I was as excited as Saej seems to be when I first saw this set. Having played it I am actually very unimpressed and would likely rate it even lower than Red5ccg, although I think he is much closer to the truth of it.
My results of testing of the speeder deck are that it is extremely similar to the problems Scum and Villiany have right now as a faction - each set does 1 thing and its hard to get a good mix, if you don't get the right objective flip initially it is sub-par, and lack of good resources.
Sure, there are games where you get APD/Hoth Ops/Prepped for Battle as your opening flop and then proceed to hit on the first few uses of APD and you will generally win those games. But then there's a higher % of the time where you will not see APD/Hoth Ops in your opening flop, or you will be missing the Prep for battle and all your 1 HP speeders will get Heat of battled (reducing your edge total from Hoth Ops btw) or, even worse, you dont have more Hoth objectives than your opponent and nothing will work at all.
This set is nowhere even close to Vader/Emporer. In fact, its not even scraping Across the Anoat Sector in terms of meta-defining power. It makes speeder decks a thing, sure, but that is not really as problematic as it seems at first blush.
Edited by Hida77or you will be missing the Prep for battle and all your 1 HP speeders will get Heat of battled (reducing your edge total from Hoth Ops btw)
This is why pods 7 and 8 are Prep for Evac. Sadly this rules out Mobilize the Squadrons. Personally I round it out with The Rebel Fleet, less for Home One (though that's certainly nice) than for the repair droids, Y-wings and basic resource enhancements. (Naturally I never play the obective itself unless forced.) Sensors Are Placed seems like a solid choice as well - decent objective effect and two great enhancements, one of which guarantees your Hoth advantage and the other offers more Prep for Battle abuse, but on the other hand, the units don't go with this deck at all.
or you will be missing the Prep for battle and all your 1 HP speeders will get Heat of battled (reducing your edge total from Hoth Ops btw)This is why pods 7 and 8 are Prep for Evac. Sadly this rules out Mobilize the Squadrons. Personally I round it out with The Rebel Fleet, less for Home One (though that's certainly nice) than for the repair droids, Y-wings and basic resource enhancements. (Naturally I never play the obective itself unless forced.) Sensors Are Placed seems like a solid choice as well - decent objective effect and two great enhancements, one of which guarantees your Hoth advantage and the other offers more Prep for Battle abuse, but on the other hand, the units don't go with this deck at all.
I feel you, but trust me when I say I dont think its enough to make the pod work reliably.
I tested the following builds (with a few minor variants from them) and none of them seemed to fix the major issues I had.
2xHoth Ops
2xAPD
2xPrepare for Evac
2xPrepped for Battle
2xSensors are Placed / Defense of Yavin 4 / Rebel Fleet / Last Defense of Hoth
In all cases, there were major consistency issues. Basic Rebel vehicles (like the one that won the National Tournament) performed much more consistently and a much higher level. My opinion of the set is pretty weak. The speeders themselves dont hold up without support which they may not have and there are several other glaring issues.
Having played some games against speeders since writing those rating (I'm red5ccg for those who don't know that), I feel pretty confident with my overall assessment. The speeder deck can do some crazy things when the pieces fall together, but can also fall flat on its face. The lack of unit damage really hurts the deck's ability to keep speeders alive and punch through damage as a decent defensive deck is going to be able to establish a wall. If you can't win before they get some units in your way, you could have trouble. Basically, the problem all blitz decks have: win quick or run out of steam.
Having played some games against speeders since writing those rating (I'm red5ccg for those who don't know that), I feel pretty confident with my overall assessment. The speeder deck can do some crazy things when the pieces fall together, but can also fall flat on its face. The lack of unit damage really hurts the deck's ability to keep speeders alive and punch through damage as a decent defensive deck is going to be able to establish a wall. If you can't win before they get some units in your way, you could have trouble. Basically, the problem all blitz decks have: win quick or run out of steam.
LOL I never put the two together, that makes sense.
As normal, we are on the same page. I personally feel like the Sleuth or normal Rebels decks
are more dangerous than speeders since they are not dependant on somesuch objective and being able to use it and get positive effect out of it.
LOL I never put the two together, that makes sense.
I personally feel like the Sleuth [...] decksare more dangerous than speeders since they are not dependant on somesuch objective and being able to use it and get positive effect out of it.
???
Play a sleuth deck without drawing Anoat or Raise the Stakes, then get back to us.
Hell, I'd say the speeder build is LESS dependent on drawing specific objectives. At least if you don't get your APD or Hoth Ops, you can fall back on your Preps for some pretty decent tricks. Sleuths without their two key objectives are crap.
I personally feel like the Sleuth [...] decks
are more dangerous than speeders since they are not dependant on somesuch objective and being able to use it and get positive effect out of it.
???
Play a sleuth deck without drawing Anoat or Raise the Stakes, then get back to us.
Hell, I'd say the speeder build is LESS dependent on drawing specific objectives. At least if you don't get your APD or Hoth Ops, you can fall back on your Preps for some pretty decent tricks. Sleuths without their two key objectives are crap.
agreed. the speeder decks don't NEED APD, hoth ops, or prep for battle to win. any of them can provide a huge boost (prep for battle to a lesser extent), but then you also have your prep for evacs that can cause massive headaches for any aggressive DS decks. thing is, if you build your deck with 2 cost vehicle units in mind your going to end up with 18-20 of them plus more units that either aren't vehicles or are more than 2 cost, so you can still swarm the board with cheap blast damage and tactics.
regardless, you have 4 solid hoth objectives and your likely going to draw at least 2 of them for starters.