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Ground assault
Submitted
Lono
, Apr 15 2014 06:15 PM | Last updated Apr 16 2014 03:21 AM
Imperial Navy
- mechoshira and monoraze like this
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Order by: Objective Set Type Total Objective Sets: 0 |
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Defend in the early turns of the game and slowly build up the offensive. The aim is to get the Dial to 6 and destroy 3 objectives to close the game. Game Flow: Turn 1 and 2 should be building up ressources, defending and keeping control of the force. If you can soften up enemy objectives go for it but not at the expense of your own or losing the force. Turn 3 and 4 are used to put pressure on the enemy objectives and you should aim for to kill 2 or 3 of them. You'll either win on turn 4 with the dial at 12 if you kept the force or begining of turn 5 with the dial. Turn 5+: at this point go full offence if you haven't won yet. You should be be real close to winning. Mulligan? : Mulligan if you're starting hand doesn't have any ressource enhancement. This deck needs to build up numbers. Discarded/considered objectives: -Dark Time for Rebellion. While the objective is good, the other units were an odd fit (no synergy) and the deck did better without those cards. There's enough damage in the deck without the need for the MTV and Stark abilities. -Endor Gambit: Again good objective but the 3 costs walkers don't fit well within the deck. Too costly for what they provide and the Blizzard walker can do the same job for 2 cost. |
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6 Comments
Aggressive assault is also suprisingly good as it can surprise the rebel player and it does 3 damage without having you commit to attacking.
If I was to make a deck based around imperial command it would be entirely different.
I've been running some form of a ground deck for a long time and find it to be one of the best and most synergistic imperial builds available right now.
We'll see if it works, or more importantly, if it works better than having Veers in the deck. This is what makes deck building and test playing fun to me!