Jump to content

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!
- - - - -

Navy & Sith Hoth Control

Imperial Navy Sith

Affiliation:
Order by:
Objective Set Type

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


    7 Comments

    The deck got tested yesterday. Since the deck runs on 4-7 resources (Veers + 2 Forwards), the extra resources should be protected.

    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.
    Even if I like the archetype I wouldn't run this configuration for risk of resource matching.

    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
    I have a similar deck in that it's like Ilzhahka. Its sith based for the Vaders fist and KIlling cold. In goes 2 Motti for the strength in resources it provides plus the awesome defenders in Heavy Stormtroopers

    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.
    Basically I am not sure on the Wampa's or the dark time. I just think there are better options.

    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?
    Photo
    MasterJediAdam
    Sep 13 2013 04:27 AM
    There are Sith decks out there that have similar blast damage potential. They can do fine **IF** they are played appropriately.
    A Dark Time for Rebellion is a bit lonely here and for compatibility issues that is the most likely to be switched - Maybe for the Motti pod!

    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 :) Asteroid Pursuit is definitely an interesting choice since it delivers cheap and versatile cards in its' pod.
    I don't disagree that Wampa's are awesome :-)

    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?

    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.