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Navy-Scum Midrange

Imperial Navy Scum and Villainy Tournament Quality
  • Laxen likes this

Affiliation:
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Objective Set Type

Total Objective Sets: 0
    The basic idea of this deck is to stabilize early with the plethora of small units while building a resource base. Then close with lots of blast damage.

    The deck has 22 unit damage + 6 edge enabled
    18 blast damage + 7 edge enabled
    and 12 edge enabled tactics

    Plus Judland Waste can totally wreck Luke and Han while not slowing down your star destroyers one bit. The Sandcrawler also makes a pretty good blocker.
    Sample Hand Reload Other Information
    Resources GeneratedCombat IconsForce Icons
    000


    17 Comments

    I love this deck. I was trying to work on something very similar, but I got distracted by the shiny lure of more tractor beams with the Slave 1 pod, which then skewed the deck in a capture dependant direction.

    This is much more elegant. I shall be trying this all day at my local store.
    I like the deck too. But I'm still skeptic to Imperial Blockade (not having tested it) - the objective ability seems nice, but it stops working when damaged, and the cards in the set doesn't really wow me. Have the pod been worth it during testing? :)

    I like the deck too. But I'm still skeptic to Imperial Blockade (not having tested it) - the objective ability seems nice, but it stops working when damaged, and the cards in the set doesn't really wow me. Have the pod been worth it during testing? :)

    One turn of slowing them down can often be enough, tractor beam can blow up objectives or be a great edge card. Needa and Apology accepted aren't great, but one use of Needa's ability and using his resource essentially turns him into a free unit, plus you can use apology to then kill multiple objectives. It can be a combo-y pod, but it has some nice tricks and isn't a bad one-of
      • Laxen likes this
    Ye, tractor beam can come handy in this deck too. I guess I'm mostly turned off by the Two I-class Destroyers which seem very bad for their cost. But at least they got 2 icons for edge :b

    Ye, tractor beam can come handy in this deck too. I guess I'm mostly turned off by the Two I-class Destroyers which seem very bad for their cost. But at least they got 2 icons for edge :b

    They're not great for 5 (though with the number of resources you can come up with, paying 5 isn't too hard), but they're excellent for 3, which you'll have a few ways to pull off.
    Ye, for 3 I can see them being worth it. How often do you get to play them for that? Seems to me that you'd rather play any of the other Captial Ships if you have reducers available. (Not sarcastically saying that you're wrong - I'm wondering.)
    There are situations where I'd want them instead of the Death Squadron Star Destroyer because of the unit damage. The only reason I'd play them over Devastator is in the case where the cost difference became important.

    I love this deck. I was trying to work on something very similar, but I got distracted by the shiny lure of more tractor beams with the Slave 1 pod, which then skewed the deck in a capture dependant direction.

    This is much more elegant. I shall be trying this all day at my local store.

    Let me know how it works for you! I haven't had many chances to play it yet myself.
    Surprisingly the Imperial Command pod seems to be slowing the deck down for my tastes. Plenty of resources but not enough consistency. The pod is great, but I feel that in this deck it's slowing things down. I think it would be nice to replace it, but not sure what. Needa's pod is fine. It's ability generally helps at all times and makes for a nice fire magnet, you can't afford to ignore that discount for too long.

    Surprisingly the Imperial Command pod seems to be slowing the deck down for my tastes. Plenty of resources but not enough consistency. The pod is great, but I feel that in this deck it's slowing things down. I think it would be nice to replace it, but not sure what. Needa's pod is fine. It's ability generally helps at all times and makes for a nice fire magnet, you can't afford to ignore that discount for too long.

    Perhaps, but I've had Orbital Bombardment straight win a game for me (well, end a game at least, and with a better tie breaker than I would have had). I also like Motti as a little bit of protection against the Judland Waste for the Jawas and Tusken Raiders. I'm not convinced it's the single best choice for that last spot, but I really can't think of a better choice so far.
      • Ironswimsuit likes this
    Yeah Orbital Bombardment is fantastic, no question. I suppose it's that or Reconnaissance Mission, or a pod we've yet to see. Might play around with Navy Vader.
    I would almost rather have a copy of Tarkin's pod in the deck over a second Deploy the Fleet. I've been ruined in too many games where I got multiple Death Squadron Destroyers and was too exposed to LS players attacks if I played them since they are practically useless on defense without the unit damage. I personally prefer the I class destroyers to the Death Squadron ones for that reason alone. Other than trying to reduce that pod to 1 and finding a fill in (either Tarkin or At-At pod) I like the build a lot. At first I questioned the Jawa Pod being in there, but the more I looked at how the Sandcrawler really worked with the deck and the Jawas were free tactics, the more I liked it.
      • Ironswimsuit likes this

    I would almost rather have a copy of Tarkin's pod in the deck over a second Deploy the Fleet. I've been ruined in too many games where I got multiple Death Squadron Destroyers and was too exposed to LS players attacks if I played them since they are practically useless on defense without the unit damage. I personally prefer the I class destroyers to the Death Squadron ones for that reason alone. Other than trying to reduce that pod to 1 and finding a fill in (either Tarkin or At-At pod) I like the build a lot. At first I questioned the Jawa Pod being in there, but the more I looked at how the Sandcrawler really worked with the deck and the Jawas were free tactics, the more I liked it.

    Well, switching a Deploy the Fleet for Tarkin will cause resource issues as Tarkin's pod is Imperial Navy Affiliation only. The AT-AT pod has the same problem. I had almost forgotten about this deck...
    You got me there. Forgot about the affiliation only tag on those two pods without them in front of me. Still have the same issue with two copies of that pod, but maybe the replacement isn't that easy to come up with in this conceptual build.
    I tried a Jundland based deck with Fighters last night (Black Squadron 2x, Kuat 2x, Jundland 2x, Defense Protocol 2x and Imp Vader 2x...didn't like Vader in it but was trying to find a use for a pod I never use...it failed while the rest of the deck worked). It was 3-1 against a Jedi build my buddy was trying. Both decks we knew were flawed but we were trying cards out to see if we could make pods work where we normally think they don't. Jundland was slowing the characters down and the Tie Advanceds were ripping up the LS objectives if I caught him tapped out. The deck sucked on defense though and was frequently exposed. Had to win FAST.

    Well, switching a Deploy the Fleet for Tarkin will cause resource issues as Tarkin's pod is Imperial Navy Affiliation only. The AT-AT pod has the same problem. I had almost forgotten about this deck...


    I've been playing around with a deck similar to this one, to try and get away from Sith for a change. What are the resource issues that you referenced? Why not run this deck with Navy affiliation? The only card you're really losing is Utinni, as the other units are either 0 cost or neutral. And Utinni still has value in edge. I'm actually intrigued by Tarkin's pod. Tarkin allows your Death Squadron Destroyers to potentially take out Objectives in one swing, and has a black tactic if you need it in a pinch.
    Photo
    Ironswimsuit
    Dec 09 2013 06:29 AM
    I hope I can say something intelligent about this build. I think it's really nice. It has a lot of tricks and some solid beat down. I noticed you didn't mention Utinni specifically. How important to your strategy is it? Running Scum affiliation and flopping Tatooine Crash is a great way to telegraph the card, which can be a good thing. Fear of enhancement capture is sometimes as good as direct capture. I ask because this deck can easily sneak in The Ultimate Power instead of Imperial Command for another level of tricks. Motti is obviously good for his ability. Control Room is better than Duty Officer, and gets camo since many players will assume it's the Death and Despayre version. The real question is which has more value to your deck; Objective HP reduction via Tarkin for 3 resources along with a black tactic and a resource, or Orbital bombardment. Also, two words: Surprise Superlaser. And the engineer gives a shield, for whatever that's worth.
    To be honest, I haven't played with this deck since back in August when I posted it. If you wanted to swap in Tarkin or the AT-ATs (which hadn't even been released when I posted this) at the risk of not being able to play Uttini, I think that's a reasonable option. The AT-ATs especially make a great addition to the deck due to their ability to play both offense and defense pretty well with their unit damage and blast damage.

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