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Navy & Sith Hoth Control
Submitted
mikado
, Sep 05 2013 08:58 AM | Last updated Sep 06 2013 04:54 AM
Imperial Navy Sith
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Order by: Objective Set Type Total Objective Sets: 0 |
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1) Recon mission, General's imp & Vader's fist will provide you the reserve advantage for gaining the 'upper hand'. 2) Variety of cheap and mediocre prized units with good cost-effectiveness ratio. 3) Abundant supply of Fate cards enables you to turn the tide during edge battles. Try to keep key objectives intact and put the pressure on LS. Wampas and Trompers and good for character control and use heavy hitters for dealing with enemy vehicles. I haven't tested this yet. How does this look to you? |
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7 Comments
Opponent played a smuggler deck and played saboteur twice to eliminate both forward CPs and then killed Veers with attacking Han. However, the game was close and only 1 damage was needed for DS to 3rd objective while dial was at 9.
Edge battles were quite one sided and Battle of Hoths will greatly help to defend own objectives which require to be undamaged for their special effect.
Killing Cold can probably be used without Sith resources even if losing Desolation of Hoth is a big blow, but Vaders Fist has too many sith affiliated cards.
My version I played yesterday with reasonable success is:
Sith affiliation
2x Imperial Command
2x Take them Prisoner
2x General's Imperative
1x Sabotage in the Snow
1x Shadows on the Ice
2x Vader's Fist
2 Imp Command
2 Fist
2 Veers
2 Killing cold
1 Sabotage in the Snow
1 Asteroid -> Trying this out to see since it has two troopers with a drop shield, a protection and the resource accelerator of an objective.
My main concern is that ideally the deck should be able to defend and kill incoming attackers and do enough to remove damage via shields, desolation, battle of Hoth, killing cold. The blast damage I think might be too weak to put real pressure on
Have you tested this deck against the leading decks out there?
Personally I like the amount of Fate cards available. Winning those crucial edge battles can often turn the game. Fortunately the average unit cost is low and you should be able to play units and keep Fate cards in hand for opponent turn.
Anta, I think Wampas are awesome. They are such efficient and durable blockers and very cost efficient when played with reduced cost. Secondly, Blizzard AT-STs and 501s will deliver quite a many blasts here
I am just not sure the pod is the best choice in this deck. Are their better options to add some much needed synergy? Some to shore up the obvious weaknesses the deck has? I am not sure hence why I ask the question.
On that note I want to add take them prisoner because it has that trooper assault, but I reckon that the pod is a trap for that one card. I just don't think I need the lacklustre objective or troopers with one health. I mean they might be good to feed to the Killing cold, but the more non hoth objectives you see the less useful it is.
There are a number of options in my head that I would love to try out. Namely Palpatine in place for the Killing cold. I think his protectors, control, and straight amazingness might be too hard to pass up. Tarkin is also an option for these style decks.
Also the deck really relies on seeing Blizards and Forward command post, or orbitals to get some pressure. If you don't see those then I'm not sure if you can mount enough pressure on the dial.
Thoughts?