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Full Scale Assault

Imperial Navy

Affiliation:
Order by:
Objective Set Type

Total Objective Sets: 0
    TBD
    Sample Hand Reload Other Information
    Resources GeneratedCombat IconsForce Icons
    000


    4 Comments

    I'm working on a similar deck right now to make use of the new Thuderflare pod (which in my opinion is one of the strongest new Navy pods in ages). Bouncing some ideas and thoughts off of you and the rest of the forum here before I post my own version (my cards are still in the mail so unable to test it yet).
    I'm thinking of running it as:
    1x Imperial Command
    1x Repair and Refurbish
    2x Endor's Gambit
    2x Unstoppable Advance
    1x Deploy the Fleet
    1x Imperial Blockade (Needa pod...not positive I have the objective name right)
    2x Death and Despayre

    Reasoning is as follows. Endor has the ability to keep units from getting tactic-ed out, add shielding to the Thunderflare and Devastator (or smaller units) and AT-ST's are still great defensive units for their cost (and the officers add the only tactics in the deck). Also, beyond Motti's storm troopers (which are also there as anti-sleuth blockers in addition to having his pod for the money in an expensive deck) everything is a vehicle in the deck so it synergizes well with the objective and the aft armor plating. Deploy the Fleet and Needa are both pods added to create extra resources, extra ways to bring out cap ships at reduced cost, and good "heavy hitter" units to add to the deck. Unstoppable Advance I wanted two of to increase my odds of getting one (or both) Orbital Resupply stations in my hand. Imagine two of them in play and suddenly having 2 cost AT-AT's or 4 cost Devastators...I've seen this work before and its big. The deck has lots of resources too, so I wouldn't be surprised if a few turns in to the game you are rolling out two huge units in a turn. No explaination is needed for the Devastator's pod, I hope...

    I did not use Kuat as when I was picking Motti and deploy the fleet I was looking to add resources (which Kuat does with the Objective) and Sleuth stoppers (which only the Tie fighter in that pod does). The Tallon Roll I felt was wasted in my build and in yours as there aren't enough fighters (7 in your build) for it to be guaranteed to be useful and its only 1 icon if you are just throwing it away. You have 3 Tallon rolls...almost as many as you have fighter units in the deck. I feel like I am going to hate every time I pick up that card during the game for that reason. Also, the Tie Attack Squadron is at its best when you can play a Fate card when it attacks, and it looks like you only have 6 of those in the whole deck and too many pods in this build don't have it. That's why those two pods didn't make the cut in my build.
    Beyond those three pods it seems like we had pretty similar ideas. I'm looking forward to test playing out that new pod.
    I was able to play this deck yesterday and I came away with edits that somewhat go along with your comments. I scrapped Kuat for another Endor Gambit.

    I'm not trying to make a Capital Ship deck, so I'm not so worried about being able to put out the big cost units; hence, no Imperial Blockade, Deploy the Fleet, and 1 Unstoppable Advance. The double Orbital Resupply is tempting, but I wouldn't want much more of anything else.

    I'm also thinking of dropping a Motti pod for a Veers. There is the possibility of throwing in Reconnaissance Mission for an 11 Objective Set Deck. It's only one affiliation, so it won't limit affiliation resource needs and it's a solid objective card in its own right. I probably will end up leaving it out, but it's a thought.

    So right now:

    Navy
    2 x Defense Protocol
    2 x Endor's Gambit
    2 x Death and Despair
    1 x Repair and Refurbish
    1 x Imperial Command
    1 x The General's Imperative
    1 x Unstoppable Force

    If this works, then try it with 1 x Reconnaissance Mission and see how it goes.
    I love Veer's pod, I just like it better in my trooper build (One if by Land in submitted decks) than in this deck as there are enough non-walker and trooper cards that his power is lowered. Also, I see the role of the smaller troopers in this build as crowd control/blocking, whereas his AT's are purely for attacking unless you have Veers himself in play. I also prefer his Blizzard Force AT's to combo with the forward command posts from Sabotage in the Snow.
    I think you'll find Motti's objective worse in this build, but his pod better overall so you'll want him in there.
    Awesome

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