Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Capital I
Submitted
Kingn0thing
, May 15 2014 04:18 PM | Last updated May 16 2014 03:34 AM
Imperial Navy
- monoraze likes this
Affiliation:
|
|||||||||||
Order by: Objective Set Type Total Objective Sets: 0 |
![]() |
||||||||||
|
|||||||||||
|
Star Wars and all associated elements are © 2012 Lucasfilm Ltd. & TM. All rights reserved. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
5 Comments
I run something very similar to this. I find that it generally works reasonably well, but is sometimes extremely inconsistent in the early game. It all comes down to resources and getting early game units out on the field.
I've personally replaced the 2x Dark Time for the Rebellion. The effect on the objective is awesome, but the units are "meh" at best. I replaced them with 2x Imperial Command for several reasons:
Alternatively, 1x Imperial Command and 1x Endless Reserves could also work, but I haven't tested that yet.
I will second Kennedy's notion of Victory or Death. Your "money" in this build is not from traditional means. You get it from card effects and objective effects,, so I view Motti as not needed. If you are worried about stopping Sleuths in the traditional way, you can't with this build. 4 storm troopers won't change that either. Stop them by blowing up the Annuat Sectors and Raise the Stakes before they can do too much damage. You can literally out gun and out run a sleuth deck if you are aggressive with this build. We tested it two weeks ago and won 2 out of 3 against sleuths, both wins by 3rd turn. The lower cost SD's that can take the force for a turn (and keep your opponent from taking it due to the objective) are great. Everything about this deck relies on the key word "Capital Ship", so use it to maximum effect. Also, never be afraid to use Deploy the Fleet liberally with this set up. Doing 4 damage to it to play a 5 cost unit for 1 is a good exchange in the long run when each of your units can blow up objectives nearly by themselves. Its a risk, but usually one that paid off.
Killing your own deploy the fleet to clear death squadron command is sometimes critical.
Defense upgrade on deploy the fleet is clutch but beware the saboteur!
Thanks heaps guys, sorry for the very late reply i had heaps going on, but these changes helped alot!