Jango/Veers/Trooper

By K Genesis, in Star Wars: Destiny

So, I was lurking around, gathering information, itching to play while the local distributor worked to get the game in. Now, finally able to play Destiny in my area, I come to you guys for some starting help.

I was able to get my hands on a box and 1 of each starter deck. With my mind set on using Jango, I was hoping for a good companion and, alas, Veers decided to show up.

Problem: only one copy of each
Makeshift solution: add a Trooper for the 7 pts left.

Thing is, most lists around pack eJango/eVeers. Being a 1-day old player with theoretical experience, I'd like to hear from you guys if the 2-man e-version is outright superior or just a preference of players. Either way, I have limited resources to build the deck (essentially what the luck of the draw gave me on the box) and I suspect that a Trooper version can be built differently (Cannon Fodder, for instance). I'd love to hear about that too.

So, that's it. Crack it up!

In my opinion Trooper/Dooku/Jango > Trooper/Veers/Jango. Just my 2 cents.

As far as I can tell, the ejango/eveers combo is so good because you've got 4 dice with a lot of ranged damage, which you can get on the board with 2 actions - or essentially 1 action if Jango activates his ability.

Essentially you can roll veers, wait for your opponent to roll up, activate Jangos ability, then resolve your damage before your opponent has a chance to control your dice. Very powerful.

With 3 dice spread over 3 characters you lose a lot of that efficiency and ability to get damage out fast. Give your opponent more opportunity to control your dice etc.

I'm by no means an expert on this game, but I still think that a veers/jango/trooper deck can be good - just have to play it a bit slower, maybe look at a bit more damage mitigation over raw dice power (get the card which grants bodyguard in the deck maybe? Give that to the stormtrooper to force your opponent to split fire).

That's my 2p anyway.

So the advantage of Jango/Veers/Trooper over eJango/eVeers is health both Jango and Veers can feel a little "squishy" at times. I would suggest as many 1 and 2 resource upgrades as you can muster, get them out ASAP. Hopefully those dice have Ranged Damage but, pistol, hold out blaster, F-11D, Jetpack, Cunning, on the hunt, data pad, comlink. Whatever you have, get as many dice in play as you can. Veers' ability is a bit tricky cause to make use of it you need vehicles/supports which also slow you down, and they can be expensive. You can have some more expensive upgrades but mulligan them at the start and use them to over wright your cheap upgrades. Also pick a benign battlefield so your opponent can't use it against you.

I love the early collecting and playing and having to make do with what you have. Just stay positive and pay attention to what works and what doesnt and constantly adjust.

Edited by Thrindal

I've been tweaking my eVeers and eJango deck. The squishy is concerning, so I often take the two shields to start vs using my battlefield. I haven't been using supports with dice on my aggro decks as they really do take too much time... although I'd kill for a non blue villain card like One with the force that goes from upgrade to support but I digress.

My deck only has a few 3 resource cards (commanding presence and iqa rifle) and as long as you get a blaster on mango to start you can really do some serious damage with the right roll. I was able to almost one round kill Vader last night, still needs a few tweaks and Dodge can obviously ruin a round, but overall it's been a solid deck.

Main advantage to eVeers is that there are less blanks and no resource costs. You trade that for HP. But his dice match to mango nicely

In my opinion Trooper/Dooku/Jango > Trooper/Veers/Jango. Just my 2 cents.

Care to elaborate?

I pulled 2x Jango, but only one Veers in my box. I was thinking about doing the Jango/Veers/Trooper deck as well, but I may go eJango/Trooper/Trooper instead. I was thinking it would at least give me 4 dice to start instead of 3...any thoughts?

Edited by Chron73

I've been rolling Jango/Dooku/Trooper. It's pretty deadly. Lots of heath and lots of offense. Trooper and Jango go well together. And if you fill up on redeploy upgrades, then Dooku will be fully loaded at the end no matter what. It's a tough decision for the opponent to make. Go after Dooku first when you have the power and get hit hard by Jango and the trooper. Or kill the offense first and then Dooku is hard to kill with what's left of your team.

Though this list mostly came out of necessity of what I've collected.

Basically Trooper/Dooku/Jango runs ranged upgrades for Jango/Trooper and force powers with holocron for Dooku. No lightsabers in my version. Then you pack it full of control cards. The best of all 3 colors. Also Dooku with hunker down, personal escort and hidden in shadows....well good luck killing him. If he gets ignored you still put personal escort on him then load him up with holocrons that turn into choke and throw and mind probe. It's aggro-control at its finest.

I've been running Dooku/Veers/Trooper and it has held up pretty decently here. Even managed to take down a Rey/Han build where Han got a Second Chance (I'm not going to pretend I didn't get some nice rolls). The deck is filled with a lot of small low cost blasters and FO Tie Fighters for supports. It does have a Lightsaber and some Immobilize but typically neither one really hits the table. The Immobilize will probably get removed this week so I can spice things up and maybe add a little more damage. Dooku works as a great distraction, it's important to use his ability a lot, even when a opponent is doing unblockable damage it's nice to still get a shield on him and have him ready for the next attack.