Holiday Wednesday

Yesterday Dale and I spent the afternoon playing Star Wars: Destiny at The White Lion. I tried initial versions of two decks. The first was a FN-2199/eUnkar Plutt/First Order Stormtrooper. 

Which doesn’t have a cool name (afaik UPDATE: A friend Chris Shaner has informed me it’s called FuNkar) like the other initial deck I played, which is called emokids.

I played both as elites (which is why I put an e in front of a name, to signify that that character is elite, i.e. played with two dice not one). Luckily my target buys arrived in the morning so I could play Darth Vader. 

Dale was playing his Maz/Snap/eRey deck.

Out of four games my FN/eUnkar/First Order Stormtrooper won a single game. That was when the stars aligned, the dice and cards smiled on me, and everything went my way.

But Dale’s deck is such a nasty action cheat. With Force Speed on Rey, playing an upgrade weapon with Ambush on her could see Dale taking an additional 4 actions, one of which is activating Maz with her resolving two dice, by the time it’s my turn again Dale is more or less finished and ready to claim the battlefield. Which if he has his two plantery uprising outs is four points of damage. 

What I don’t get about FFG is that they nerfed the Ammo Belt/Second Chance because “this has not proven to be a strong combo at a competitive level, it warps more casual games and is difficult to deal with“. But this action cheating is a problem both at casual and competition level but no they don’t nerf that. It’s possible to do the “massive” amount of damage to get through the Ammo Belt/Second Chance. There isn’t much you can do about this action cheating. It feels like you are just a spectator, there isn’t anything you can do but sit there and take it. If you have a character alive or not critical at the end of it you are lucky. This is what FFG should have errata’d. 

Before playing the emokids, Dale and I did some quick trading of cards that saw me getting a second Sith Holocron.

Although my emokids didn’t win a game I found those games more “fun”. Having two Sith Holocron cards made a big difference. I was much more consistent drawing the card in my opening hand. Although getting an upgrade ability to go with it was a little less reliable.

One or two of the emokids games were close. But the plantery uprising was a game winner. However the amount of damage possible with the emokids is surprising. The first game, activated Darth Vader first ,double special rolled, that’s 6 damage. A bit more consistency on hitting Darth’s specials and taking a character out turn one or two with the aid of Kylo this could be a nasty deck to be up against.

I did have the new expansion for Five Tribes called Whims of the Sultan. This adds a fifth player (not sure if I’ll ever use this, if it played well with five it would have been in the base game), and six new tiles, two djinns, some Whims cards for the new tiles. 

Sadly when I opened up the box inside I had two sheets with the new order and bidding tracks, and a missing sheet of tiles. 

Once again I’ve managed to find the wonky needle in the haystack. Naturally I’ve emailed the retailer I bought it from. I’m awaiting a reply, which should be today. 

I know this will shock you but I didn’t buy the last wave of Villians and Allies for Star Wars: Imperial Assault. But organising the minis Tuesday reminded me to rectify this. So while the Jawa is still on its way, the BT-1 and 0-0-0 Villain Pack and Hera Syndulla and C1-10P Ally Pack did arrive.

I have seen rumblings by one or two online that if the app for Imperial Assault doesn’t get released soon they are selling up. The app would be nice, it would be cool to have that campaign co-op option. I enjoyed the Descent app experience. So I’m looking forward to the app for Imperial Assault. But to sell up if it doesn’t come out. That’s extreme and cutting your nose off despite your face. 

So that’s my Wednesday. That’s how rock ‘n roll my holidays are. 

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