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Author Topic: Preferred Icon Tactics  (Read 3525 times)
Rogue4
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« on: August 24, 2008, 01:01:15 AM »

Ok this is the official "Icon Tactic thread."  No objective discussion here (unless it pertains to an Icon). Post here if you have special tactics that you like to use with certain icons.  I'll start this off with my personal opinion about all the icons (I honestly haven't played enough with the new CW icons, but I would love to see what you guys have come up with).  This is going to be alot bigger than I anticipated...perhaps it will serve as a solid reference for new players.
_______________________


Apparently, this is going to require multiple posts as it's exceeding the 20,000 character limit, lol.  I also have a feeling that this will become a work in progress as new sets debut.  I'll try to update (as long as I'm still around and active).

EDIT : ok, so I've spent several hours on this now...it's really turning into more of a state-of-the-game kind of project.  I'm not sure how much I'll get done now, but I'll leave placeholders for what I haven't gotten to yet...if you guys like it, then I'll finish it later...if you don't...well whatever. Sad

EDIT: 8/26/08 Finished (for now)!

-Rustan
« Last Edit: August 26, 2008, 12:53:38 PM by Rogue4 » Logged


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« Reply #1 on: August 24, 2008, 01:01:32 AM »

 
One of the most powerful icons.  Focuses on survivability through damage prevention and removal (which coincidently are the two main ways to go).  Only really available for  or factions.  While the separatists have some droid units, there simply aren't enough solid ones out of which to build a whole deck. Overall the main tactic for droid decks is to go after objectives (as the  cards lack any real killing power for the most part).

Damage prevention is the preferred (and stronger IMO) tactic and it focuses on:
Lock it down
C-3PO
and to some extent, Fiesty R2-Unit in  pure builds.  One damage point-prevention cards used to be pretty popular, but they simply don't stop enough damage. 

Damage removal relies on:
2-1B
Repair (to a lesser extent)
Rs-D2 and other similar cards.
The main strength of this tactic derives from the all-powerful Genosis Droid factory, which simply makes the deck hum.  Geonosis Droid Factory is also often played in damage prevention builds as additional support, but it is not by any means necessary (I've played solid builds that run other objectives). The major weakness to this build is that to really take advantage of damage removal you need cards with high shields--preferably of greater than 3 simply because of the danger posed by acceptable loss.  Great ships for this kind of build are Tantive IV, and Redemption for  :rebel:builds (see section for why Redemption rocks with only attack +1); Tantive IV and most recently Padme's Yacht are great for  decks (Padme's Yacht is probably the best ship in existence to use with Combat Drop). Twilight might be good, but I think Padme is better both for striking and dropping units in opponent's home zone.

While I have not personally had much experience with it, the Sandcrawler has alot of potential to fit in the damage removal decks.  It is a  Ground unit and can take advantage of Support Ship to come back to life as needed, as well as the +1 against objectives.

Other notables:
Assassin Droid is a fantastic offensive card.  Can even stop acceptable loss (but you have to survive the 3 damage first; then it is removed).
4-A7 another great offensive card.
R2-D2 Practically makes ships immune to anything but instant damage. 
C-3PO can you say +7 defense? (not including 2 possible forward objectives)
Computer Access used to be very popular but newer cards like Leia Organa tend to trump it when it comes to limiting to 30 cards.

Personal Advice:
When building a droid fleet, I try to focus on units that have high attack value, like base set Tantive, Polearm Squadron, Millennium Falcon, and Obi's Interceptor, simply because none of the droid cards will really give you any offensive capabilities, and you will likely be getting attacked alot.  I would also recommend packing defensive cards like Thwarted Plans and/or Dagobah Swamp, as objective-destroying swarms are this decks most difficult foe.

« Last Edit: August 26, 2008, 06:23:22 PM by Rogue4 » Logged


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« Reply #2 on: August 24, 2008, 01:01:48 AM »

 
Ah...the Leader icon.  Simply the most powerful icon (IMO) out there.  You can't really build a whole deck out of leader, but it is simply the best secondary icon upon which to focus a build.  Many of the best units in the game possess this icon, making using it that much easier. This icon can also be played quite effectively in any of the factions (although Confederate is by far the weakest...and almost unplayable with only 3 units carrying this icon).  Well let's get to it then, eh?!

Acceptable Loss #1 best. I still find it amazing that this is only an uncommon rarity.  Easily one of the top 4 cards in the game.  Practically unstoppable. Use it!  Best combo: "Blackie" (a.k.a. the best  space unit in the game)
Alliance a solid card; still popular in swarms for attacking those hard to hit units.
Yoda,Obi-wan great for clearing off the damage to your  or  capital ships. Great for use with suicidal  leader ships.
Boss Nass #2 best card. This card will change how you play the game. It lets you burn through your deck faster, and most importantly play more than 1 objective per turn.  Works with forward objectives too!  Use it!
Coordinated Attack great card.  It will be seeing alot of use in future leader builds.  Devastator  no longer has to rely upon cards like Alliance...simply park Vader's TIE nearby.   

Most underrated:
General Veers Made rushing great for a little while there before the Ki-Adi-mundi objective.  A bit outdated now. 
General Binks A great defensive card.  Too bad Leader units are usually on the offensive, killing things.
Celebration makes cycling even faster (as long as your unit can survive). Good card, limited uses--simply not offensive as other leader cards (so it usually gets cut).  Also a little superfluous if you're running cycling objectives like Theed Royal Palace (TRP) or Endor Command Post (ECP). 

Personal Advice:
Find the units with the highest +attack.  They will do you no wrong. Also, if you have General Veer's AT-AT, use him...you won't regret it. There are so many strategies for this icon that it's really hard to include them all.  Just know that this is the most common icon to find in any competitive deck. Rebel swarms are particularly effective as they have several  units.

...I may have to come back and add more into this section if I get the time someday.


« Last Edit: August 24, 2008, 10:32:50 AM by Rogue4 » Logged


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« Reply #3 on: August 24, 2008, 01:02:02 AM »


Luckily this one will be much shorter.  Laser used to be a good solid support icon...but my how thing's have changed. The card most responsible for the resurrection of this icon is without a doubt:  Boba "The Man" Fett.  For a full in-depth explaination of how good Fett is please refer to the Imperial War Machine 2.0 build. Fett is on par (and better in a well-designed fleet) with Acceptable Loss in terms of effectiveness.  The ability to split damage between opposing ships is incredible and simply puts a major dent in swarm decks and droid decks (just redirect damage to units not under the protection of a damage reduction card).

Well other than Fett there are many other notables for this icon.
Nien Numb a strong defensive card.  Use the foil version, it's got more pizazz. Wink
Wedge Antillies a strong offensive card.
Anakin Skywalker a very very strong offensive card.  Potentially deals double damage! 
Decoy a great defensive card if you can fit it into your deck.
Escort Duty a fantastic offensive card that encourages the use of capital ships.
Crossfire read it, use it; never leave an opponent bloodless.  Grin

Personal Advice:
You shouldn't have trouble finding units with this icon.  It's one of the most prevalent.  There are some really great units out there with laser...and chances are that you have them!




Yet another quickie.  There's not alot of noteworthy for this icon.  The primary focus of this icon is to increase damage dealt.  Torpedo icon cards have the most damage bonuses of any icon. I could go through them all, but that would take way too much of my time.  Feel free to post your favorites. 

Missile barrage a very popular card. Solid addition to a swarm. 
Chain Reaction Strong card.  Good against swarm, as it gives you an easy extra kill against those pesky units.  My favorite Torpedo card.  (Hint, check out Chain Blast for some great multiple-copy synergy.)
Missile Strike One of the best Torpedo cards to come out in some time.
Admiral Ozzel very popular in the old days to ensure a solid attack. Get's hosed by damage reduction like all other +attack cards. 
Seismic Charge good card, I haven't been able to take very good advantage of it.
Surprise Attack best way to get 2 additional damage quick.

Personal Advice:
Wait until some better Torpedo cards come along before really concentrating a deck on this one.  (And when that day comes, remember to include "Super-Star" Squadron B-wing
« Last Edit: August 24, 2008, 01:06:40 AM by Rogue4 » Logged


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« Reply #4 on: August 24, 2008, 01:02:41 AM »


This will be a real quickie. Trooper is the foundation for most swarms (or at least Leader/Trooper). Honestly, the biggest reason to play  units is so you can use Acceptable Loss.  The history behind the swarm deck is founded upon a misprint between Inspired and Swarm Tactics.  They both have the same text, incorrectly as Inspired was supposed to reference the number of Leader units in the same zone--not trooper.  This enabled early swarms to effectively run 6x copies of the best attack adding card out there. The best combo's were to use Mustafar Mining Platform, Kamino Cloning Facility to get your 1-star units back. 

There really aren't any great cards for this icon.  There are some good ones however:
Kaadu Riders & Advancing assault great for swarms that need to move fast. Outdated by the introduction of Ki-Adi Mundi.
Avoid Detection Great, underused card.  Evasion used to be popular where you could use Asteroid Sanctuary or Base set Leia to cancel battles and move. 


Personal Advice:
There are a handful of  Trooper units that I consider the best (or the most successful). 
In general I recommend the following:
27th Elite Recon Speeder Bikes +3 attack = quite frankly the best    unit.
Elite Squadron +3 attack (lower defense) the 2nd Best    unit.
10th Group The best confederate    unit.

For specific builds you can't beat these guys:
Rogue Recon Snowspeeder A & Rogue Recon Snowspeeder B are the best units for a rebel swarm, as they can also use Padme like nobody's business.
Y66 Division Again for the same reasons as above, but it also has the icon which makes it an auto-include for decks.

« Last Edit: August 24, 2008, 10:34:09 AM by Rogue4 » Logged


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« Reply #5 on: August 24, 2008, 01:03:00 AM »


 
Ok, time for my favorite icon!  I love this one because it started solid when released in GA and has evolved to be the foundation for so many strategies.  The reason this icon is so strong is because it allows for the best non-objective ways to get units out of your reserves. Without further ado, I'll get right to it.

Reinforcements Simply amazing.  Use with  or  units for best results. Auto-include.
Combat Drop IT CAN DROP AT-ATs FROM YOUR RESERVES. Need I say more?
Obi-Wan Kenobi A good card for bringing back  units, but I honestly don't ever have room for this card in my decks.
Obi-Wan Kenobi The strongest offensive Transport card...after the battle damage is better than instant (as damage reduction can't touch it).

Well that covers it.  None of the other Transport cards are worth a dime (or even needed) IMO.  There is a reason that strikezoneonline charges roughly 5-7x more for Reinforcements than for other uncommon.  Good luck finding these cards in trade threads. 

Personal Advice:
There are so many strong units that work well with the  icon...

I'll classify into two categories.  This first I call "droppers" as they can use combat drop:
Padme's Yacht yet again. Great for dropping units. Fantastic for striking. Tough to kill. You want more?
212th Gunship drops units, 11 defense, 3 damage, good mix between offense and defense. There are other great gunships too...127th Gunship can use Boba Fett, and 104th Battalion can use Padme and Jango Fett (which apparently is good). 
Cerberus is my favorite...why? um...can use Boba Fett on a recently dropped AT-AT.
212th Battalion which I only mention because of the 4 shields, which increases it's survivability.
Twilight 4 Shields are good and the Droid icon is better...but I still prefer Padme's Yacht, as this isn't a great offensive unit.

These units are the "Droplets", units that get dropped somehow or another.
Jabba's Sail Barge  Drops units,  icon + 4 shields = impossible to kill.  oh and did I mention Support Ship? A solid component of any Ruthless deck (once a solid one really proves itself).
Veer's Walker AT-ATs in general are great, but Veer's is the best because of it's +3 attack, which means it usually kills things that go after it without much trouble. Very intimidating, and it can soak up damage like no other.
121st Turbo Tank and 76th Turbo Tank are both great republic units to drop. It's just preference whether you want to use Leader cards or Blaster cards to supplement the rest of your deck. (!21st has a slight edge in my mind due to the +2 attack).
327th Star Corps and the other AT-TE's are solid  units with armor icons. 121st Regiment holds a special place in my heart for it's use of the Droid icon--a combination which creates the closest thing this game has to invulnerability.

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« Reply #6 on: August 24, 2008, 01:03:15 AM »

 
Battledroids!  I love battledroids as a faction!  I don't know why.  I think I just like the Armored Assault Tanks  Wink.  A few of the best cards in the game are icons; the unfortunate thing is that the matching units are generally the weakest of any found in all the factions.

Cound Dooku Great card to disrupt your opponents strategies.  Use on those pesky forward obectives or in combination with Kashyyyk Beachhead to really generate some hate from your opponents. 
Submerged Attack great card for a swarm
Urban Warfare another great card for a swarm
IG-MagnaGuard Damage? you need more damage? (You must use high +attack units though)
Probe Droid This dude is a stud.  Send a pesky  unit to their home zone, and when they kill it, you instead advance a  Battleship.
General Grevious Combine with Battle of Yavin for best results.
mace Windu I haven't quite figured out how to best utilize this one yet, but it has serious potential.

Personal Advice:
Your ship selection for this deck is going to be pretty spotty.  The best thing the Clone Wars expansion did was give the confederacy more battledroid units.
Z90 Division AAT Good offensive ground unit with Trooper icon.
13th Strike Wing finally a solid  Space unit for the confederacy!
15th Group good swarm unit (or sacrificial lame with Probe Droid).  As with any +3 attack unit, it poses a descent threat to opponent's objectives if it gets through.
C78 Division Tank Droid +3 attack, 10 defense, the most solid  confederate unit. {Note the gallery picture and stats are wrong}
Y66 Division STAP Simply the best  unit. can even use Padme!




Not gonna waste time here.  This is taking longer to write up than I anticipated. 

Anakin Skywalker Having trouble hitting things? Not anymore.
Padme 'freaking' Amidala
Jango "Bid Daddy" Fett
Yep thats it really. 

Personal Advice:
There are many great ships for which to take advantage of Padme, many of which I've already mentioned. 
Wedge's Amazing Snowspeeder Leader icon and +5 attack against objectives? The closest you can get to broken.
Luke's Amazing Snowspeeder Just
21st Nova Corps Armor and Elite...and +3 attack.  Drop this puppy with combat drop and watch the carnage ensue.
Echo 7 tauntauns Perhaps the best  rebel unit.
Luminaria's Tank Kills. Objectives. Dead.  Without a doubt the best  republic ground unit.
Other than that, any defense value 7  unit is great to use offensively with Padme (i.e. you want them to hit you). 

« Last Edit: August 24, 2008, 10:35:18 AM by Rogue4 » Logged


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« Reply #7 on: August 24, 2008, 01:04:38 AM »

:elite:
Elite.  Obviously this icon focuses on the destruction of Jedi, which it does very well; however, it still maintains use outside of Jedi vs. Elite scenario play. 

No Escape great to combat evasion and cards that end battles early (like Acceptable Loss...which would still cause damage, but not instantly end the battle...at least from my understanding)
Peacekeepers The best reason to keep a  Elite unit in your home zone at all times.  It gives you an extra turn advantage when defending against the onslaught that is a good swarm.
Search and Destroy This card has great potential for major disruption.  Imagine seeking out all those pesky Mustafar's or Theed Palaces from opponent's deck before they ever hit the table!
Darth Vader Simply strong. +2 damage +2 attack

Personal Advice:
I can't really suggest much here.  The best use i've found is 42nd Siege Battalion with peacekeepers + dagobah swamp to keep opponent's away from my low defense objectives such as TRP or Rebel Base.


:airborne:
Here's an Interesting one.  I have yet to find anything remotely powerful aside from a requirement for Gunships to use Combat Drop. If you've got something please share, as I have yet to find a good use for these guys yet.

Tailgunner This is all I've got.  Great card for taking apart an advancing swarm. Strafing run is okay, but more limited and just not as good.

Personal Advice:
I don't have any.  I'm Still really waiting for this icon to come into it's own.  There are a crapload of great +3 attack units (alot of Jedi units) for which I just can't seem to find a use.  Luke's Syhopper would be at the top of my list, if I could figure out what the list was for...


:ruthless:
Ahhh....Ruthless.  My favorite new Icon since Armor was introduced.


4-Lom The raison d'etre for ruthless decks. Who needs attack when you have defense? Hoth Snowfield and Rebel bunker to help remove chance from the equation.  Just remember it's not my fault if your opponent rolls boxcars...
Perfect Accuracy Great counter card for damage reduction.
Leia Organa Discard cards to make sure things die a painful death...you cycle faster and kill things--that's a win-win in my book.
Lando Calrissian The key for this is isolating an opponent's unit before attacking so you can inflict damage but they cannot (or are at least limited to 1 damage from a unit).
General Grevious Great defensive card...but the sacrifice better be worth it.
Overwhelming force Generally I'm not one to play number modifier cards, but this one has a great balance of +3 attack and +1 damage without any major limitations (and it's great for using with the  ruthless units).

Outrider You need a reason to play this?  How bout because it's sexy as all heck! (and goes great with a side of 4-LOM).
Slave I *See outrider comment above
Jabba's Sail Barge This is a no brainer.  I've mentioned Jabba's boat twice already for a reason.  That reason is because it is one of the best units in the game. No faction means you can play it in every deck...and I wouldn't really have a problem with that.
Prisoner Transport  Use with the new Transport Obi Wan and Dengar for some extra firepower.
Black Sun Z-95 flip it and you get Awesomness
Nute's Shuttle Why is this ruthless?  I have no idea.  But it's a good ship with 10 defense (i.e. 4-LOM) and 4 shields.
Force of Commerce Ruthless 5-star?  Sign me up.  Get in opponent's home zone along with a copy of Hoth Snowfield and start 4-Lomming for 8 damage! And of course Call for Help isn't bad.
General Grevious' Bumblebee thingy ELEVEN DEFENSE.  1 damage sucks, but just use 4-LOM anyway.  Oh, and a  unit with 3 shields is practically unheard of...
« Last Edit: August 24, 2008, 01:42:27 AM by Rogue4 » Logged


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« Reply #8 on: August 24, 2008, 01:04:58 AM »


Luck.  I love wild cards, they possess some of the best strategies and abilities. The strength of this icon lies in its ability to disrupt any and all the other icon strategies. 

Han Solo Do not underestimate cards that prevent opponent from playing a card (Assajj Ventress, Mace Windu, Assassin Droid, & 4-A7). The only sure-fire way to beat instant damage decks or evasion cards, or droid damage reduction, or anything basically.  Han is one of the best offensive cards out there.
Jabba the Hutt Works just like Han Solo, but requires more “luck”.  Can frustrate opponent to no end.  Great card.
Altering the Deal Great disruption card.  Combine with Kashyyyk Beachhead for best results.  By the time your opponent gets to the bottom of their deck, they have nothing but objectives, which can take many many turns to burn through.
Dengar Combined with Mustafar Mining Platform, this is a fantastic card to use on units.  Much easier to pull off than Acceptable Loss and almost as good.
Luke Skywalker Perhaps the best +attack card out there.  I tend to use it only on units with a +3 or +4 base attack just to get that extra oomph. 

Other commonly seen cards:
Wild ride  This is a popular card for countering swarms of various flavors, but I just find it easier to either destroy the opposing unit with instant (or post-) damage or just use more defensive cards like Dagobah Swamp, Peacekeepers or Thwarted Plans.
Narrow Escape  I see this a lot in many decks, and while it’s okay to protect units from quick death, I almost prefer an offensive card that hurts my opponent and use an objective (like MMP of Kamino) for recursion.
R2-D2 I used to use this card a lot before GA came out.  It’s okay for saving units from a horrible death, gives you a 50/50 shot.  If you insist on using this, combine with Jedi Temple and or units with high base attack for best results.
Leia Organa Popularized by evasion decks as a way to  bypass battling and go straight for their objectives.  Not seen very much anymore.


 
Force, I love these as well.  People often tell me that wild cards aren’t as good as I tell them simply because of the objective counters, Detention Block AA-23 and Tatooine Desert , but I have rarely seen them after GA (and are pretty easy to counter with Kashyyyk Beachhead and Altering the deal…both good card you should be using anyway).  There are just other objectives that are so much better. 

Yoda So good, you can build a deck out of this.  If you can get this in your hand at the right time, it can win you games.  Combine with the strongest cards like Call for help Boba Fett, AL, and Padme for full effectiveness.
Mace Windu See Han Solo above.  Almost as good as Han.
I am your father Who needs + attack when you can just lower their defense?  This is a very solid card.
Hate leads to suffering more instant damage.  Use on heavier units with that generally take some damage, or else a unit that took damage from previously using combat drop for a nasty suprise.
Assajj Ventress See Han solo above. Better than Han.
Darth Vader and Anakin Skywalker Great additions to any deck if you’re ever at a loss for what else to include.  The fact that they’re in a starter makes them even more accessible. 

Most Underrated:
Meditation Chamber I’ve always wanted to build a confederate capital deck…maybe it would work now with Battle of Yavin and General Grevoius
Master’s Touch Very very popular for a long time because of it’s flexibility.  Not seen as much anymore.  Still kind of hard to find in trades, etc.

Personal Advice:
Regarding the all-powerful “Jedi Deck:”
Safe Haven and Escape Tunnel these two cards are the backbone of a solid jedi-unit deck.  Evade and go straight for their objectives.  Can be frustratingly abusive against an unprepared opponent.  In my jedi deck builds, I tend to run super-high defense objectives (Yoda, Death Star Exhaust Port, and Jabba’s Palace) since I’m not really concerned about killing or stopping anything coming my way. 
 


Well now we get into the power match icons.  I love power match icons, because of their intrinsic abilities that don’t require any matching cards. Nevertheless, the turbolaser icon kinda sucks just because large and units still don’t see a lot of play, hence there is no reason to destroy them.  Very few of the current top ships have more than 3-4 shields. The turbolaser icon is just overkill at this point IMO.  Maybe it will become much more important in the future if Capital starships become more common in top-competitive level decks.  Even so, there are a couple good turbolaser cards.

Mas Amedda Ok, I lied there’s only really one. I’ve used this and Kit Fisto on Devestator with pretty good results. 


Great Icon.  Good intrinsic ability.  Call for help is your best and only bet here.


Now we’re talking.  Reduction of 1 damage ALL the time is simply phenomenal—its so good that I often play with the armor icon and don’t even use any armor combat cards. Armor has some of the BEST cards in the game and is the strongest of the power match icons (IMO). 

Yoda You want better?  Padme is marginally better, but nothing else beats the master himself.  You stop all damage, (and the 1 damage penalty can be applied to the same unit afterwards and is negated by the armor icon itself, thereby eliminating any drawback).
 Darth Vader Fantastic offensive and defensive ability. Reduce 1 damage and gives +1 bonus to attack, damage, and defense.  Beat that.
 Heavy Shields Solid defensive card and a great addition to the armor

Underrated cards:
Faamba Shield Gives all your units the Armor Icon.  How is that bad?  Goes great with any flavor swarm or ice cream.
Lama Su  combine this (and use BS Yoda) with anything in the above Transport icon section.  I could very easily see a puny little cloud car using combat drop to plop down an AT-AT.

Personal Advice:
There are so many great ships and tactics to use with this icon I don’t even know where to begin.
Star Squadron B-wing combine with  Blizzard for a defensive interaction that really wasn’t intended.

« Last Edit: November 13, 2008, 09:38:50 AM by Rogue4 » Logged


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« Reply #9 on: August 24, 2008, 01:05:06 AM »

So this is the part where my expertise starts to fade. 

  :veteran:
I love the idea of Veteran.  Kill something and you get better!  But my experience with it has been a mixed bag.  and  units are fairly easy to flip;  and higher are almost impossible, thereby taking away any consistency of using the flipped base's stats or icons.  So if you were depending on being able to count on flipping Slave I for that elite icon, you're going to have a very difficult game. 

On the other hand, the better strategy i've found is to NOT flip--for when you flip, you lose the Veteran icon and any benefits from matching cards or objectives.  The biggest reason to use  :veteran: is for Obi-Wan Kenobi.  While obi-wan isn't quite as great as the icon (as obi dosen't work outside of a battle), it's still very strong. 
Noble Sacrifice is the only card that really provides something unique that nothing else already does better. It's basically what padme was supposed to be (and what Decoy is...). 

Personal Advice:
The best ships to use the :veteran: icon on are the small  and  ships--unfortunately these are the ones that actually end up flipping and losing thier  :veteran: icons--a real catch-22 if you ask me.
Errant Venture I like it. Perhaps there is a good deck out there for veteran units, but I haven't really found it yet.

command  Huh?
I have yet to really look in depth at this one.  Some cards seem usable, but the limited ship selection really hurts.  The ships from CW simply aren't worth playing as much as good ole' Luke's Snowspeeder and Vader's Tie or Veer's Walker, etc. 
Anakin Skywalker seems okay. 
Padme Amidala would be a great card if it were only usable on units from previous sets.  Great potential disruption card.
R2-D2 it's an interesting card and tactic...really screws with people playing multiples of the same objectives...but suffers from same weakness as other command cards.

convert  Huh?
This was a great idea gone bad.  The units that use this icon are terrible.  Even thier flip sides aren't worth using over other units from previous sets.  The best use for this icon is one that kjg discovered:  http://swpocketmodels.com/forum/index.php?topic=2192.0
Use yodato play Suprise Landing and Combat Landing on a hard to flip :veteran: ship (like Errant Venture) to flip it easy.


dogfight  Huh?
Same comments as command.  Poor unit selection; card utility not high enough to warrent use.  General Grevoius is interesting in that when played in the contested zone he can slow down  -based swarm. Other than that, nothing really stands out to me. Overall, the best units and cards from CW are the ones that don't have the new icons.
« Last Edit: August 26, 2008, 12:49:21 PM by Rogue4 » Logged


Always let the wookiee win!
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