Training is it great?

By krzykoopa, in Star Wars: Destiny

I see so many people say how excited they are for training and it is so good, I personally don't get why? For 1 resource less you can play the DH-17 Pistol, for the same cost you have to compare it to every 2 cost upgrade thats red or grey. By compare it I mean compare the character die you aim to put it on VS the die of those upgrades. People say I cant wait to see 5 die teams with training, upgrades give you dice so you can do that before spirit. I understand you can include it as well but it by no means all of a sudden enables non uniques. What am I missing?

swd04_training.png

You're absolutely right that an upgrade could be as effective. You just have to look at the upgrade die that costs two or less vs the character die. I think most people are excited about Death Trooper and TIE Pilot. In each case, their die seems better than a two cost red upgrade that exists right now. And, for the TIE, it doubles up his pretty powerful ability.

If you combine training with the new battlefield cargo hold, you can make other characters elite. A great example of this is using tie pilot with palpatine then moving training to palpating to make him elite

I'd agree that it's only really a boon for certain non uniques. I wouldn't play it for the Rebel Trooper or Stormtrooper, because yeah - you might as well just throw a gun on them.

Deathtroopers clearly have a way better dice than any gun, so it's going to be great on them. TIE pilot and Commandos I think would mainly be good to leverage their abilities compared to a gun.

(I tend to think the Cargo Hold thing is a bit of a trap, but that's not going to stop people being excited for it).

With only two dice, it will be hard to get pal and pilot to win the opening roll.

It's actually a good card if it goes on a character with a good die or ability that uses that die, like the before mentioned tie pilot. Otherwise hold out blaster will be better. Also some characters have rather particular die, like hired gun, where one more of that die may be desirable for how that deck is played with burst damage and resources.

2 hours ago, Defense1236 said:

If you combine training with the new battlefield cargo hold, you can make other characters elite. A great example of this is using tie pilot with palpatine then moving training to palpating to make him elite

That Cargo Hold lets you disregard the restrictions of the upgrade being moved? Is there an official ruling on this? Feels too powerful/against the spirit of the game if it really works this way, since Training has a very specific set of restrictions for who it works on.

4 hours ago, Defense1236 said:

If you combine training with the new battlefield cargo hold, you can make other characters elite. A great example of this is using tie pilot with palpatine then moving training to palpating to make him elite

This is the worst possible application of this, I explained in depth in another thread.

1 hour ago, pkreynolds said:

That Cargo Hold lets you disregard the restrictions of the upgrade being moved? Is there an official ruling on this? Feels too powerful/against the spirit of the game if it really works this way, since Training has a very specific set of restrictions for who it works on.

Yes this is how it works and its an official ruling.

Ouch!

Edited by johnwiser
8 hours ago, krzykoopa said:

This is the worst possible application of this,

Worst possible?

https://youtu.be/jfk2wvZAxgc

My opponent is playing Phasma and some troopers. Lets say my opponent also happens to ONLY own one Phasma.

I play Training on my opponent's Phasma.

They instantly forfeit the game because they don't own a 2nd Phasma die.

(Alternatively, suppose we are in a tournament - do players now have to bring a 2nd copy of all dice, even dice they aren't running as elite?)

6 minutes ago, Crabbok said:

My opponent is playing Phasma and some troopers. Lets say my opponent also happens to ONLY own one Phasma.

I play Training on my opponent's Phasma.

They instantly forfeit the game because they don't own a 2nd Phasma die.

(Alternatively, suppose we are in a tournament - do players now have to bring a 2nd copy of all dice, even dice they aren't running as elite?)

I had a similar discussion with a friend regarding Krennic if you don't have a Deathtrooper die available, he thought that you could not play him.

Here's the rule: p16: "Players must resolve as much of an ability as they are able to , unless it includes the word “may” or explicitly gives the player a choice. Special abilities (S) are mandatory if that side of its
die is resolved."

Notice the bold part.

So in your exemple, if you have a second Phasma die, you must play it, but if you don't, carry on with the game.

As far as bringing a second die goes, tecnically you're the one who brought 'Training' so you should already be prepared to deal with Cargo Hold (because I suspect it will be popular at first, until people realise that it can really screw them up when it's their opponent who claims). But if you don't, you won't automatically get a loss for not bringing a second die of all your characters.

3 hours ago, Crabbok said:

My opponent is playing Phasma and some troopers. Lets say my opponent also happens to ONLY own one Phasma.

I play Training on my opponent's Phasma.

They instantly forfeit the game because they don't own a 2nd Phasma die.

(Alternatively, suppose we are in a tournament - do players now have to bring a 2nd copy of all dice, even dice they aren't running as elite?)

You can't play Training on your opponents Phasma. You may only play upgrades on your characters.

40 minutes ago, Starbane said:

You can't play Training on your opponents Phasma. You may only play upgrades on your characters.

He means with Cargo Hold, moving training from a trooper to Phasma. Supposedly that there is nothing preventing it from making a unique character elite this way.

9 minutes ago, Red Castle said:

He means with Cargo Hold, moving training from a trooper to Phasma. Supposedly that there is nothing preventing it from making a unique character elite this way.

That is correct, but if you use Cargo Bay you are moving Training to Phasma not playing it on her.

I guess the misuse of the word play threw me off.

Seems to me like cargo hold should exclude abilities. FFG seems to make at least some effort to keep things thematic in this game, hence a lot of the restrictions on upgrades. But now we can do things like have Rey put her Force Throw into a box and let a Rebel trooper take it out and wield it.

I know the counter point is "Darth Vader and his Tusken Raider sidekick" or "mechanics > theme" and I generally support that but cargo hold seems like it's headed for an inevitable meeting with the FAQ hammer in the future. Or now they get to balance the game going forward around every character being able to use every upgrade and every unique character being able to be upgraded to elite for 2 resources.

Edited by pkreynolds
8 minutes ago, pkreynolds said:

Seems to me like cargo hold should exclude abilities. FFG seems to make at least some effort to keep things thematic in this game, hence a lot of the restrictions on upgrades. But now we can do things like have Rey put her Force Throw into a box and let a Rebel trooper take it out and wield it.

I know the counter point is "Darth Vader and his Tusken Raider sidekick" or "mechanics > theme" and I generally support that but cargo hold seems like it's headed for an inevitable meeting with the FAQ hammer in the future. Or now they get to balance the game going forward around every character being able to use every upgrade and every unique character being able to be upgraded to elite for 2 resources.

I think once things settle down it won't see much use as it's too easy for your opponent to undo what you did or even use it against you.

I think it will see a lot of use in casual fun decks.

Edited by Starbane

Sadly, there are enough cards now that give multiple actions creating a deck that will almost always claim the battlefield will mean this is a good battlefield for a deck built for it. The real question is, how disruptive can moving one attachment per round be? Will it be more effective as other battlefield tricks that will be going on?

On the surface it seems crazy good but there are other battlefields out there too, which may just be better. Of course in that case, having a speed deck that claims a lot will be a defense against those decks.