Can't seem to make the Rebels Work! Help!

By shaggscoob, in Star Wars: The Card Game - Strategy

dbmeboy said:

You are assuming the DS can only kill 1 objective/turn with your math. I've had my Navy deck be able to take out 2 objectives in a turn by turn 2 or 3 on a number of occasions. Of course, my Rebel deck can also pull of 2 objectives on turn 2. Even my Jedi and Sith decks have managed that with the right opening.

My assumption is made on the basis that the rebs and navy are equally good at taking out objectives (I dont actually think they are, I think the rebs are better at it, but I compare them as equals for the sake of argument). Assuming that they are equally good at killing objectives, and assuming that both try their best resulting in on average one objective destroyed per turn (even if you destroy all three on your third turn it's still the same average) the ls wins. The example mostly illustrates how the ds cannot really focus purely on offense, they need to defend at least a little. This is built into the game engine, objective destruction is not as effective for ds as it is for ls (hence the reason why laser blast is ok for ds, but would be ludicrously silly for an ls deck).

Of course it's often down to draws, a first or second turn devastator with resources to spare for dial speeding is of course awesome, but happens fairly rarely (read, close to never. Second turn is a little more viable).

I came back to the thread with another thought after having turned it over a bit in my head. The main trouble with the navy/reb matchup is the navy's glaring lack of direct damage and control options. Rebs have several great ways of handing that 1st-2nd turn deva, or striking hard to counter units out of the game. The navy does not. Their two cards with that possibility is the Defense turrets objective (I think that's the name) and the assault squadron. The turrets deal only one damage (most of the good, cheap reb cards can take two) and the assault squadron, while great, can only take two itself (you know what's coming for that one).

i played Rebels alot and it looks like they dont work yet. Sith Control wrecks the Rebel Deck. I am looking forward to the Hoth Cycle, they should get a boost

che4p said:

i played Rebels alot and it looks like they dont work yet. Sith Control wrecks the Rebel Deck. I am looking forward to the Hoth Cycle, they should get a boost

I have not found this even remotely true

dbmeboy said:

You are assuming the DS can only kill 1 objective/turn with your math. I've had my Navy deck be able to take out 2 objectives in a turn by turn 2 or 3 on a number of occasions. Of course, my Rebel deck can also pull of 2 objectives on turn 2. Even my Jedi and Sith decks have managed that with the right opening.

With the exception of the Sith I've seen the other main affiliations all pull off 2 objective turns not all that uncommonly.

I've taken 3 on turn 2 with my Rebel Deck. I think the Rebels can do it with the least set up required due to Leia's ability and Rebel Assault.

ScottieATF said:

dbmeboy said:

You are assuming the DS can only kill 1 objective/turn with your math. I've had my Navy deck be able to take out 2 objectives in a turn by turn 2 or 3 on a number of occasions. Of course, my Rebel deck can also pull of 2 objectives on turn 2. Even my Jedi and Sith decks have managed that with the right opening.

With the exception of the Sith I've seen the other main affiliations all pull off 2 objective turns not all that uncommonly.

I've taken 3 on turn 2 with my Rebel Deck. I think the Rebels can do it with the least set up required due to Leia's ability and Rebel Assault.

My friends and I are waiting until a gaming day next weekend to finally get started on this game, a little late to the party. These two comments worry me a bit. I'm ok with the idea of going from no DS objectives defeated to 3 all in one turn, but I would expect/hope that the game was balanced more around that happening around turn 4-5. Is it really that common to win the game on turn 2? Or is this just a case of perfect draw against a bad draw?

Scoob said:

Is it really that common to win the game on turn 2? Or is this just a case of perfect draw against a bad draw?

No it is not that common at all. I have never seen it myself.

Rebel Decks can easily out resource MOST (not all) decks - that is their main advantage i have experienced both playing with and against Rebel decks

more resources = more options when playing cards

I would say the rebels have the most trouble with sith control. They're about on even footing with TIE decks, and can beat most other builds.

Done a bit of testing, I'm still not convinced leia works. Her pods are probably the worst. Also, although ackbar is good, I still keep dropping down to one pod of him and taking the ewoks. I like their control better, but it's really just a personal preference. Also, 2x rebel fleets is a must. Home one is just too good, and his pod is excellent as well.

shaggscoob said:

I would say the rebels have the most trouble with sith control. They're about on even footing with TIE decks, and can beat most other builds.

Done a bit of testing, I'm still not convinced leia works. Her pods are probably the worst. Also, although ackbar is good, I still keep dropping down to one pod of him and taking the ewoks. I like their control better, but it's really just a personal preference. Also, 2x rebel fleets is a must. Home one is just too good, and his pod is excellent as well.

How are you having issues with making Leia work? The only bad card in her pod is Stolen Plans. The Objective has a strong ability, she is absurd, Fleet Officer is average in regards to cost/icons/hp but has two force icons, Your My Only Hope is a great card with Leia/X-wing Escort or just in general to deplete your opponents hand/ refill yours for an edge battle, and Twist of Fate is also amazing. I'm not sure how you can call her pod the worst in anyway.

Your issues with Sith Control likely come down to your miss-use of Leia since her ability is so strong since it removes all tokens off of everything you control, which nueters Palpatines lock down. The shield tokens the objective provides also help mitigate the direct damage the Sith can bring. It could also be your over reliance on Home One, which while a very good unit, is the prime target for something like Force Lightning. Also with it's high cost, is really open to being focused locked by Palpatine even with Elite.

Scoob said:

ScottieATF said:

dbmeboy said:

You are assuming the DS can only kill 1 objective/turn with your math. I've had my Navy deck be able to take out 2 objectives in a turn by turn 2 or 3 on a number of occasions. Of course, my Rebel deck can also pull of 2 objectives on turn 2. Even my Jedi and Sith decks have managed that with the right opening.

With the exception of the Sith I've seen the other main affiliations all pull off 2 objective turns not all that uncommonly.

I've taken 3 on turn 2 with my Rebel Deck. I think the Rebels can do it with the least set up required due to Leia's ability and Rebel Assault.

My friends and I are waiting until a gaming day next weekend to finally get started on this game, a little late to the party. These two comments worry me a bit. I'm ok with the idea of going from no DS objectives defeated to 3 all in one turn, but I would expect/hope that the game was balanced more around that happening around turn 4-5. Is it really that common to win the game on turn 2? Or is this just a case of perfect draw against a bad draw?

It only happened once. It was a result of a strong draw on my part and my opponent not misplaying, but playing into it. I set up and attacked with Red 2 and an X-wing on my first turn dealing three damage to an objective. My opponent responded back with an attack of his own dealing 4 to one of my own objectives, he left one AT-ST and a 4 card hand for edge battles for defense.

I played Leia and an Astromech on Red 2. Attacked an undamaged objective with Red 2, Heroic Sac'd my other X-wing to remove his AT-ST pre-edge, then Rebel Assaulted the other damaged objective to allow Red 2 to strike twice and refresh when the unopposed killed the engaged objective. He attacked again and I bounced Leia so Red 2 could strike twice and kill the third objective,

My opponent just got caught by a perfect storm he couldn't see coming and had set me up for perfectly (his only ready unit being a vehichle I could hit with Heoric Sac) Since it took all but one card from my hand to do that, I wouldn't have been able to get them all if I had to actually fight an edge battle,

ScottieATF said:

shaggscoob said:

I would say the rebels have the most trouble with sith control. They're about on even footing with TIE decks, and can beat most other builds.

Done a bit of testing, I'm still not convinced leia works. Her pods are probably the worst. Also, although ackbar is good, I still keep dropping down to one pod of him and taking the ewoks. I like their control better, but it's really just a personal preference. Also, 2x rebel fleets is a must. Home one is just too good, and his pod is excellent as well.

How are you having issues with making Leia work? The only bad card in her pod is Stolen Plans. The Objective has a strong ability, she is absurd, Fleet Officer is average in regards to cost/icons/hp but has two force icons, Your My Only Hope is a great card with Leia/X-wing Escort or just in general to deplete your opponents hand/ refill yours for an edge battle, and Twist of Fate is also amazing. I'm not sure how you can call her pod the worst in anyway.

Your issues with Sith Control likely come down to your miss-use of Leia since her ability is so strong since it removes all tokens off of everything you control, which nueters Palpatines lock down. The shield tokens the objective provides also help mitigate the direct damage the Sith can bring. It could also be your over reliance on Home One, which while a very good unit, is the prime target for something like Force Lightning. Also with it's high cost, is really open to being focused locked by Palpatine even with Elite.

Yeah, I really want to make leia work. I think the issue is out of 10 games, I only drew her maybe 3 times. I also only drew her once at a point at which I could sacrifice her and when I could, the impact was pretty minimal. If I had other ways to pull her, I would love it, but as it is, I feel her OS is low in consistent utility.

That said, I think I'll try and splash her instead of the ewoks for a few games and see if I can get something going. The one thing I really loved and miss was her Objective, which I look forward to playing with again.