TIE Death Swarm

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Buffybot 323

A first draft. Any thoughts on how to improve the deck's resource generation?

7 个回复

MiO 2

I'd take out Flanking Manuever and maybe the Ammo Reserves for 2 copies of Endless Ranks and 2 copies of Aftermath. Aftermath is a really great way to generate resources in 3 Death Troopers, and it makes Endless Ranks affordable.

Mobilize is another thought. You have no way to cut the cost, but it does give you 1 resource.

Agentred62 18

You could try taking out a DT for Armored reinforcements (the red plot) that’ll be 23 and you can add a punk ass battle droid to Round it out

Drop it like it's Hutt 166

First Order Stormtrooper would fit perfectly with two Death Troopers and the plot. I love the elegance of this as is, but Armored Reinforcement is too stupid good not to use it. And 27 health is still quite strong. Also, Squad Tactics can save you several turns activating your non-unique characters.

Buffybot 323

Thanks for the suggestions. @MiO, Aftermath is a good thought, hadn't considered that here, although I want to keep Flanking Maneuver as a surprise way of killing off a character once I have TIEs in play. @Agentred62 and @Drop it like it's Hutt, I should probably add in Armored Reinforcement for its discount value, I could get two TIEs in play in the first round with that. I am considering Prepare for War too. I would likely take out a Triple Laser Turret and the Fang Fighter to make way for those.

Theroyalfalcon 1

How about triple Super Battle Droid and Armored Reinforcement? Only lose 3 health and their dice have a resource side and gets you the plot.

Chi3f1n6 21

Well mono-red Villain is the weakest faction/affiliation combo in the game but it does have some fun stuff. Armored Reinforcement is a good idea, since it's a better version of Profitable Connection in this case, but can get clunky if you start the game with a TIE Fighter.

3 Death Troopers is really weak since you'll need money to accomplish your goals. 3 Super Battle Droid's is nice. With the SBDs you wouldn't need as much rerolling. You can run Logistics for ramp as long as you have resource sides, so 4 FOST could work too with a 2-point plot of your choosing, maybe, Taking Ground, or Stolen Intel. All of these will help with consistency.

I'd concur with keeping Flanking Maneuver at x1, highly situational but also you'll always want to use it to snipe a character out of hand. Ammo Reserves is a dumb card, consider Armored Support instead.

Aftermath would be strong here too. Ditch Emulate for a second Flank. Consider more mitigation, like Crash Landing and a second Cannon Fodder. You'll want non-damage mitigation too but in red I can't think of any off the top of my head.

Upgrades? DH-17 Blaster Pistol is strong but it doesn't have redeploy which is a liability here. I'd consider Dorsal Turret for it's value. Running a two-cost redeploy weapon like E-11 Blaster or Holdout Blaster is up to you, depends on your economy and how experienced you are in planning out redeploy deaths.

Squad Tactics is a decent idea, played early you could rush to a claim potentially for another WFA discount or push some damage through.

Prepare for War is a pretty awful card, I wouldn't consider it. Ditching Fang Fighter is a good idea as well, but Triple Laser Turret is still a good die for its cost despite the fact that the TIE Fighter dice are necessarily worth protecting.

Danik13 545

With the 3 Death Troopers, you have the best damage percentage in the game. Like others already said, the red vilain faction is not an easy one to play in terms of controling your opponent's dice.

But, if you add 2 Endless ranks in there, maybe a chance cube or some supports that makes you ressources when your characters dies, you should be ok.

Anyway, it's a fun deck to play. Thanks for sharing it!