2 Legendary Quad Fodder Trooper Spam: reboot camp

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Derivado de
2 Legendary Quad Fodder Trooper Spam 4 4 19 5.0
Inspiración para
Trooper Swarm Budget (No Legendaries) 1 1 0 1.0

Book 1394

Alright, so big facelift after another event. Nearly snagged second place in a pretty big local event, but, alas, the dice gods were cruel. My other loss came down to quite literally my opponent rerolling with one card in hand and hitting exactly 6 damage for the win, wherein I Backup Muscle for the win on my first action the following turn.

Enough whining! I have shared a couple of versions of this deck, both of which I liked quite a bit, but I had a number of revelations today, which I will share here.

WHAT CAME OUT/WHAT COMES IN:

1.) Promotion: this card is just underwhelming. As I was playing Imperial Armory prior, I would, on occasion, sneak one into play for free. Or, at worst, I would overwrite it for something like Commanding Presence. My final thoughts are it just isn't worth the slot 9/10. Nor is Commanding Presence with how fragile our guys are. The results are too varied and I need something that doesn't just generate modifiers most of the time.

I now want to try First Order TIE Fighter. It's ability to remove shields--which is great against things like Han/Rey--and stable damage sides are needed. Now, it is more expensive--and by 2! Further, there is a lack of synergy with Squad Tactics, which is one of the primary conceits of the deck. BUT I rarely get to claim. It gives me more damage and it sticks around, more importantly.

2.) Sweep the Area: I so wanted to love this card, but too there is a definite lack of synergy with the Squad Tactics and Tactical Mastery plan of trying to roll out fast. Further, if you're playing aggressor, which you should be, it is a dead card. Then as troopers begin to die, it's value just terminates abruptly.

The substitution here is tough. Instead, I am playing Disarm, as it once again pairs well with our number of 1 resource damage results and modifier sides. Though the average damage result is 2, we have a handful of 3 damage results (First Order TIE Fighter, Jetpack, and Tusken Raider)which allows us to hit some of the more potent upgrades and variable sabers of light. My feeling is that this can help shore up deficits, esp. against Jango/Veers--killing Jetpack, Holdout Blaster.

4.) Imperial Armory: It's fine. It does help Jango/Veers a bit too much though. I am instead playing Mos Eisley Spaceport. In addition, I am embracing my lack of resources and playing Hunker Down. This will give us a little more reach and pairs well with our battlefield.

AND THE REST?

This deck is quite good against a number of the tier one decks. The damn-near infinite hit points in Han/Rey needs to be addressed--hence First Order TIE Fighter. Jango/Veers is usually a pretty decent match; we have a lot of HP and if you know how to distribute your upgrades, killing off a character isn't as obvious in most other match ups for them--they always go after poor Tusken, just because he's different! It also can pile damage onto Vader/Raider.

The deck has 10 strong die manipulators, and that's not counting the special on Jetpack--which is handy. I quite liked have 10, but, as stated, Unpredictable is decidedly less powerful than Disarm, Tactical Mastery, and Squad Tactics. The Best Defense... is one of the best cards in the deck. Don't cut it. Don't!

The upgrades are all great and offer consistency. We have 4 redeploy options. Jetpack gives us more manip. Hunker Down helps keep our team alive. DH-17 Blaster Pistol is cheap and efficient.

Backup Muscle gets through shields and is a great card for slow-to-claim strats.

The rest is gravy. Hope you enjoy. Feel free to chime in. And I will die before I play Cannon Fodder! In a game where action efficiency is implicit, I refuse to spend an action, and a card, to deal my character damage--even if it may take away from a modifier or is sound in some situations. I will mess with you dice in other, less bleedy ways for the time being! Also, Endless Ranks is terribly slow and inefficient.

If one is looking for the cards that COULD come out, I would start with Unpredictable. I would next consider Hunker Down.

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