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Might of the Empire

Imperial Navy Aggro Theme

Affiliation:
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Objective Set Type

Total Objective Sets: 0
    Intended to put aggressive units on the table for front line combat.
    Sample Hand Reload Other Information
    Resources GeneratedCombat IconsForce Icons
    000


    25 Comments

    Photo
    yankeefan1355
    Jul 20 2014 01:30 PM

    I'd drop both Ultimate Powers for 2x Kuat Reinforcements, dump Corp Exploit for a second Deploy the fleet.  You can also replace Recon Mission with Repair and Refurbish.  , one copy of Imperial Command is usually enough so I'd go with DTP or Reinforcements or Endor or maybe even Endless Reserves.  That'll start pumping out Star Destroyers in no time. 

     

    Capital Ship Navy decks are a lot of fun to play, however, with the current meta they're not as strong as they used to be. 

      • Disguise and GoblynByte like this

    If I dropped Ultimate Power for Kuat Reinforcements I'd lose 3 potential resources. Also, Tarkin is a great card. Reducing the cost to destroy objectives has done well for me and his use in the Force struggle gives the Navy an otherwise weak dog in the fight. I also find Superlaser Blast has been quite useful. At least more useful than the fighters gained from KR. But I'll give KR a try and see how it plays out.

    I see your point about Depoly the Fleet vs. Corp Exploit. I'll try that as well.

    I don't have Repair and Refurbish, so that's out. And I like having the extra card on draw, so I wanted to have Recon in there.

    I wouldn't mind getting another Deploy the Fleet, but I'm reluctant to drop the resources gained from Imperial Command.

    Thanks for the advice! I'll try some of those change-ups and see what happens.

    I agree with removing the Ultimate Power.  Tarkin and Super Laser Blast are nice, but they don't really fit in the theme (or the synergies) of your deck.  Don't think of replacing them with Kuat reinforcements, but rather changing out one type of resource with another since Kuat lets you discard cards to pay for Star Destroyers. Not only that, but the cheaper TIEs that come with Kuat can defend against Sleuths and are okayish units in general.

     

    Recon Mission is okay, but I find that the extra card often isn't reliable since the objective won't show up all the time (being limited to 1 of), and the Fate Cards are nice but edge battles with Navy are generally a losing proposition no matter which way you cut it.  Maybe Victory or Death could be useful for "Cheap" Star Destroyers and messing with Jedi's ability to commit to the force.

     

    Unstoppable Advance might also be a reasonably good choice in a pinch.  The AT-ATs don't benefit from Capital Ship specific synergies, but there are still a lot of Vehicle synergies in your deck.  Their resource can also be pretty good in the long term for expensive Star Destroyers.  They add extra shielding, which is great, and I find Aggressive Assault to be one of the best Navy Events out there.

      • yankeefan1355 and GoblynByte like this
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    yankeefan1355
    Jul 21 2014 04:53 AM

    I agree with you Disguise with one exception: VoD.  IMO it's a black hole that sucks up resources on expensive ships that don't really do anything.  They don't get blast damage unless the DS has the force, which as anyone who has tried playing Navy against the new LS builds is quite a difficult proposition, so they end up being 3hp 2unit damage 4cost pile of junk that get's focuses down a lot.  Also, while the objective ability itself is cool it comes with the annoying condition:  while this objective remains undamaged so it usually gets targeted on LS turn 1.  At most you can prevent the LS from committing to the force if, and it's a big if, they don't attack on their first turn, or you can prevent the objective damage.  Good luck with that one.

     

    Unstoppable Advance, however, is definetly a good set to include.  Aggressive Assault alone can wreck a Hoth Gambit Speeder deck right out the gate.  Orbital Resupply helps churn out Capital Ships and AT-ATs are really good defenders.  Shields help quite a bit when you're dealing with a lot of tactic wielding units.  AT-AT Assault squadron can help mop up.

     

    Again, I'll say that Navy is probably the toughest affiliation to play right now in the current meta but lots of fun!  :ph34r:

      • GoblynByte likes this

    I had really considered Unstoppable Advance when I was building it. I think it simply got pushed out by sets that I had used before and were a little more tested. But I think I'm going to switch that out.

    I have to admit I'm having a really tough time not seeing the value of The Ultimate Power. Tarkin has decided games for me on more than one occasion (dropping damage to destroy, offering one resource, and being a handy one in the Force struggle). Also, having Superlaser Blast in the deck is a quick and easy pump of the dial (twice in this deck) and I don't fear False Report. And Control Room is basically free resources (pay 2, get 2). I'll admit that Superlaser Engineer always makes it into my edge battles as a toss out card (it rarely seems to benefit me), but the rest of the set swings battles, in my experience.

    Re: Effectiveness of Navy affiliation. I'm not too concerned with that. I'm almost strictly a home player and we don't use anything with a pod number greater than 90 (we don't own anything past the Hoth cycle). But I value the advice of the larger picture in any case. ;)

    Here's my revised deck (based on advice so far):

     

    2x Imperial Command (26)

    2x The Ultimate Power (28)
    2x Death and Despayre (29)
    2x Deploy the Fleet (46)

    1x Ustoppable Advance (63)
    1x Imperial Blockade (88)

     

    I dropped Corporate Exploitation (I liked those Espos, but they didn't help much in the last match) and Recon Mission (the Replica Droids always ended up in Edge battles anyway). I also like that this phases out the Neutrals (just 'cause I like a pure deck).

    I'm going to try an alternate of this where Kuat Reinforcements replaces The Ultimate Power. I'm not sold on it, yet. But I'll try anything. ;)
     

    Actually, Unstoppable Advance won't be too good here. You get 3 expensive units with terrible edge icons. You don't even have Sabotage in the Snow to get the most of the Shielding, nor Veers for more unit damage on the walkers. Aggressive Assault, while amazing, can't be played if you have no Hoth objectives out. Unstoppable Advance is the only one, so chances of ever using the card are slim. 

    Orbital Resupply Station would work well with all the big vehicles, but really, it's like you're going for a whole pod for this card alone.

     

    I would honestly drop Unstoppable Advance and use Repair and Refurbish instead. Incredible objective, one of the best capital ships out there, solid economy, an enhancement for more blast damage and a very nice fate card.

      • GoblynByte likes this
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    yankeefan1355
    Jul 21 2014 06:38 PM

    You are correct Mojestaat, however, GoblynByte only has Core, Edge, and Hoth cycle available for deck building and he doesn't have Balance so he can't use Repair and Refurfish.  :(

      • GoblynByte likes this

    asdf  didn't read that post. That's a nice slot for Kuat then.

      • GoblynByte likes this

    Yeah, I only got into the game in May so I've only really started getting to know the core set and Edge. Picked up my second Core, second Edge, and the entire Hoth cycle in one go from eBay less than a week ago. So I'm still trying to get my head wrapped around these new cards as well as designing decks with duplicate pods. I'll probably get into Balance and the newer cycles soon, though.

     

    So Kuat Reinforcements in place of Unstoppable Advance. I like it. I'll give it a whirl.

    Yankeefan suggested Endless Reserve as well. I might find a way to plop that one in.

    Endless Reserves is a great way to streamline any deck's economy. If you can somehow squeeze a second Kuat Reinforcements, go for those. If you would only get to include one, then perhaps it's better to just go Endless Reserves.

      • GoblynByte likes this

    2x Imperial Command (26)

    2x The Ultimate Power (28)
    2x Death and Despayre (29)
    2x Deploy the Fleet (46)

    1x Kuat Reinforcements (27)
    1x Imperial Blockade (88)

     

    I'm going to try this one, then try it with one less Ultimate Power in favor of another Kuat Reinforcements.

    I'm going to tell you from playing a lot of games with the core set as Navy and doing heavy experimentation on Navy SD decks.  Quit arguing it and go with 2x Kuat.  Its not about the backstabber or the ties.  Its about needing that objective to speed up the deck.  Between Kuat and Destroy the Fleet (hopefully you get both in your objective draw) you can pay for 2 SD's a turn even without any other resource cards in play.  Yes, it involves damaging your objective, but your goal with a deck like this is to make the game very short.  Run over your opponent early and wipe him out.  If you take too long he can lock down your units with tactics even though most are too big to kill with objective damage early game.  Playing to build up resources the traditional way with Motti and Tarkin is too slow.  You WILL lose more games with that approach.  I've tried it!  

    I like 

    2x Death and Despayre (best SD that can own the game and can run the dial up faster)

    2x Deploy the Fleet (objective and other big units with shielding and black damage...edge battles optional).

    2x Kuat (again...about making units cheaper not for the pod that much)

    1x Imperial Blockade

    1x Recon Mission (get a fight where your opponent doesn't block and throw out the droids for free for extra damage...has won me several games)

    If you had other sets I would recommend different but given what you own I would go 1x of both Motti and Tarkin to round out the deck.  Sleuth blockers in the storm troopers, some crazy effects in the laser and the bombardment (probably edge fodder as they cost too much and can't be made cheaper like your SD's can) and resources if you get a bad objective draw w/o Kuat or Deploy the Fleet.  Motti is actually more useful as he can refresh your units if they are locked down if you want to go 2x of one of them.

    I'm going to tell you from playing a lot of games with the core set as Navy and doing heavy experimentation on Navy SD decks.  Quit arguing it and go with 2x Kuat. 

    <sigh> Dude, I'm not "arguing" anything. I'm just trying different permutations. And, if you haven't noticed, I'm quite graciously taking advice. To my perspective, that's not "arguing." It's exploring options.

    Now, to the point, I played a match today without Kuat Reinforcements and managed to put 11 resources and one Star Destroyer on the table in the first round. My next turn I brought in second Star Destroyer and Tarkin and took out two objectives. I was at 7 on the dial on my 3rd turn and the LS hadn't even destroyed an objective yet (thought they had damaged one). Is it a perfect deck? No. But to suggest it's bad simply because you "know better" is folly.

    I appreciate advice. But don't be dismissive.

      • Disguise likes this

    Oh, and I took the game two rounds later.

      • yankeefan1355 likes this
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    yankeefan1355
    Jul 23 2014 01:52 AM

    I'm happy you're deck did well!  I'm sure you saw how quick you can really pump out those Star Destroyers and start knocking off LS objectives.  Tarkin on the board helped some I'm sure.  I can never get him out whenever I have him in a Navy build... hmmm maybe I'm just not "evil" enough or something. 

      • GoblynByte likes this

    My initial draw was EXCEEDINGLY lucky and my opponent's was the opposite. He couldn't even really get control of the balance of the Force either. So that made a huge difference. So I'm not really attributing the victory to a well crafted deck.

     

    One of the issues I have with the "discard X cards to reduce cost of <unit>" is that I tend to over extend myself. I want to get so much on the board as fast as possible that I end up leaving nothing for my edge battles. So they don't really seem to work well for my greedy style of play. I think I need to learn to balance that urge.

    I'm thinking of trying to drop in The Executor Arrives from the Sith affiliation. It fits with the war machine theme, and the Executor looks like a badass card, but I'd probably need to switch to the Sith affiliation to make sure I can use it. This might cut out another "Imperial Affiliation Only" set. But I'd love to give it a try. If I do, though, I'd almost certainly have to put in Kuat Reinforcements in order to get the cost down.

    I do appreciate everyone's help and patience. I am not only relatively new to the Star Wars LCG, but also very new to the whole 1-on-1 card game thing. In fact, Star Wars is the first I've ever actually played (even though I've bought small starters for games like Magic without ever playing them). I will take all suggestions seriously and to heart, but I will also try things that I'm told not to do... because I want to see why they fails. It's how I learn. :D

    That's what the community is for. No sweat.

     

    Regarding the Executor, I wouldn't recommend it in such a deck. Reasons:

     

    Objective --> Nothing fancy. 2 resources are nice, but no utility can hurt.

    Executor --> All it's blast damage being edge dependent can and should hurt. Won't contribute to the aggressive style of the deck.

    ISBs --> You get what you pay for. If you don't have the Executor out, they shouldn't really have much of an impact on the game.

    Holocron --> Wil literally only work for the Executor. Should be a dead card most of the time.

    Aggression --> The deck's all about pumping the big ships on the table. You don't want to sacrifice the units you've invested so much for. Works well with the ISBs, but LS should have a cheap unit to sacrifice as well on those instances.

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    yankeefan1355
    Jul 23 2014 03:56 PM

    I agree with Majestaat's recommendation about Executor.  Feel free to experiment with the set, of course, just keep in mind that it's main use is as a Sith resource support pod, primarily to get out Palpy or Vader with the Sith Holocron and the two resources generated from the objective.  Executor, usually ends up in an edge battle (3 pips) because of Majestaat's points.  When I first started SW it was at the end of the Hoth cycle and I was excited to see an Executor set coming out thinking it would be a super cool big ship to add to a Capital Ship deck, but alas it was not what I was hoping for and it rarely hits the board.  Also, without the Sith Holocron, the cost in discarded cards and/or damage on Deploy the Fleet isn't worth the return you're getting.  As Majestaat pointed out, it's still edge dependant. 

     

    I'm going to run your deck today on OCTGN with a few mods (add Repair & Refurbish) but with 2x Ultimate power.  I really would love to just blow up Along the Gamor Run or MTFBWY. :ph34r:

    I'm going to run your deck today on OCTGN with a few mods (add Repair & Refurbish) but with 2x Ultimate power.  I really would love to just blow up Along the Gamor Run or MTFBWY. :ph34r:

     

    I tried a deck like that before Regionals, couldn't seem to get it to work against the Jedi sadly. A first turn Super Laser Blast is effective but leaves you with nothing. Course hasn't stopped my buddy from doing it to me a few times on his turn 1, funny yes, effective not so much. 

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    yankeefan1355
    Jul 23 2014 04:11 PM

    Yeah, I know it doesn't run well against the new Jedi Gamor and Jedi Mono builds.  I just want to run it for fun.  Give myself a happy feeling inside to see the some Jedi objective blown up. :D

    Yeah, I know it doesn't run well against the new Jedi Gamor and Jedi Mono builds.  I just want to run it for fun.  Give myself a happy feeling inside to see the some Jedi objective blown up. :D

    It's very satisfying using on Gamor Run. 

    When I first started SW it was at the end of the Hoth cycle and I was excited to see an Executor set coming out thinking it would be a super cool big ship to add to a Capital Ship deck, but alas it was not what I was hoping for and it rarely hits the board. 

    Yeah, that's where I'm at. Sounds like its a bit of a let down, though. Perhaps on top of the effort of getting it in despite resource match it really isn't worth it.

    I'm going to run your deck today on OCTGN with a few mods (add Repair & Refurbish) but with 2x Ultimate power.  I really would love to just blow up Along the Gamor Run or MTFBWY. :ph34r:

     I would LOVE to hear how it goes. Any success I have with any given deck is in somewhat controlled circumstances. I'd like to see how it does in more a more real-world environment. :)


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