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Bring the Pain

Imperial Navy

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Objective Set Type

Total Objective Sets: 0
    Primarily based on vehicles, but with a splash of troopers from the one Motti Pod to help provide some sleuth stoppers. Lots of resources (or resource reductions) are provided by Needa, Motti, Duty, Logistics and Fleet Officers, Orbital Resupply Stations, Control Rooms, Death Squadron Stations...you get the idea. Yeah, your units cost 4-6 for the good ones...but with all of these resource cards you really should NOT have an issue affording them.
    The I-Class Destroyers, Thunderflare, AT's (of all sizes), Storm Troopers and Devastator all have good unit damage to keep the enemies back. When you want to go on the assault you should have no issues doing so with a TON of objective damage.
    Sample Hand Reload Other Information
    Resources GeneratedCombat IconsForce Icons
    000


    5 Comments

    Deck went 1-1 in my first night of test playing it. The first game everything worked. Got out a few good stoppers early, and a Re-supply Station first turn made the deck affordable. Won the game running away. Second game got a bad hand even after the mulligan and had no resources until the third turn (and got a bad objective draw with 3 two resource pods to boot...I would rather have the abilities of the other objectives). Still was fun to play.
    Photo
    ZackyMidnight
    Dec 23 2013 07:01 PM
    how do you feel this would be able to do against slueth?
    Probably not great in truth. You would be very reliant on using maybe 1/10th of the deck to stop them. You have the 2 AT Officers from Endor (edge dependent Tactics) Fleet Navigators (again, Edge Dependent Tactics) from the Deploy the Fleet, Imperial Officers from Death and Despayre (Non Dependent Unit Damage) and the two Storm Trooper's from Motti's Pod that can actually block them. Its not much. The good news is most Sleuth decks aren't good at dealing with big units themselves and aren't built to defend. If you can get a few heavy hitters out early and can stall the sleuth's just enough you may be able to bust them up fast enough that you win through objective destruction before they do. At least that's my theory. I was looking for a synergy deck and didn't think the other normal Sleuth Stoppers I would use worked well in this build just to deal with one particular deck meta which isn't used much in my group.
    As much as I love the devastator (I claimed it to be my favorite card in the game for some time) I've really grown out of favor with the objective as a whole. Since you're playing with the at-at set, I would recommend the General's imperative set x2 instead of the devastator. Veers himself will synergize well with both your AT-AT's and your motti stormtroopers, and will provide and additional 4 units with shielding to protect against unblockables. I know you're definitely giving up resources going this route though, but it's just a consideration. And that turbo laser never EVER seems to pan out.

    I've had a lot of trouble with similar decks being way too over the top on huge units.
    OR you could simply play another Imperial Command for resources and cheap defenders.
      • mikado likes this

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