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LS_1xSpeeders
Submitted
MasterJediAdam
, Feb 01 2014 03:53 AM | Last updated Feb 01 2014 08:17 AM
Rebel Alliance Aggro
- Jazzleflo likes this
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Order by: Objective Set Type Total Objective Sets: 0 |
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The deck strategy is pretty simple, play units and strike. This does not mean that you play units and strike every turn. Build small teams and strike when you can take an objective. Then build another team and repeat. <- This is the "secret" to winning with the rebels in general. The concept of building a strike group prior to attacking is especially important against Hoth decks with probably 1 exception; Vader's Fist. It just needs to be turned off. Also, Killing Cold is also one that needs to really get hit hard and fast. The all-stars in this deck are actually the Echo Defense Fighters and the Tactic tanks. They will really boost your ability to hold the Dark Forces at bay. You could consider switching something out for a second Preparation for Battle, but it is a little too much for me. Enjoy the deck! |
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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.
10 Comments
Do you think that putting in Rebel Fleet instead of Mobilize Squadrons would be an improvement as you are really only using Mobilize for the objective and the extra Rebel Assault? I ask, because I have a similar version of this with Rebel Fleet that I have tested. My only concern about it is having enough Hoth Objectives to guarantee that Hoth Ops and APD are always live. I have had drops where I get Defense of Yavin 4/ Rebel Fleet on the table and only have two Hoth objectives versus a DS having two or three and making Hoth Ops and APD useless. Is the extra offense worth not having these two objectives work for you on occasion? Your thoughts?
Also, thanks for building a deck for us 1 Core folks
At that point, you could either switch the affiliation of swap out Mob for Rebel Fleet and suggested earlier.
If Prepare for Evac needs to go to keep it, adding a second Prep for Battle, and a Sensors are Placed might work. This deck wins edge. An Echo Defender with Survival Gear be pretty mean.
Do people play Trench Run much? How would you use it? I would think that it would be easier for the DS player to defend one "objective" than three, or do you only put it out when you can do 10 damage in one turn? Say put it out once you have a load of speeders, then go?
I wouldn't worry too much about what other people are doing with Trench Run. When or if to play the card is definitely a tactical call, so here are some things to consider. This deck does all right with edge battles. This deck has Preparation for Battle, which, I'll let you ponder.