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The Clone Fire Team really heats up the trusty ol' Clone deck



There are two great new cards in Jedi Guardians that finally inspired me to post a Clone deck. Naturally, I already had one that I played with occasionally, but it just didn't seem to have all that it needed to win consistently. The Clone Facility was a staple of the old Clone deck, but it just never did that much good for my deck. So I was very happy to see the Clone Fire Team and the Tipoca Training Ground. My idea for this deck is to make my Clones as fast as possible. If the best defense is a good offense, then speed is the best defense.

The Ground arena is where a Clone deck really shines. The units here are all very cost effective and there are (now) plenty of good Clones to choose from. The most important Ground Clone is the Clone Fire Team. The +10 Speed it gives other Clones will help them attack before the average Dark Side Droid. Deploy more than one and your Clones should be attacking first. The Clone that needs the speed boost the most is the Clone Trooper Legion. I guess it's hard to move quickly in such a rigid formation, as these guys only have a 30 speed while other units of this cost and size are all 40 speed.

But his 7 power will be your main weapon and his 7 health means he should be able to stand up to even the monstrous Trade Federation Control Core for at least 2 attacks. Backing up the Ground is the easily deployed Clone Platoon. At 40 speed this will often be the unit that attacks first for you in Ground, as the Fire Team doesn't give itself its own bonus. It's also just the right cost for a quick reinforcement.

However, for the ultimate in "backup," try the Tipoca Training Ground. It's the only unit (so far) with 2 Reserves abilities and both of them are a Clone deck's dream come true. Clones don't come with much in the way of protection, so the "prevent 2 damage" of the first ability will come in quite handy to keep Fire Teams and Clone Captains alive, so their bonuses aren't lost too quickly. The other Reserves ability gives one of your Clones Accuracy 1. The unit of choice for this ability is the huge Trooper Legion, as you should be able to get up around 4 or 5 hits with it.

The Character arena is where the best Clone booster is found. The Clone Officer is one of the few boosters that gives itself its own bonus. This is priority build unit of the arena and probably the entire deck as they are the heavy hitters in the Character arena. Actually, the Clone Captain can hit just as hard and has the ability to transfer damage it takes to another Clone in any arena. It works very well in conjunction with the Clone Trooper Legion with its 7 health. For quick reinforcement, the Clone Warrior 4/163 is very efficient and will last a while with several more tempting targets in the arena. These guys are extremely cheap to deploy when Lama Su (A) is in the arena and reduces the cost to deploy your Clones by 1 build point. For further Clone-boosting, Taun We (A) can speed them up a bit if the Fire Teams aren't enough. However, if your opponent is playing with Stormtroopers, don't bother building her as they get her bonus as well.

Finally, to protect all these boosters, Obi-Wan Kenobi (G) is very useful with his Intercept ability and his Evade ability will keep him alive versus small and mid-sized units.

Space is not a priority of the Clone deck as there aren't any Clones in Space. As soon as the Dark Side sees that you're playing Clones, they'll know that Character is the crucial arena, as they'll want to deny you all the boosters there. If they give short shrift to Space, you can move in with a few units that can get the job done. If they deploy a bunch of wimpy units, the new Republic Light Assault Cruiser is the way to go with its Shields 1. Its Accuracy 1 will ensure that it never (Ok, rarely) fails to take down a 2 health unit when it attacks. For larger units, like Star Destroyers, the Jedi Attack Formation is the unit for the job. It has good speed and I see the 4 power, Critical Hit 3 pay off again and again. For a quick reinforcement, the Jedi Starfighter 3R3 is a trusted standby, while the faster and Intercepting X-wing Red Three can keep one of the larger units alive when things really heat up in Space.

Since Clones don't have much in the way of defenses (no Shields or Evade), they'll need protecting with a host of Battle cards. Pilot's Dodge for Ground and Space, Hero's Dodge for the Character arena, and Jedi Knight's Survival for anywhere. However, this deck doesn't plan on needing them due to its incredible speed. To that end, the deck needs a way to boost the non-Clone units and Anakin's Inspiration is the best way to do it. The Space units especially will appreciate the boost so they don't feel too left out of the party.

Since the deck has outgrown the Clone Facility, it needs some way to draw more Clones and Wedding of Destiny is the cheapest and easiest way to do it. That one extra Force you get also comes in handy for a Hero's Dodge. Finally, since the Clone Captain will often times send some damage to the Clone Trooper Legion, a couple of Return to Spaceports are a great way to keep them safe and tidy.

Here's what the deck looks like all put together…




Thwack of the Clones

character
Clone Captain
Clone Officer
Clone Warrior 4/163
Obi-Wan Kenobi (G)
Lama Su (A)
Taun We (A)
ground
Clone Fire Team
Clone Platoon
Clone Trooper Legion
Tipoca Training Ground
space
X-wing Attack Formation
Republic Light Assault Cruiser
Jedi Starfighter 3R3
X-wing Red Three
battle
Jedi Knight's Survival
Pilot's Dodge
Hero's Dodge
Anakin's Inspiration
mission
Return to Spaceport
Wedding of Destiny
equipment
location
Totals:
15 Character
14 Ground
12 Space
15 Battle
4 Mission
0 Equipment
0 Location




Strategy Advice

After seeing your initial hand, you should mulligan Return to Spaceport and Jedi Knight's Survival if you've drawn them. However, if you have 5 or more units in hand, you could keep your hand. The deck has a lot of mid-sized units, so chances are you won't be deploying more than about 6 units. A great opening setup would be: Clone Officer, Lama Su (A), Clone Warrior 4/163, Clone Trooper Legion, Clone Fire Team, & Republic Light Assault Cruiser. However, if you find the Tipoca Training Ground in your hand when you have just a few build points left during setup, it's a great idea to put your last few points on the Training Ground. That way you can finish building it during the first command phase and it can stay in the build zone untapped, ready to use its Reserves abilities. If you fully built it during setup and deployed it, then it taps when it retreats and you can't use the Reserves the first turn.


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Two new Bombard units calls for a new deck



Last week's Jedi Council deck had a lot of rares in it. More than I like to put in a single deck, but I thought the new Jedi Council Quorum victory condition deserved a no-holds barred deck. However, this week I'm here to show you that even a deck with NO rares can be quite fearsome. I didn't set out to make it rareless, but once it was built, I noticed that I hadn't bothered to use a single one.

This week's deck makes use of one the Dark Side's advantages: Bombard. There are two great new Bombard units in Jedi Guardians that called out to me to make a new deck. The smallest Bombard unit on the block is now the Trade Federation Droid Bomber. What makes it so great is its 60 speed, which allows it to perform in a Space superiority roll for a few turns before starting a Bombard campaign. Its cheap cost makes it an easy deployment even after the Light Side has long abandoned Space. The other new unit is the Trade Federation Blockade Ship with its deadly Bombard 5 and Overkill. That's the highest Bombard for any unit except for the Death Star (A). The Overkill isn't going to apply too often, but since it's rather slow, it may be able to put the finishing touches on a Light Side unit and then spill some excess damage to another unit occasionally.

All the Bombard in the world isn't going to do you much good if the fleet can't crush the Light Side fleet first. However, we don't want the deck to lose focus, so the Imperial Star Destroyer and Victory-Class Star Destroyers are the way to combine Bombard and Space superiority. Their power and health are excellent and they hit hard enough in Space to even take out the Light Side Space units with Evade. They'll need some Speed boost to gain any superiority, but there are ways of solving that. In the meantime, they will certainly benefit from some Intercepting TIE Fighter DS-61-9s. They can keep a Critical Hit unit away from the Capital Ships once… once.

With so many large units in Space, the deck needs help with the build point costs, so Tatooine Hangars are a must. They will last a long time and can dish out a point or two of damage each turn. While the deck can send a lot of Bombard dice into the Ground arena, the attacks usually won't be instantly deadly to the average unit. Instead, they are likely to be damaged and prone to an Overkill attack in Ground. The Corporate Alliance Tank Droid is a good mid-sized unit with a power high enough that it's Overkill should come into play a reasonable number of times. Since some of the Space units are better at hitting the Ground, it's only fair to help out Space with some Ion Cannons by way of the Death Star Turbolaser Tower. What makes this a valid tactic is that the Light Side will likely go all out to destroy the Bombard units and won't want to deploy much into Ground until they feel safe there. So the extra dice into Space will really come in handy. Finally, for a bit of card drawing, a couple of Jawa Sandcrawlers will do the trick and can hold out in Ground if all other resources end up in Space.

With so much Bombard, what could be better than extra Bombard dice? The Death Star Superlaser Gunner is an extremely cheap and effective way of turning the Bombard bomblets into some serious nukes. And with 3 health, it might even survive an attack. However, for more reliable protection, Darth Vader (C) is the way to go with his Intercept ability. While the deck doesn't try to win in Character, Vader can at least hold tight there a while. Adding a bit more oomph to the Capital ship fleet is General Tagge (A) and the +1 power he gives them. Just make sure you don't need to play any Battle cards to stay alive that turn… Also helping the Capital Ships are a couple of Star Destroyer Commanders. The Critical Hit 2 they give is a great way for the Capital Ships to take out enemy Space units. However, with a Gunner in play, that Crit is great for a devastating Bombard attack.

Finally, for a bit of extra card draw, the deck employs the Battle Protocol Droid (A). The 2 cards it gives when it goes is great. Since it's unique, if you play one while there's one already in play, the one in play is discarded and you get to draw the 2 cards all the same.

The Droid is also good fodder for a Departure Time. Since the deck simply must win Space, you must be able to deploy reinforcements there, as the Light Side certainly isn't going to let it go without a fight. Since most of the units are large, the extra build points are definitely needed. To keep the Capital Ships alive as long as possible, a couple of Starship Refits are also included.

Jedi Guardians has a great new neutral damage prevention card: Jedi Knight's Survival. Versus some of the Light Side's Critical Hit Space units, preventing all the damage a unit does is a lifesaver. The deck still packs the reliable Pilot's Dodge for more typical engagements, but if the Light Side manages to get some pilots in Space with extra Crit, be sure you have at least 5 Force handy for the Survival. However, the best way to deal with the Light Side's units is just to blow them up before they get a chance to attack. The best way to achieve this is through Pilot's Speed. The +40 speed will bump an Imperial Star Destroyer up to a sizzling 70 speed. It's also quite useful to speed up the Trade Federation Blockade Ship so it can be sure to get in a Bombard attack. Once it has attacked the Light Side will probably leave it alone and try for a unit that hasn't attacked.

Finally, for a quick shot of offense for either Space domination or Ground pulverization via Bombard, Well-Aimed Shot performs a double duty in this deck. I tested the deck with Strength of Hate for the versatility, but the sheer hitting power of the Shot was too good to pass up. Also, the extra 4 dice as Bombard were almost always better than +3 dice for the Tank Droid, despite its Overkill.

Here's what the deck looks like all put together…




Bombs Away

character
Death Star Superlaser Gunner
General Tagge (A)
Battle Protocol Droid (A)
Darth Vader (C)
Star Destroyer Commander
ground
Corporate Alliance Tank Droid
Tatooine Hangar
Death Star Turbolaser Tower
Jawa Sandcrawler
space
Trade Federation Droid Bomber
Trade Federation Blockade Ship
Imperial Star Destroyer
Victory-Class Star Destroyer
TIE Fighter DS-61-9
battle
Well-Aimed Shot
Pilot's Speed
Pilot's Dodge
Jedi Knight's Survival
mission
Departure Time
Starship Refit
equipment
location
Totals:
12 Character
13 Ground
16 Space
15 Battle
4 Mission
0 Equipment
0 Location




Strategy Advice

After seeing your opening hand, it's usually a good idea to mulligan any Missions and any Jedi Knight's Survivals you may have drawn. They aren't too useful in the first few turns. A great opening setup would be: Imperial Star Destroyer, Victory-Class Star Destroyer, Trade Federation Droid Bomber, TIE Fighter DS-61-9, Jawa Sandcrawler, Death Star Superlaser Gunner, & Darth Vader (C).

Try not to deploy any Gunners until the end of setup, as they are a dead giveaway as to the focus of the deck. If you don't manage to get a good number of Space units, try to stock the Ground arena with a few Hangars and Turbolaser Towers. That way you can shift your opponent's focus to the Ground and then move into Space in the meantime. Deploy the Star Destroyers first, then bring in the Blockade Ships as reinforcements. Since you build first, you will need to add more units to the Space arena on occasion, even if it seems that the Light Side has given up in Space. Otherwise a crafty Light Side player will jump back into Space, leaving you without adequate units. So be on the lookout for multiple partially built units in the Light Side's build zone. They are almost certainly Space units, waiting for the right moment to pounce.


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