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!
DS_ImperialWarMachine
Submitted
MasterJediAdam
, Aug 25 2013 04:05 AM | Last updated Aug 25 2013 06:02 AM
Imperial Navy
- mechoshira likes this
Affiliation:
|
|||||||||||
Order by: Objective Set Type Total Objective Sets: 0 |
![]() |
||||||||||
The Imperial War Machine is designed to strike objectives and control the ice planet of Hoth. With its mix of low cost to high cost vehicles, it enjoys relative freedom from many LS control cards such as Jedi Mind Trick while playing enough shields to effectively keep away a fair amount of damage or tactics. It also can be built with a single Core Set + the expansions. The original decklist is a real mix of OSets: 2x The General's Imperative 2x Unstoppable Advance 1x Sabotage in the Snow 1x Imperial Command 1x Shadows in the Ice 1x Defense Protocol 1x Deploy the Fleet 1x Dark Time for the Rebellion Strategy: The role of the War Machine is to roll over opponents. It does this through superior numbers that have an appetite for destruction, but the poise to weather the storms of the Icy planet Hoth. With 40 of the 50 command cards costing 3 or less and 28 units (56%) of the deck, it can be rather explosive. Driving the deck are a number of "war machine" facilitators; these vault the deck to the speed and power that can keep up with Han's Kessel Run in under 9 parsecs. The "war machine" cards are the Resupply Facilities, the Forward Command Posts and the majority of the Deploy the Fleet OSet (Deploy the Fleet, Fleet Navigator, Admiral's Orders and Fleet Command). In addition to the "war machine" cards, there are a number of other key cards that the DS player really likes to see. General Veers, the Trooper Vanguard and Orbital Bombardment are among these cards. Keeping up the defense with this deck is also fairly simple. The AT-ATs and AT-STs in the deck all have shielding, the troopers are decent to above average, and with the key card General Veers on the table, each of these units gain an additional unit damage icon. The one thing this deck really struggles with is edge battles. The DS player needs to understand which battles they need to win and which they can lose. Deck Match-ups: Jedi / Smuggler / Prep for Battle: In this match-up there is superiority in numbers. Don't hesitate to use the AT-AT's game text to get rid of pesky weapons or to dissuade an opponent's unit from trusting their feelings. Keeping the Force struggle might be a challenge, but keeping pressure on their objectives is another vital part of mission success. Succumb to the Cold, Aggressive Assault and Forward Command Post will be some of your strongest assets in this match-up. Smugglers / Wookiees: This could be the toughest of your match-ups, but it is where you need to be actively aggressive. You have 19 units of cost 3 or less, so that is no small number to overcome. In this match-up do your best to hold on until you have reached a critical mass with your units and strike to kill multiple objectives in a single turn. You would really like to see the sole TIE Assault Squadron, and if this deck is popular in your meta, you might consider doubling it in favor of Dark Time for the Rebellion. Rebels / Hoth Operations: The mirror strategy for the LS may have a issue as it is often too cold for speeders on Hoth! Much of their strategy revolves around controlling more Hoth objectives than you, and many of their best units are Edge Battle dependent. This is where your units quickly outdistance them as they do not exhibit the same Edge battle dependency as the LS. Play fiercly aggressive in the early turns and throttle back and wait for the re-attack. The rebels have plenty of tricks for the Imperial Navy, but in the end this bout should fall consistently in the DS favor. |
|||||||||||
|
|||||||||||
|
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.
69 Comments
A good portion of the objectives are only 1 resource as well.
:3
40% of the Objectives generate 2 resources
3 enhancements generate resources
5 units generate resources
1 event generates resources
2 Resupply stations reduce the cost of 8/26 units in deck
7 Hoth objectives reduce the cost of the 2 Wampas in deck
Unit Statistics:
15/26 units deploy for 2 or less (including Wampas)
30 Blast damage icons (17/13) [non-edge/edge]
13/26 units have shielding (and enhanced by Forward Command Post)
14/26 units are enhanced by Veers
I agree that on paper this deck looks like it could be a little resource hungry. There are ways to remedy the issue; but in the games I played with it this weekend, they all went to turn 3 or 4 with the DS win.
Dark Time doesn't have any shields or troopers and only give you a Hoth objective, Tie Attack Squadron is lackluster if you don't have alot of Fate-cards.
I would probably build this with a Devastator instead of Defense Protocol (and strongly think about taking in another instead of deploy the fleet) and another Motti instead of Dark Time (to get troopers instead of vehicles and extra resources).
I could totally see the Devastator or Tarkin OSet in this deck instead of something like Dark Time. Either would give me a 3 Force pip unit (and theirs are elite vice Stark who is not) and another resource enhancement. That is a good suggestion that is definitely worth testing.
To Imperial Command, I like the set. It is probably one of the better (if not one of the best) the Navy have ATM. I just do not think that it is worth switching out for Deploy the Fleet. I chalk this one up to play taste, but Death Squadron Command is just so very good, the SDs can soak so much damage and they are affected by the supply stations. I definitely want to make the deck better, so I can test it through as well, but I see this as one of the least likely changes just because I already have so many low cost units, Motti is unique (though very good) and the duty officer is very fragile.
@Hoop - I have been thinking about the resource management in the deck since your post, and with the other comment I am seriously considering adding the Devastator OSet in the place of something for the additional resource enhancement.
While I agree that the SD's in Deploy the fleet are reasonably with the shielding and whatnot, I don't think you need 6 AT-AT cards, 2 Death Squadron Star Destroyer and 2 Devastator so something should probably be cut. I think keeping the Defense Protocol for the Twist is not bad, but I would do something to get another Fate-card or two in there. A easy way of getting fate cards is switching out Deploy the fleet and Dark Time for Death and Despayre (which besides upgrading your 6-cost units) gets you additional resources (I don't count Admiral's orders with only 2 capital ships, even if a control room is worse that death squadron command) and 2 very useful Heat of Battle.
I really do feel like DP is a necessity in the deck.
The main problem with navy is it's really hard to outrace smugglers... I may vote for 2x defense protocol just for that.
Straight navy is basically cripped compared to sith because LS has a much easier time taking out 3 objectives than DS navy has taking out enough objectives + clocking the dial to 12. This hasn't changed since the core set imho.
Love where this deck is going but jesus...a few good LS units on the board and navy is trembling.
I don't think 1x DP is really useful at this point...tallon roll is a dead card without tie fighters or tie attack squadron on the board, and it seems obvious that there arent many "strong" fighters at this point.
That is all.
I have been playing this deck-type a lot and here is what I am currently running. I did change it a lot, but resources were killing me.
2x Defense Protocol (So damn important. Pinging han for 1 damage or chewie or a slueth scout is critical.)
2x Death and Despayre (Defense Upgrade is too necessary vs. sleuth scouts. TRUST ME!!!)
2x Unstoppable Advance (I want to run 2 of these so bad..but I sigh when I draw too many AT-AT's....that being said, Aggravated Assault is a powerhouse card. )
1x Deploy The Fleet (More resources, synergizes with Death and Despayre; I could have played a Star destroyer for 3 resources last game. The 3 resource enhancement in here is a lot better than you'd think. I would almost never run 2x of this objective)
1x General's Imperative (Drawing 2x of these objective sets is weak IMHO- you will barely get to use the ability and it's only 1 resource. I have never used Turbolaser battery, and it has awful force icons. That, and this deck has a ton of enhancements. AT-AT's are better enhancement hate.)
1x Shadows on the Ice (Wampas are still good, and Succumb to the Cold has been extremely helpful for stalling)
1x Sabotage in the snow (Terrible Obj set, but the shielded blast bonus is extremely useful and synergizes well)
I've mostly been playing against smugglers with this deck. Han and Sleuths, as usual, are a big problem...but I have pulled out some wins (or super close losses) with this deck. Aggravated assault (except when facing trust me!) completely shuts down Raise the Stakes on turn 1. This is a big play.
IMHO, running too many Navy Weenies is still a bad idea because of Han. I like Blizzard AT-ST's, but I don't like 4x of them, and I especially don't like Generals Imperative x2. That will most likely draw you one extra card and then be a crap resource.
I would consider ice trompers, but a single "trust me!" makes the damage card in this pod worthless.
The goal is really to "hold out" vs. ultra aggressive decks and punish them with the big guys..which is really easy with the relay station and resources. Defense upgrade has saved my skin more times than I can count and I don't see myself taking out 2x Death and Despayre because of it. This only has 5 hoth objectives for Aggravated Assault and BoH, but you're really likely to see 1 or 2 on the flop..so it has not been an issue yet.
If navy had better 2 drop weenies....hmm.
Some stats on 2x 1 or 2 cost units:
Sith
Counsel 2 - Advisor (20-2) and Security Team (20-3)
Black Sqdn 2 - TIE Advanced (21-3) and Blk Sqdn Pilot (21-4)
Killing Cold 2 - 2x Tromper (40-2)
Serve Emp 2 - 2x Prophet (50-2)
Fist 2 - 2x 501st Troop (62-2)
Ghosts - 2x Wraith (87-2)
Navy
*Imp Command 2
Kuat 2 - TIE (27-3) and TIE Bomber (27-4) (so really bad)
Take them Prisoner 2 - 2x Death Star Troop (32-2) (also really bad)
Vader's Cmd 2 - 2x Probe (41-4)
*Dark Time 2 - 2x MTV-7 (51-3)
*Gen Imperative 2 - 2x Blz AT-ST (56-3)
Scum
Lucrative 2 - 2x Corrupt Official (57-3) (these guys do double duty!)
Hive 3 - Greedo (80-2) and 2x Informant (80-3)
Crash 2 - 2x Jawa (82-2)
Trany Terror 2 - 2x Hunter (85-3)
Neutral
Looking for Droids 2 - 2x Viper Probe (34-2)
Exploitation 5 - 5x Espo Troop (35-2) !!
Jundland 3 - 3x Tusken (89-3)
Asteroid 2 - 2x Sentry Troop (90-3)
* = At least 1 copy in v1 or 1.1 of this deck
You will notice that I included 3 of the 6 Navy ones in the deck. In your opinion, is this just not the right time to be playing Navy b/c the other factions seem to have better cards to deal with the runners?
I have still been winning or have come really close to winning with the deck I posted above.
Sleuths are good, but Navy isn't terrible right now IMHO.
To be honest though, I need more experience vs. other popular LS builds.
Also, really important point that bears mentioning is that most DS 1-2 drops only have 1 unit damage, so that sleuth can still drop a heat of battle and survive for multiple turns. I think having a few small guys is great, but realistically they are more fodder than I'd hope. Blizzard AT-ST is a perfect example of this. Against sleuths his only abilities are a.) blocking and shielding the objective, or b.) blocking and shielding himself to prevent unopposed damage. Neither of these scenarios is exactly "great" for DS. He also eats it hard to Han. Yes, I bring up Han a lot, but I have to build decks that can survive a turn 1 Han.
I am totally not against Motti, but in this deck type which has blatant synergy towards shielding and vehicles, I'd opt for a different choice perhaps? Really tough call IMHO and playtesting.
Keep in mind that 1x of a pod usually means "it's nice, but don't expect to see the cards in it every game" and as such should not be a focus of your deck.
If you're going into splashing territory..that's a WHOLE other ballgame I haven't even touched yet. I suspect scum might be more synergetic with walkers (and tractor beam is AWESOME..though in a blah slave 1 pod..)
It is interesting you should mention this. As I was compiling that last list; I had an idea. Feel free to PM if interested. Also, I am getting ready to hop onto OCTGN. If you are around and have some time/desire, hop on.
Yes
On a more serious note, that I've argued for earlier in this thread:
2 AT-AT pods, 1 Deploy the Fleet and 2 Devastator is too many big expensive units. I personally think AT-AT's are better than Deploy the Fleet but one pod should be cut.
I can on the other hand not understand why you want to add A Dark Time, when you got loads of blast in there already. I would pick either Killing Cold, Vader's Fist, Imperial Command, Endor Gambit or Recon Mission over Dark TIme.