Rebel Ladies with Guns

Simulador de robo
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Derivado de
Rebel Ladies with Guns 8 7 19 1.0
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Ninguno todavía.

fiferboy 57

A second attempt at creating a yellow/red deck featuring Elite Sabine Wren - Explosives Expert. A friend has speculated this would be a better pairing than Admiral Ackbar - Perceptive Tactician.

Rebel Commando brings 3 health over Ezra Bridger - Force-sensitive Thief and a better aggro die over Admiral Ackbar.

I'm running A280 Blaster Rifle for the extra redeploy, so it is not an It's a Trap! deck. Instead of IAT! we have Never Tell Me The Odds and Heat Of Battle to set up some big damage plays with Sabine loaded with weapons.

Not having Infamous will hurt the NTMTO play but that is necessary due to having so few yellow cards that don't already have Ambush. Activating Running Interference after playing NTMTO or HOB should protect all the ranged dice sitting in your pool. Running Port District - Bespin is another possibility for Ambush on NTMTO, but it seems like a waste with only one card to take advantage of it (even if it is a very, very powerful card to have Ambush on).

I'm trying Moisture Farm - Tatooine to get to a third resource to start a round since I haven't been able to cut enough cards to run Truce and Smuggling yet.

Cards I'd like room for: Overkill, Truce, Smuggling

Any comments on how to improve the deck are very welcome!

Version Two Changes:

Cards removed: Planetary Uprising, Fortuitous Strike, Field Medic, Starship Graveyard - Jakku, Dug in, Poe Dameron's Blaster

Cards added: Salvo, Hidden Agenda, Moisture Farm - Tatooine, Retreat, Draw Attention, A280 Blaster Rifle

11 comentarios

dnanis 14

@fiferboy have you considered using Training?

fiferboy 57

@dnanis I can't quite figure out why I would play Training. If it cost one resource I would play it for sure, but as it stands for two resources getting another Commando die doesn't seem to make sense.

Training is not good if I draw two of them and it can only go on Commando. I'd rather play a pair of A280 Blaster Rifle for the same resource cost with a die that is comparable because then I can play them on Sabine and have them redeploy and grab them from discard before Sabine is going to die to have them move over. Is there a compelling argument I am missing?

dnanis 14

@fiferboy No, i'm trying something similar and I've it, but i dont have any X-8 Night Sniper. I have C-3PO to resolve the 3 disrupt as DMG. I use to have Second Chance too but I found it hard to pay for it. Moreover, I read that you can only use one copy of it. Recently I've changed them to the 2 Field Medic. Not tested yet.

fiferboy 57

@dnanis Night Sniper is so good, but I know it is a pricey card and may be hard to get ahold of.

I've never heard about only bring able to use one Second Chance, but I know what you mean about have trouble paying for it. I find I will resolve Sabine's damage and then overwrite one of her guns with it before claiming if it looks like she might die. That takes away most of the cost associated and you can get the gun back next turn.

dnanis 14

I mean that, from the FAQ (you can see it in this web), I may have misundertood it beacuse of the language:

Second Chance (137)

"Second Chance is a replacement effect so if a character has two copies of Second Chance and would be defeated, only one copy resolves. The other one can no longer replace being defeated and stays attached to the character."

fiferboy 57

@dnanis Ah, okay. Seems like they just means having two Second Chance on a single character is redundant and only one resolves for a single defeat.

J1mbo 1

Having played a good amount of Ezra Sabine, this deck looks terribly short of resources, especially with all the upgrades and 2+ cost events.

fiferboy 57

@J1mbo I don't disagree with you the. eSabine/eEzra gets by with the 2+ cost events with help from Truce and Smuggling. As I mentioned, I hope Moisture Farm - Tatooine will help with that but I haven't tested it out yet (and that requires winning the dice roll and giving up shields).

The gameplan will be too get down a 2 cost weapon in the first round and then keep overwriting it in subsequent rounds to save resources for the power events. This does prevent us from getting down non-Ambush weapons to build up the board state, though. I'll have to do some more play testing and see how big a problem this is.

rzenni 229

@fiferboy you might have a slightly win more setup though - you could potentially drop retreat for logistics or smuggling which might smooth out the resource cost a bit

Ramin2-D2 550

looks like resources are high, maybe Smuggling and Logistics? (sorry if it's already been mentioned)

fiferboy 57

@rzenni, @Ramin-2D2 - I think I would shy away from Logistics as I would prefer to be resolving my dice as damage if possible. Truce and Smuggling will probably be what I add to smooth out resources.

Now to figure out what to adjust...