but it is not rules text and cannot replace the rules for that keyword in this section."

This then leads you to the rulebook and faq definitions for protect, which both specify friendly units, as you observed.
Three words:

Aggression, plus Executor.

Then, two words:

Vader's Fist.

HOLY COW is it a mean combo in multiplayer, especially if Palpatine is out and you can keep cycling it back into your hand. Ask me how I know this. :) And don't get me started on Vader's Fist.

Micah

*EDIT* The combo I'm talking about is simply Aggression + Executor. Vader's Fist is just a nasty card by itself.
    • SirKhan likes this
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slothgodfather
Oct 23 2013 08:28 PM
What part does Vader's Fist play in that combo? Yes it is a good set but is there some synergy that I am overlooking? Or do you just mean the objective dmg they offer to blow things up for Palpy?
They don't interact, I was just mentioning a couple of cards that work very well in multiplayer. At first things seemed kinda skewed against the DS when there are 4 players, but my play group kinda changed their minds when these cards hit the table.

Micah
Is it so wrong I just want to build the Death Star II and blow some planets up?
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FATMUSICGUY
Nov 06 2013 08:00 PM
As I was reading the rulebook you provided here I came across an excerpt that prompted me to believe that "Trench Run" is banned from multiplayer play.
It read:
"Card effects may impose a loss condition upon its own team, or provide the opposing team with additional win conditions. Card effects cannot be used to change a teams own win condition".

I guess it makes sense because the game would be heavily skewed in the LS's favor if 2 players only had to do 10 damage to win a game.