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rebels weapon cache
Submitted
BobaFett
, Jun 11 2013 06:55 PM | Last updated Jun 12 2013 03:13 AM
Rebel Alliance Smugglers and Spies Combo
Affiliation:
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Order by: Objective Set Type Total Objective Sets: 0 |
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utilize leia, battlefield engineers to un-focus echo caverns or heavy blaster emplacement multiple times a turn. use shielding from multiple sources to keep engineers and other key units safe. | |||||||||||
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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
echo caverns could potentially be used 4 times a turn I believe with 2 engineers out and sacing leia, or of course if caverns isn't out and you have the heavy blasters out then they could be utilized. there should be plenty of shielding for the engineers, and with the use of tactics plus multiple caverns uses, they could be protected from most damage.
as a side bonus, this deck has 8 fate cards, including 2 twists.
Also, Han. He never sucks. He's fragile without the Jedi Guardians, but hey you can't have everything in 1 deck, right?
I can see your build being more viable for tournament play. Prep for battle just lets you be more aggressive. More Shields, more speeders for Hoth Operations etc...
Living the dream is Echo Caverns with Red Two, Battlefield Engineer, and Leia with a vehicle unit to steal blast damage from. Red Two can ready multiple times in the right circumstances.
That's actually the pod I was debating most about bringing in place of prep. I thought about the home one pod, the Han pod and the DoY4 pod. the home one pod just doesn't have a ton of synergy, and the objective isn't great. I felt like the Han pod didn't bring what this deck needed, and that's damage.
the reason I chose prep over DoY4 is just at first glance it looked to have good synergy with the deck. more speeders for hoth operations, more shields to protect your engineers/other important units, and ofcourse the objective. early on keeping your shielded units immune and helps finishing out late game with more blast damage.
I have yet to play the deck yet so these were just my initial thoughts when building it, so DoY4 certainly could be better, and have some great combos, specially with the astromech droid on red 2!
Which of the Chicago regionals? I know there was at least 2.
I've played variations of this deck and when things get settled into place it is absolutely fun, hilarious, and effective. But it doesn't get that set up that it needs often enough, and without it it is ineffective. Even with it, it can just be to damn slow overall. In my experience with very similar decks in play testing and in two different events of 8 and 10 players. Too gimmicky not enough blatant ommph.
Technically there was 4, but two of them were not actually in Chicago. I played it at the first actual Chicago regional on May 18th. I won every game with it in dominating fashion but with very different setups each time. First game, I think I won with a snowspeeder Liea and Fleet commander against a Navy deck. Second game, I won that game with x2 Heavy Blasters in play and Echo Caverns and comboed off with Leia and my other units. In the finals the deck was running on all cylinders, Heavy Blasters, Echo Caversns, Red Two with Astromech droid, Rogue 3 with Wedge, Smuggler guys with the double blasters, Rebel Assaults. I locked down and Emperor and Vader all game, won every crucial edge battle, etc..
By contrast I feel much more comfortable with the style of LS decks I won NYC and MD with as they not only produced really strong records (7-0) and (5-1) but were prepared for the gut check time in an elimination rounds where your DS deck laid an egg and your opponent finished you with the dial at 5.
It is a really fun deck and however and something I continue to look for new additions for. I think it will make a much better Smuggler primary deck with the release of the deluxe expansion.
I just frankly believe that a LS deck with only 12 objective damage icons spread across only 10 units, as shown in the OPs deck, to just be prone to droughts in it's ability to just finish a game out. I would look to drop a support pod for something with a bit more naked pop.
the thing is you don't necessarily need all this setup, the deck has various combos, and setups that work nicely. could it use another heavy hitter? sure, but red 2 and rogue 3 plus astro droids(and targets of opportunity) can put out some damage. the deck has some shielding in it so you do get a little buffer of protection.
anyways, I'm going to keep testing this deck, and a few variations with DoY4 cycled with a few other objective sets.
Then again this version might have more tricks to it...