Monday, 3 November 2014

Warhammer 40,000 Conquest card review type thing, Part 3

Da Orks!

Jumping right in with the Warlord and his Signature Squad
Nazdreg
Nazdreg
2/7 and gives your guys Brutal at his planet.  Amazingly strong and enough HP to stick around in battles where he needs to be.  Probably unfair giving warlords ratings as there isn't any options at the mo.  But 5/5 anyway.
Nazdreg’s Flash Gitz
Nazdreg's Flash Gitz
2/4/1 for 3 and have a nifty action, do one damage to them to ready.  Turns on Brutal.  Only once per phase otherwise they would be brokenly good.  4/5
Kraktoof Hall
Kraktoof Hall
Move one damage from one unit to another.  Use it to turn on brutal on one of your guys.  Save a near dead unit.  Kill of one of their guys.  Very useful. 5/5
Bigga is Betta
Bigga is Betta
Reduce an ork units cost by 2 but it comes in with a damage.  Amazing for anyone who benefits for being damaged, Bad docs, enraged orks, Killa Kans, or anyone really. 5/5

Cybork Body
Cybork Body
Double a units HP.  Also has 3 shields.  Combos so well with Brutal it's pretty sick. 5/5

Loyal Units
Goff Nob
Goff Nob.

No hammers, but 6/6 for 5.  Really is the very image of an ork.  Just wants to kill things.  Benefits immensely from the warlord ability.  Almost a built in land Raider effect as anything that can shut a unit down will prob go against this one. 5/5
Weirdboy Maniak
Weirdboy Maniak
2/4/1 and he does 1 damage to everyone else at his planet when he enters play.  Brutal against anyone who has massed somewhere.  And the downside of him hitting your own guys isn't quite such a downside with orks as a lot of your units benefit from being damaged. 4/5
Rugged Killa Kans
Rugged Killa Kans
2/5/2 with Brutal for 4.  Winner!! 5/5
Enraged Ork
Enraged Ork
Pros.  Costs 2, has 5 hp.  Has Brutal. 1 hammer
Cons  0 Attack.
I'm not a fan.  With Bigga is Betta they are a free 1/5/1.  Something to be said for that.  Will probably go from useless to dead before you see a benefit though.  2/5
Crushface
Crushface,
 Makes units you deploy at his planet cheaper.  Only 3 hp, so fairly fragile for an Ork   His ability is solid gold though.  Makes it so swarming with Orks is easier. 4/5
Battle Cry
Battle Cry
All your Orks at a planet get +2Atk until the end of the battle. Why isn't called Waaaagh!!?/5

And the rest
Sniveling Grot
Sniveling Grot.
1/1/0 for zero.  Utter Crap.  1/5
Tankbusta Bommaz
Tankbusta Bommaz
3/4/2 for 4.  Solid stats and does double damage to vehicles.  A lot of vehicles are flat out scary.  So definitely worth bringing along.  4/5
Bad Dok
Bad Dok
1/4/1 for 2 is a good deal. But if is damaged he has 4 hammers.  Best target for Bigga is Betta by far.
Rokkitboy
Rokkitboy.
Fragile but all enemy at his location loses flying.  Another utility Ork.  Worth bringing just because flyers are a pain in the arse. 4/5
Goff Boyz
Goff Boyz
0/2/0 for 1.  But get +3Atk at the first planet.  So they should probably be there.  Will probably be killed first in any first planet battle.  A 3/2 unit is a massive threat. 3/5
Shoota Mob
Shoota Mob
2/1/1 for 1.  Cheap and cheerful. 3/5
Burna Boyz
Burna Boyz
5 attack!! And they do splash damage when they attack.  Highly amusing with the Chaos Warlord. 4/5  As he will it make it so they do 6 damage to their target and 2 damage to another.  Thats a lot of damage.
Snotling Attack
Snotling Attack
4 snotlings for 2 resources. A good deal  Snotlings are just little 1/1.  4 of them can be a threat.  Watch out for aoe
Squig Bombin
Squig Bombin'
Blow up a support for 2 resources.   Every faction probably wishes they could get this card.  The Signature squad supports are especially good to get rid off as they are all amazing.  And they only ever have one.  So blow it up and it's gone for good. 5/5
Rokkit Launcha
Rokkit Launcha
Gives a unit ranged.  Ranged is amazing.  Goff Nobs with Ranged are flat out broken.  5/5
Ork Kannon
Ork Kannon
Does 1 damage to each side at a planet.  Weakens their guys, makes your guys better.  Can also bombs planets with rogue traders/void pirates to kill them off.  Or any of the low hp command struggle orientated units.  4/5
Bigtoof Banna
Bigtoof Banna
Makes 1 ork unit a turn cheaper.  Limited etc etc.  3/5
Tellyporta Pad
Tellyporta Pad.
Exhaust to move an ork to the first planet.  Orks love to be in the fight.  And this puts them there.  I think this card is great.  Use your hammers to win resources and then use them to win fights  5/5

Orks have the HP and the ATK to go far.  Are fairly cheap for what they bring.  All my games with Orks have been won by just throwing units at the first planet every turn.  Very hard to kill them all AND survive their return attacks.  Be very wary of doom though.  A very a strong faction at the moment.

Tuesday, 28 October 2014

Warhammer 40,000 Conquest Card review type thing, Part 2

So again I'm writing avout conquest cards.  This time we have the Astra Militarum *ahem* Imperial Guard.
So on with the show.  NOW WITH NUMBERS OUT OF 5!!
Starting with The Warlord and his Signature Squad
Colonel Straken
Colonel Stracken
He makes all Soldiers and Warriors at his location harder with +1ATK.  Another has to stick around for benefit warlord, so vulnerable to ganks.  But lets look at the number of units he can affect presently
Strackens Command Squad, Caidan Mortar Squad, Captain Markis, Elysian Assault Team, Stalwart Ogryn
Blood Angel Veterans,  Daring Assault Squad, Iron Hands Techmarine, Tactical Squad Cardinis
 Burna Boyz, Goff Boyz, Rokkitboy, Shoota Mob, Tankbustaz
And of course the humble Guardsman token
Thats a lot of dudes.  the Marine selection is meh, but all those Orks are great with +1atk.  5/5 for this warlord.
Straken’s Command Squad
Strackens Command Squad
2/2/1 for 2 is a great, they benefit from Strackens aura of awesome and when they die you get a free Guardsman.  Whats not to like?  5/5
Omega Zero Command
Omega level Zero Command
Whenever you win a command struggle you get a guardsman.  It's huge.  Sadly you only get one.  Games when you do get it early are going to be way different (and easier) than ones when you don't see it.  My only gripe with it.  5/5
Glorious Intervention
Glorious Intervention
Sacrifice a dude to save another one. The poor sacrifice gets to do a last gasp with his atk damage as well.  Awesome guard.  Amazing card if you have the spare dudes available.  4/5
Straken’s Cunning
Strackens Cunning
Attachement gives +1atk and when he dies you draw 3 cards.  Nice enough.  3/5

Loyal Units
Cadian Mortar Squad
Cadian Mortar Squad
1/3/2 Ranged.  A nice unit.  Whenever a friendly dude dies you get to ready them.  Ping some dudes to death, why not? 4/5
Leman Russ Battle Tank
Leman Russ Battle Tank
The MBT of the Imperial Guard.  4/6/4 for 5.  Makes it's presence felt. 4/5
Captain Markis
Captain Markis
I don't think the card pool is quite there to support this guy.  But if you have excess tokens, sacrificing a bunch of them to exhaust the opposing army can be huge.  3/5
Enginseer Augur
Enginseer Augur
Ugh. 2/2/0 for 2, already a bad deal.  Has a reaction when he dies to search the top 6 cards of your deck for an IG support costing 2 or less and put it in play.  If was when enters play maybe better.  He can get you a Omega Level Zero Command, Rockcrete Bunker, Imperial bunker or the Catachan Command Post.  Avoid 1/5

Preemptive Barrage
Preemptive Barrage.
For 1, give 3 of your IG units Ranged until the end of the phase.  Auto 3 of in every IG card IMO 5/5
Bodyguard
Bodyguard
When an friendly unit takes damage, attached unit MUST absorb one of it.  Some good combos with this card.  Blood Angels Veterans for one.  Can also give it to Leman Russes, or Land Raiders.  Who doesn't want a pet tank as a bodyguard? 3/5
Rockcrete Bunker
Rockcrete Bunker
Can absorb 1 damage a turn assigned to your units.  It's ok  2/5

And the Rest
Ratling Deadeye
Ratling Deadeye
1/1/1 Ranged for 1.  Not terrible.  Not great either. Still, 1 cost hammers are rarely unwelcome 3/5
Sanctioned Psyker
Sanctioned Pysker
No attack but 2 hammers and 4 HP.  Not going anywhere soon thats for sure.  Handy dudes.  IG kinda need them for the hammers.  Also play nicely with the +2atk from catachan command squad to dissuade attempts to remove them. 4/5
Mordian Hellhound
Mordian Hellhound
3/3/2 with AOE 1 for 4.  A bit too all round.  But the only AOE that IG have.  Would probably always take 1.  they are a solid enough unit.
Assault Valkyrie
Assault Valkyrie
Possibly the most cost efficient unit in the game. 4 atk and 4 (realistically 8 with flying) for 4 is an amazing deal.  Has flying.  5/5
Stalwart Ogryn
Stalwart Ogryn.
2/2/1 for 2.  Is immune to enemy events.  Probably not a threat enough to ever get targetted by most events.  makes them immune to doom and exterminatus which is nice.  2/5
Penal Legionnaire
Penal Legionnaire
If this guy had a a hammer would be 5/5.  He doesn't.  He's garbage.  Doesn't even benefit from Stracken.  He is free, but you could of drawn anything else and it would of been better.  Opportunity Cost well outweighs this 0 resource cost. 0.5/5
Infantry Conscripts
Infantry Conscripts.
Pricey, but the chance to have a huge attack value.  Makes Promethium Mine worth having.  I don't like them, but your mileage may vary. 2/5
Elysian Assault Team
Elsyian Assault Team
Come into play from hand for free if a soldier or warrior dies.  Benefits from Stracken.  4/5
Suppressive Fire
Suppresive Fire
When the IG get a good source of guardsman tokens, they are going to be huge.  Anyway exhaust a  unit you control to exhaust an enemy unit.  good stuff.  4/5
Hostile Environment Gear
Hostile Environment Gear
+3HP for an army unit.  Not much else to say.  3/5
Imperial Bunker
Imperial Bunker
The IG discount support.  Read what I wrote about the marine one and apply it here.  3/5
Catachan Outpost
Catachan Outpost
Exhaust this support to give a unit +2ATK.  Best card by far that the IG have available for their allies.  Excellent.  5/5


IG have the tools to go far.  Beefy units to wage war, decent at the command struggle.  Going against lore, they cannot afford to lose units for needless reasons.  Racing for the first planet is probably a bad choice for them.  they also rely greatly on their Signature support which is an issue.

Sadly for this game, Orks are currently the best faction for IG to ally with (heresy!).  They just have so many warriors for Stracken to buff and the excellent Squig Bombin.  Marines really just bring Exterminatus.  Which is an average card.

Sunday, 26 October 2014

LCG's

So I've played a few of the LCG offerings available.  And here I may as well give my two cents on ranking them, IMO.  Also including Doomtown in this.  It's not by Fantasy Flight but same sort of thing.

So in order of greatest to not so great


 
1. Android Netrunner.
The theme is spot on, love a bit of cyberpunk.  It also has the honor of completely asymmetric game play on each side, and yet totally balanced.  It's more thinky and mathy than the play whatever is in your hand and hope (IE Magic). probably a turn off for some.  But whatever.  it's by far the best Card game available nowadays.  Some stupidly dominant decks in tournament play though make that side rather boring.

2.  Star Wars
I hated this at first.  Didn't help that the first cycle was Hoth which has been massively overdone in every Star Wars media since 1980.  But ever since Edge of Darkness rounded out the games faction, I've been having a blast.  Sure you can have issues with lone wookies killing Star Destroyers and the like, and overall the theme is fairly flakey.  But it's a deeply fulfilling game full of back and forth action between the two sides.  Escpeially nowdays as the card pool as expanded.  One issue is FFG's constant printing of Overpowered Smugglers cards.  So much so that just in the last cycle, 2 of them have been put on the restricted list (turn 2 wins are not fun, and it could even end light side turn 1) and one has been errata's to be 1 per deck as it was every single light side deck since release.

3.  Doomtown Reloaded
Redo of an old CCG that eventually died a sad death after numerous issues.  AEG have fixed a lot of things, took out a lot of the bumph and put it back on sale.  Worth noting these are by far the best quality cards in any card game available.  It's a Wild West strategic game of movement and calculated fights to win control of the town.  New players tend to want to shoot things.  And the currently dominant starter deck of Morgan can randomly draw very good shootout hands out of nowhere.  But once you stop getting into pointless shootouts the game opens up and it's a constant back and forth of position before you sweep in to eliminate opposing dudes

4.  Warhammer Invasion
Sadly is no longer supported, it's at end of life.  You can still buy it but no new product ever.  But anyway I love the Warhammer world.  And this was reasonable interpretation.  Each player has three zones with 8 hp each (can be improved).  If two of your zones ever get to 0 hp (burning) you lose.  The interesting mechanic of units giving you resources, cards or available for attack depending on what was needed was good.    it did come out originally at a time I was low on the money front.  So never really got into it then.  Bought a couple of cores and 4 or so battle packs.  Wish I had kept in.

5.  Warhammer 40,000 Conquest.
I love (loved?)  the 40k universe.  Although GW are doing the damnedest at ruining that nowadays.  but GW's idiocy aside conquest is rather interesting.  Has all the cool units you expect from 40k with some gorgeous artwork.  It is rather of hodgepodge of existing ideas.  A lot of mechanics are taken from invasion, the planet thing is straight out of blood bowl team manager.  But anyway it is a rather brutal game.  There are 7 turns max.  And units can die in droves.  There can be a snowball effect because of it which is unfortuanate.  Still.  it really is rather good.  and being new and40k means people are actually playing it.  Which ranks it higher than everything above in real terms.  It's gameplay is not as good currently though.

6. Call of Cthulu.
I can't really comment here.  I've played it twice.  I bought a core set many years ago.  Didn't like it, got rid.  Played a game a couple of years ago.  Played a hastur deck whos entire schtick is driving people insane.  My opponent played a Cthulu Deep One deck were none of his characters could actually go insane because they were all terrors.  Cue frustration when none of my abilities actually did anything.  So never again.

7.  Game of Thrones.
This seems immensely popular everywhere else.  Just not in ShiT Neots I guess.  Anyway never played.  The fact the card pool is so massive now means the cost of entry is quite high, even if just buying packs that have the cards you need.  So yeah. 

Warhammer 40,000 Conquest Card review type thing

Haven't played a few games here's my opinion of the factions.  Starting with the Space Marines.  Because why not.  Although only having played 2 games with them, my opinion may not be totally valid.  If I ever reference unit stats it will be ATK/HP/CMD (may update this with card images if get the time)

Starting with the Signature squad
Captain Cato Sicarius
Captain Cato Sicarius
He has two attack, that's great.  His ability to get resources when you kill stuff is solid. Only 6 hp and he has to stick around to get the benefit of his ability.  So be careful with him. 4/5
Sicarius’s Chosen
Sicarius's Chosen
You get 4 of these.  A 2/3/1 hammer for 3 is ok.  I've not found much use for there ping and move an enemy effect.  Much fun if you can get them into play mid combat to move someone they thought was safe though. 4/5
Cato’s Stronghold
Cato's Stronghold
Amazingly good. You only ever get one though.  A problem shared with all the other warlord support cards though.  Attacking twice in a row with dreadnoughts and the like is painful. 5/5
The Fury of Sicarius
The Fury of Sicarius
Is that a helldrake causing you issues?  Kill it with Fury!!  Love this card. 5/5
Tallassarian Tempest Blade
Tallassarian Tempest Blade
Makes Cato (because honestly you are not going to put this on Maxos) a 3atk Armorbane killing machine.  Again you only get one which is a shame.  Has 3 shields if that is ever needed as well. 5/5

Onto Loyal Cards
Honored Librarian
 Honored Librarian
These guys are useful.  4/2/1 for 3.  And as long as you have another unit nearby they cannot be attacked.  4 atk kills a great many things. 5/5
Ultramarines Dreadnought
Ultramarines Dreadnought
No hammers, but a 8/8 for 6 is scary in anyone's books.  Very very pricey.  Very very painful. 4/5
Veteran Brother Maxos
Veteran Brother Maxos
Your only other unique dude other than Sicarius.  2/3/2 is balanced.  But his action is why you bring him.  Putting a unit in play after the fight starts is amazing.  Can also give him an Iron Halo if you so desired.  Love putting Chosen into play with him. 5/5
Deathwing Guard
Deathwing Guard
9HP!!  4 HAMMERS!!  These guys bring the juice.  2 atk is meh though.  At 5 cost I rarely enjoy playing them. 4/5
Drop Pod Assault
Drop Pod Assault
Look at the top 6 cards and put a unit of 3 or less cost into play.  Very cool.  Amazing how many times I've whiffed on this type of search the top of your deck card.  Lets see what you can feasibly get with this.  - Maxos, Chosen, Librarian, Scout, Tac Squad, Blood Angel Vets, Techmarine and  Eager Recruit.   Getting an unexpected librarian or a Chosen (if they have a target) is pure win. 5/5
Iron Halo
Iron Halo.
Now this is a relic.  And you can only ever have one relic so you can't have this and The tempest Blade in play.  Preventing all damage from one attack is good though.  Keeps Maxos around for longer.  Makes Cato a bitch to kill.  But still, is it worth putting this on Cato if means never seeing his sword in play? 3/5

And the Rest.
10th Company Scout
10th Company Scout
Space Marines have 3 units that cost less than 2 or less and this one of them.  2/1/1 for 1 is gold.  Take 3.  You want some of these to contend command in the early turns for cards and resources.  You are not going to win if you don't have cards/resources. 5/5
Tactical Squad Cardinis
Tactical Squad Cardinis
1/3/1 for 2.  Not bad.  Also have AoE1.  So versatile, like tactical squads should be.  I like. 4/5
Blood Angels Veterans
Blood Angel Veterans
3/3/1 for 3,  Good unit.  Whilst ready they ignore 1 damage from every source. Obvious Synergies with the Bodyguard attachment from The Imperial Guard. 5/5
Daring Assault Squad
Daring Assault Squads
3/3/1 for 4.  Bad deal.  Have AoE2 So there's that. All told, do not like.  You can't get them into play with drop pod assault either. 3/5
Land Raider
Land Raider.
Ah the mighty Land Raider.  3/7/3 for 5 is a good deal.  And your other non vehicle units cannot be targeted by card effects whilst it at the same planet.  Saves your cool stuff from thins like Eldorath, Suppressive Fire, Archons Terror, Twisted Laboratory, Zarathurs Flamers etc.  Thing is that the Land Raider is a big enough threat that it was probably going to be targeted by these anyway. 3/5
Eager Recruit
Eager Recruit
A scout without the hammer, but has Ambush.  Useful for a surprise snipe of a unit.  These guys can win battles for you. 4/5
Iron Hands Techmarine
Iron Hands Techmarine
1/3/1 for 3.  Gains a hammer for every enemy unit at the planet.  Not setting my world on fire. 2/5
Raven Guard Speeder
Raven Guard Speeder.
4 resources for 3/3/2  And it flys!!  (worth noting Land Speeders cannot really fly at all.  They hover. Minor Fluff Niggle)  It's ok.  The problem with Marines is you end with a hand full of 4+ drops and it gets difficult to play enough units. 3/5
Indomitable
Indomitable.
For 1 Resource you get to prevent all damage done to a space marine unit.  Sign me up!  Also has a shield for some reason.  Why would you EVER play this as a shield? 5/5
Exterminatus
Exterminatus
For 3 resources you get to blow up everyone on a planet, but not the first planet.  Sounds good right?  There are issues.  You can only play this at a non first planet in the deploy phase so that's before the massive army of doom comes from HQ with the warlord.  By all means though, if they have left that army on the third or so planet, blow it up next turn and laugh.  If this could effect the first planet it would be amazing.  But as it is.  By all means you have to play around the threat of it though.  So there's that.  Your opponent cannot mass units on any planet but the first ever. 3/5
Godwyn Pattern Bolter
Godwyn Pattern Bolter
Attachment gives you 1Hp and 1 Atk for 1 resource.  And the unit ignores flying on enemy units (Why?).  Solid.  Makes Deathwing much Scarier. 5/5
Fortress-Monastery
Fortress Monastery
Once per turn discount on a space marine unit.  I would always take one in a deck.  It's unique, so I would be wary of putting more than one in. Any more you draw are dead cards. 3/5
Holy Sepulchre
Holy Sepulchre.
After a Space Marine unit dies,  Exhaust this support to put it back into your hand.  Very annoying.  Does mean you have to play for that super expensive marine again.  But still. 4/5

All in all, Space Marine units have an issue with costs.  All there units are pretty good.  They just don't have enough low cost units to win command struggles AND battles. And if you can't win command you are not going to get the resources to play your cool dudes.  You can ally with Guard or Tau though, and both have access to cheap hammers.  So yay.

Monday, 28 July 2014

Dark Sphere 27/07

Went to a Star Wars tournament at Dark Sphere in London yesterday, for a bit of fun.  As it turned out, I finished second overall.

I took the same Navy deck I took the the regionals.  because it often does well.
Light side I took a boring smugglers deck of Han, Chewie, Falcon, Lando and Dash.  Fun went it goes well.  Bombs if you don't see any resources.

Anyway didn't take notes because I'm bad.

Game 1 was vs Roy.  I can't remember the first game, I know I lost it getting the dial to 7.  game 2 was v scum, that I just could not get past.  2 tatooine crash, and 1 slave trade meant fully half my deck was captured under those 3.  But the game went to time.  So a loss, and a draw.

Game 2 was vs Greg.  A new player, who I sadly demolished.  Amusingly in the second game he could of won it.  Yoda had 5 objective damage I had no defenders.  He blew up an objective handily and then could of used trust their feelings for another, winning it there.  But he didn't.  Turn after I could of won it, but missed that one of his objectives had some damage on it already.  Cest la vie.  Full Match win for me

Game 3 was vs Johnny.  I got a match win here, v a great guy.   My dark side win was pretty epic.  I was going to win next turn.  He needed to get two objectives to win before then.  Which he could of done with Home One having just enough damage to destroy Generals Imperative, and the rest of his speeders another.  Alas I had a Battle of Hoth that healed the attacked objective of 1 point, leaving Home One 1 damage shy of getting the win.

Game 4 was vs Spike.  Felt bad here.  As Dark Side my first turn was Veers and an AT-ST.  His first turn was spending everything for a falcon.  He attacked with the Falcon intending to get some damage, bounce in a Yoda, Heroes and Legends into another Yoda etc etc.  But he missed that my AT-ST had 3 unit damage thanks to Veers, and basically passed on the edge battle - the Falcon was going to get it's 2 objective damage regardless and would survive the AT-ST's two blasters.  But the Falcon died, and that was basically it.  He could not come back from that.  Match Win.

So that was the Swiss.  I finished second overall and was in the Final.

The Final v Chris was brutal.  His Dark Side was Sith.  Turn 1 Mara Jade, Turn 2 Vader.  Then a bunch of protectors.  Then Vader lightsaber.  He must of seen every resource in the deck in those early turns.  it was all I could do to hang on.  Dash took out an objective on my first turn.  Only good thing to come from this was that he only destroyed a single objective.  If I could win as Dark Side destroying more objectives than he did I was looking good.  My draw was pretty good.  Tie Attack Squadron, AT-ST's.  He sadly flipped over 2 Across the Anoat, and a Raise the Stakes.  I lost an objective early, then he got a blockade runner and that was that.  No Playmat for me.


Loot!

I won the participation prize which was Rogue Three Full Alt Art
Top two got Grand Moff Tarkin full alt art and a deck box, I got the Veers one.
Chris took home a gorgeous Leia Playmat.  I must have one!

Wednesday, 11 June 2014

Star Wars LCG, 8th June Regional at Leisure Games

Went to a regional championship last weekend for the Star Wars LCG.  As the title says at Leisure Games in Finchley, London.

Never really expected to get anywhere, so didn't take any notes.  but I was seeded 4th going into the top 8, finished 6th overall.  So really proud considering how little I play of the LCG and an total inexperience of tournament play.

The decks I chose were a really interesting one I played against on OCTGN one time, and one I put together in the train.

The really interesting one was Dark Side, Imperial navy.  Tie fighters and AT-ST's  That went liek this.

2x Defense Protocol
2x Kuat Reinforcements
2x Endor gambit
2x Generals Imperative
1 x Recon Mission
1x Sabotage in the snow 


Two general ideas.  TIE attack squadron is really strong.  With Talon Roll and Fate cards for targeted strike, they totally wreck face.  Secondly Sabotage in the snow comes with Forward Command Post for free objective damage if shielded.  Half my AT-ST's have shielding, and the AT-ST commander can put a shield on any unit.  Makes Tie Attack Squadron even more broken.

Mt Light Side deck was put together in 5 minutes on the train to London.  Just took a bunch of Smuggler objectives, can totally random any 10 Smuggler sets, it will be good deck 99% of the time.  They are pretty broken.  Did lack focus though.  Took Sleuths and Blockade Runner sets, then added Dash Rendar and Lando for more attacking alone goodness.  And then Han because why not, he's good.  Freeholders would of been better, but they sort of killed that with the new restricted list.  So it ended up being

2x Questionable Contacts
2x Against all Odds
2x Trust Me
2x Across the Anoat Sector
2x Raise the Stakes


Nothing special, And 2 of Raise the Stakes, Across the Anoat or Against all Odds is a strong objective draw.  If you get a couple of sleuths or blockade runner with that, you are looking very strong.  If it makes it to late game,  Han, Lando or Dash win games.  Lando especially.

My first match went well, Tie fighters dominated my opponent for a comfortable win.  Should not of won my second game.  All I had all game was 2 sleuth scouts who killed two objectives turn 2 but I never had the force.  He got the dial to 11 on his last turn, and if he had kept one resource back to activate the devestator He would of won, but alas he played some mostly useless units instead, and I played a dash who went in against no defenders to win.

Can't recall much from other other games.  Generally either I got very lucky, and got all my damage dealers out really early.  Or my opponiones just drew nothing.  I went 9-0, 9-0, 0-9, 4-5, 9-0 over my 5 rounds of swiss.  Some highlights.

My 0-9 was so annoying.  I lost as dark side getting the dial to a grand total of 3.  He had a perfect Objective draw of 2 across the Anoat and an against all odds.  I had no chance.  Game 2 was really drawn out.  I could do nothing to get past his AT-AT's due to shielding.  I blew up a forward command post early with a saboteur which killed a loty of offense.  I had a dream team of Han, Dash and Lando out soon after but they were not enough to punch through the legion of AT-AT's and AT-ST and their shields.  Eventually an orbital bombardment hit the table and that was that.

Game 4 was so close. I won the game as Dark Side.  Game 5 I needed one more Objective as light side.  But the turn of victory was not to be, I drew a hand of nothing but events.  I must have of had ~2- cards left in my deck, in those cards was something like 1 Han Solo, 1 Blockade Runners, 2 Dash Rendars, 3 Sleuth Scouts, 2 Lando's.  Any of then would of won it for me, but No.  I then went on to lose the Tie break by one Objective. 

Game 5 was amusing in that everything went my way.  I was able to completely stay on top of a Sith Deck. with Trust Me.  Cancelling A Force Choke and a Force Lightning from killing Han Solo.  Last turn I attacked with Han, with a Lando on the field.  He had a Palpatine who had to block else he was a dead Palpy.  But Lando just took him out the Engagement, so he died anyway.

Going into top 8 Fortune failed me.  Game 1 saw me as Light Side.  he played a Mara Jade, and commited.  if I had a blockade Runner, or two sleuths, the game would of been mine.  But alas I did not.  A couple of bumph units who just got picked apart by Mara.  A thoroughly dissapointing loss.
Game 2 I started of ok, a couple of tie fighters and a talon roll in hand.  He had the almost perfect combo of wookie life debt, Chewie and a Wookie Warrior.  The two wookies could protect each other so activating the Wookie Warrior, or giving the exact amount of damage needed for Chewie to kill my units. Also had a Let the Wookie Win in hand for added insult.  I had 0 chance.

But got a Playmat  Acrylic Damage tokens, and 3 Jabba Promos.  So yay.