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I've tried many different iterations of the rebel builds. Tried tons of direct damage, tried the leia gambit, tried mixing in Han Solo. Heck, even tried mixing with Jedi at one point.
I'd say the closest I got was a Han Solo/Home One/Red 2 focused deck, but it still didn't pan out unless my draws were perfect.
I'd love to see what Rebel decks and strategies you guys are trying. Getting a little frustrated that the Jedi are the only viable light side, seemingly at this point.
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A Rebel Vehicle deck is one of the most powerful decks you can currently build
Heaps of units
Heaps of resources
Plenty of ways to easily grab your 3 objectives
If you are having trouble with the following deck I would be very surprised
http://teamcovenant.com/kordos/2013/02/03/a-walk-on-the-light-side-rebel-alliance-vehicle-deck/
I am Commander Thale Hypotenusethis vessel is now mine
I'm still needing to play several games to get my deck pinned down, but I'm currently using the following
Rebel affiliation
Mission briefing X2
Fleeing The Empire X2
Mobilize the Squadrons X2
Decoy at Dantooine X2
The Defense of Yavin 4 X1
Draw Thier Fire X1
The goal was to attempt trench run, using the Leia's ability and Wookie Navigators, with the splashed red 2 or ackbar and some death star dial reducing options to buy that extra turn or two that you'll need since it's harder to keep the balance of the force - especially against sith.
This gives me 8 ways to trigger leia, - 2 leia's, navigators, battlefield ingineers, stolen plans, twist of fate, trench run and 3 rebel assaults.
Stolen plans are actually more amazing than I thought - because of the tendancy to splash an affiliation and or high producing resources. Between that and mission briefing, you get yourself up to about 8 cards a turn - and with the a-wings can get you a little more. (maxing out at 10 draws per turn, though the a-wings getting to focus to strike can't be counted upon)
The estute will note that there's a lack of extra resources - mobilize the squadrons helps, but there is one hidden outpost, and 2 mon mothma, and 1 field command center. - that's only 4 extra resources, but the cost curve is nice….
4 fate cards
12 cost 0 cards
12 cost 1 cards
15 cost 2 cards
7 cost 3 cards ( 3 of which provide 3 resources)
This also gives 70 force symbols over 50 cards, about 1.4 per card. - Compare this to about 74 force symbols in a sith deck (with 18 of those coming just from vader and palpatine) and this number looks not so bad :)
unfortunately only 13 blast marks - but with enough cheap cards you should be doing some unnopposed damage and you'll probably get to do a few double or even tripple attacks here or there.
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Kordos said:
A Rebel Vehicle deck is one of the most powerful decks you can currently build
Heaps of units
Heaps of resources
Plenty of ways to easily grab your 3 objectives
If you are having trouble with the following deck I would be very surprised
http://teamcovenant.com/kordos/2013/02/03/a-walk-on-the-light-side-rebel-alliance-vehicle-deck/
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You are best off ignoring that deck entirely. If you really want to play rebel stuff right now, add 9 into your jedi deck instead of 2. Otherwise rebel vehicle decks are far more likely to lose than anything else. Accepts that right now things aren't well balanced strength-wise as it regards LS/DS or between Smugglers/Rebels/Jedi or Scum/Navy/Sith. What is the best deck will fluctuate with more cards being released. Just be patient.
Try using the deck linked earlier. It plays tons of units and can do some real damage.
I personally like a little more diversity in my decks.
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MasterJediAdam said:
Try using the deck linked earlier. It plays tons of units and can do some real damage.
I personally like a little more diversity in my decks.
I haven't played the exact iteration of the deck linked previously, but I've played very similar versions. The edge is the biggest thing. So many of those units are completely edge dependant and you have a relatively low capacity to win the edge, especially when you're dumping your hand every turn.
Actually have to say in general it would seem that the edge is beginning to become an annoyance for me. The light side just seems so utterly reliant on it, more so than the imperials, considering the LS has to be the aggressor. The LS needs more card drawing or ways to increase their reserve value. The fact that only the dark side can increase their reserve value makes it even harder for the LS to win the edge.
Oh well, this game has an excellent base, I'm sure it will become much more fun once we get some card variety.
You're problem is that you're going into the expecting and needing to win. That situation should only be used by the LS in cases of last resort. Quite often when played appropriately, you can force the opponent to make subpar blocks and sacrifice pieces in order to setup your key characters strikes. Additionally, with well built decks when played correctly you can threaten any number of options from double Heat of Battle to Jedi Mind Trick to damage soaking and redirection. Many, many times when I find that people complain about the edge battle, they are making the incorrect attacks. Quite often as LS I am far more likely plink away at objectives with unopposed damage plus maybe an edge blast while threatening a more dangerous attack in order to setup endgame attacks. Remember you're goal is to blow up 3 objectives before the dial hits 12; any dial number before that is inconsequential. Be willing to be patient while still staying aggressive.
try to focus on the main goal - WIN THE GAME - what means destroying 3 objectives or complete Trench Run. DO NOT TRY TO CONTROL DARK SIDE, instead try to put into your deck as many objective damage as U can, mass the DS and win - I saw Rebels wininning on turn 2 - so rush is the way - if U want control, strong but expensive units, controlling balance of the force - play Jedi with Han Solo. Rebels => blast damage ;-)
"The best ideas often come from the worst minds."
Teokrata said:
try to focus on the main goal - WIN THE GAME - what means destroying 3 objectives or complete Trench Run. DO NOT TRY TO CONTROL DARK SIDE, instead try to put into your deck as many objective damage as U can, mass the DS and win - I saw Rebels wininning on turn 2 - so rush is the way - if U want control, strong but expensive units, controlling balance of the force - play Jedi with Han Solo. Rebels => blast damage ;-)
This is patently wrong. You can't just ignore your opponent's game plan in most cases. You need to be able to deal and/or control the opponent's board in order to deal those. You can't continually be losing your units to your opponent's just to get 1-2 damage on. You need to be able to do repeatable damage.
agnos said:
You're problem is that you're going into the expecting and needing to win. That situation should only be used by the LS in cases of last resort. Quite often when played appropriately, you can force the opponent to make subpar blocks and sacrifice pieces in order to setup your key characters strikes. Additionally, with well built decks when played correctly you can threaten any number of options from double Heat of Battle to Jedi Mind Trick to damage soaking and redirection. Many, many times when I find that people complain about the edge battle, they are making the incorrect attacks. Quite often as LS I am far more likely plink away at objectives with unopposed damage plus maybe an edge blast while threatening a more dangerous attack in order to setup endgame attacks. Remember you're goal is to blow up 3 objectives before the dial hits 12; any dial number before that is inconsequential. Be willing to be patient while still staying aggressive.
I agree wholeheartedly with this summation of edge battling. Earlier this evening I was still striking out with My rebel deck, so I changed strategies. I started hitting every objective with one unit each, I started planning on losing every edge battle and only using fate cards for their abilities. It worked out well, the opponent thought he was controlling me, but then all of a sudden he saw two obejctives fall while the dial was still on 9. I had enough defenses to where he couldn't drop another objective and I won hands down the next turn. This happened the next game as well. I'm seeing that the rebels just play very differently.
Also, as to add to the discussion, here is the rebel deck I've found most viable after many different attempts (you'll notice it is similar to what was suggested above):
2x defense of yavin IV
2x mobilize the squadrons
2x rebel fleet
2x mission briefing
1x draw their fire
1x tribal support
The Ewoks work very well with this strategy, I recommend them over another draw their fire.
It is not true, You can attack every 3 objective with mass of your cheap units and every turn U draw new 6 cards so U can play 6 cheap cards every turn and deal as much damage as fast U can removing only key blockers with Heroic Sacrifice, Escort, Rebel Assault, Admiral Ackbar or Evok. Rebels aren't about control, that's the Jedi way. Rebels are about fast assults and blast damage. For example:
2x Mobilize the Squadrons
2x Draw Their Fire
2x The Defense of Yavin 4
2x The Rebel Fleet
2x Mission Brefing
"The best ideas often come from the worst minds."
Teokrata said:
removing only key blockers with Heroic Sacrifice, Escort, Rebel Assault, Admiral Ackbar or Evok.
Well, in that case, I'd say you're controlling the dark side, which you said to ignore. I know what you meant, though.
Teokrata said:
It is not true, You can attack every 3 objective with mass of your cheap units and every turn U draw new 6 cards so U can play 6 cheap cards every turn and deal as much damage as fast U can removing only key blockers with Heroic Sacrifice, Escort, Rebel Assault, Admiral Ackbar or Evok. Rebels aren't about control, that's the Jedi way. Rebels are about fast assults and blast damage. For example:
2x Mobilize the Squadrons
2x Draw Their Fire
2x The Defense of Yavin 4
2x The Rebel Fleet
2x Mission Brefing
You do realize, don't you, that you are refuting the strategy of a deck that is only 1 objective set different than yours?
ziggy2000 said:
Teokrata said:
It is not true, You can attack every 3 objective with mass of your cheap units and every turn U draw new 6 cards so U can play 6 cheap cards every turn and deal as much damage as fast U can removing only key blockers with Heroic Sacrifice, Escort, Rebel Assault, Admiral Ackbar or Evok. Rebels aren't about control, that's the Jedi way. Rebels are about fast assults and blast damage. For example:
2x Mobilize the Squadrons
2x Draw Their Fire
2x The Defense of Yavin 4
2x The Rebel Fleet
2x Mission Brefing
You do realize, don't you, that you are refuting the strategy of a deck that is only 1 objective set different than yours?
Actually they were responding to the post above mine. I was a little confused at first, too.
I like this setup for Rebel Alliance. Can win incredibly fast.
2x A Journey to Dagobah
2x The Defense of Yavin 4
2x Mission Briefing
2x The Rebel Fleet
2x Draw Their Fire
Without Signature
I, like many others, find that rebel alliance is the most powerful thing you can build right now. Lots of units, lots of resources, awesome stuff out the ears.
Try this on for size;
4 reb assaults
2 heavy emplacements
2 engineers
2 ackbars
one or two home one, choose if you want one leia and one h1, or two h1.
This deck is terrifying. Use the assaults to strategically kill the units that are making your life hard. Shoot constantly at your opponent and smack down an ackbar when he commits those damaged units to battle. Combine ackbar with assaults to kill even durable opponents instantly. The X wings are nothing short of awesome, h1 is a bona fide beast.
What makes this borderline (or actually) OP is mobilize the squadrons ability (way too good), rebel assault (way too cheap and awesome), leia (if you have her) clearing every single focus on the board.
Play with some patience, strike hard when you do, you can afford to wait a turn. Focus on getting every objective damaged, two or three points. Then assault and/or h1 them to oblivion.
With my reb deck I literally win 90%. I loose if I draw very badly and my opponents do not, or when I really eff something up by playing very, very badly. I've found that if I keep my cool, play solidly and dont draw awfully I win almost no matter what my opponent does.
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