Kartenziehsimulation |
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Abgeleitet von | ||||
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General Value (6x Tournament Winner) | 75 | 60 | 12 | 1.0 |
Inspiration für |
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Noch keine. |
hardypat 3
Results: 10-1 against eBala/Jango/Trooper (3x), Jabba/Dooku (2x), Dooku/Kylo, Jabba/Vader, eRey/eQui-Gon
Strategy
- Choose opponent's battlefield unless it's extremely dangerous to your game. Put both shields on Nightsister.
- First turn: Load up Bala-tik with weapons, go for their weakest character. Mitigate incoming damage with cards or Nightsister's ability if necessary. Claim early if need be.
- Turn 2: Kill the weakest character. Bala-tik should have 2 upgrades on him by now. If the stars align, you may get 2 re-activations with Bala-tik, which could mean upwards 10-14 damage during turn 2. Use Armed to the Teeth or overwrite with re-deploy weapons when Bala is close to death.
- Ideally, you will end up with two characters wielding 2-3 weapons versus their last character.
Additional Notes
- Do not discard a card to reroll 1-2 dice! Minimum 3 dice should be rerolled to pitch a card. Use Nightsister for single rerolls.
- Take care not to play a 2-cost weapon too early, leaving you with no resources for dice control.
- I often pitch Logistics, Hunker Down, Firepower, or Tie Fighter for rerolls. However, if I roll a resource with Logistics, I'll usually play it. Play Hunker Down on Nightsister for free rerolls OR for extra Armed to the Teeth fodder for Bala. TIE Fighter can be a sneaky card if your opponent claims early and you have 3+ resources. This obviously combos well with Veers and Firepower, however, I also use Firepower to push that one extra damage to kill a character with Veers' dice or a Red gun.
- Have fun!