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#1 TGO Posted 23 April 2013 - 06:39 PM

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Here is everything else that wasnt spoiled.

Renegade Squadron Mobilization
Smugglers – Objective
1 Resource / 5 Damage Capacity
Hoth
Reaction: After an enemy unit leaves play, draw 1 card.


Renegade Squadron
Smugglers – Unit
5 Resources
2 Force Icons
Blaster, Blast, Tactics, (Tactic)
Vehicle. Renegade Squadron
Elite
Reaction: After this unit is focused to strike as an attacker, damage it to rescue 1 card captured at the engaged objective.
5 Damage Capacity


Renegade Squadron Operative
Smugglers – Unit
2 Resources
1 Force Icon
Blaster, Blaster
Character. Renegade Squadron
2 Damage Capacity


Muitions Expert
Neutral – Unit
1 Resources
1 Force Icon
(Blaster)
Character. Renegade Squadron
Action: Focus this unit to have a target unit gain Blaster until the end of the phase.
1 Damage Capacity


Echo Caverns
Smugglers – Enhance
2 Resources (cost)
2 Force Icons
1 Resource
Base.
Enhance your play area.
Action: Focus this enhancement to target 2 units that share a Trait. Until the end of the phase, one of those units loses a combat icon of your choice, and the other gains the combat icon.


Target of Opportunity


Preparation for Battle
Neutral LS – Objective
1 Resources / 5 Damage Capacity
Hoth
Your shielded units cannot be damage while the Death Star dial is 4 or lower.
Your shielded units gain Blast icon while the Death Star dial is 8 or higher.


Hoth Scout
Neutral LS – Unit
1 Resource
1 Force Icon
(Blaster)
Character
Action: Sacrifice this unit to place 1 shield on a target unit or objective.
1 Damage Capacity


AAC-1 Speeder
Neutral LS – Unit
2 Resources
2 Force Icons
(Tactics)
Vehicle. Speeder
Shielding
2 Damage Capacity


Tauntaun
Neutral LS – Unit
1 Resource (cost)
1 Force Icon
1 Resource
Blaster
Creature. Hoth
1 Damage Capacity


Shelter from the Storm
Neutral LS – Event
1 Resource
2 Force Icons
Play only if there is a Hoth objective in play.
Action: Place 1 shield on a target friendly Character unit. Until the end of the phase, that unit cannot be targeted by enemy card effects and cannot be damaged.


Deploy the Fleet
Imperial Navy - Objective
1 Resource / 5 Damage capacity
Action: Damage this objective to reduce the cost of the next Capital Ship unit you play this phase by 1.


X2
Death Squadron Star Destroyer
Imperial Navy – Unit
6 Resources
2 Force Icons
3 Blast icons
Vehicle. Capital Ship. Death Squadron
Shielding
This unit cannot be targeted by enemy events.
5 Damage capacity


Fleet Navigator
Imperial Navy – Unit
2 Resources
1 Force Icon
Edge Enabled Tactic icon
1 Resource
Character. Officer
2 Damage capacity


Death Squadron Command
Imperial Navy – Enhance
3 Resources (cost)
1 Force Icon
3 Resources
Base.
Enhance your play area.
Reaction: After an objective is destroyed, remove 1 focus token from this enhancement.


Admiral’s Orders
Imperial Navy – Event
0 Resources
1 Force Icon
Action: Reduce the cost of the next Capital Ship unit you play this phase by 2.
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#2 cephalgia Posted 23 April 2013 - 07:07 PM

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thanks for typing that up!
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#3 Jarrett Posted 23 April 2013 - 07:38 PM

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Set looks pretty sick. Can't wait to play with the star destroyers.
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#4 red5ccg Posted 23 April 2013 - 08:09 PM

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Looks like the LS can build an almost pure Hoth deck now.
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#5 TGO Posted 23 April 2013 - 08:35 PM

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I can't wait to play with Echo caverns and Renegade Squadron.
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#6 Magni Posted 24 April 2013 - 11:16 AM

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gotta say im pretty excited about this pod. "the smugglers den" deck has been dominating simply on its ability to kill just about anything you can put on the table. Also how does this new capitol ship love help out Heart of the Empire? I dunno im far more excited about this FP then the last! HUZZAH i feel like for the first time we can make some new decks and rogue the crap out of our local regionals!
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#7 red5ccg Posted 24 April 2013 - 11:43 AM

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I'm not sure this will displace smugglers den from the top of tournaments. That said, it will at least give it some company as other deck types also become competitive, which is a good thing.
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#8 Jarrett Posted 24 April 2013 - 03:05 PM

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Renegade Squadron in a Smuggler's Den deck would be pretty good I think - Detained certainly would no longer be a problem, and Echo Caverns would be awesome against the Sith.
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#9 Magni Posted 24 April 2013 - 04:17 PM

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the thing that gets me jazzed about SW more then their other LCG's (i play alot of NR) is that i feel, in a year their will be 2-5 top decks with multiple slight variations of them. With alot of the game coming down to skill and preference. Unlike NR were its about crafting the statistically perfect deck SW is much more a game about the gamer, less about the deck, thats why im so pumped about this force pack, its finaly starting to showcase some of the new combos.
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#10 TGO Posted 24 April 2013 - 08:11 PM

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I'm over the Han/Jedi decks.
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#11 Jarrett Posted 24 April 2013 - 11:07 PM

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I'm over the Han/Jedi decks.


Yeah, me too. I really can't wait til' the Edge of Darkness comes out.
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#12 Jarrett Posted 25 April 2013 - 01:19 AM

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I've played a TON couple of games tonight, some with this Smuggler Deck with 2 copies each of 1, 5 ,15, 44 and one copy each of 2, and 38. Echo Caverns can really help the deck, but further testing is required. Two games I played Echo Caverns, and one it helped keep an Emperor at bay to my eventual winning of the game, and the other time once it hit the field it was hit with 'Tear This Ship Apart'. Not sure if swapping Yoda for the Old Ben's pod is the way to go, since you lose a cancel effect, a resource, and some good force icons, but I wouldn't want to lose a Guardian set either. Deck did have a better Tie Fighter matchup for sure though as the Renegade Squadron can lock them down. Navy/Sith hybrid seemed to be a little worse actually, as I was losing my units more often compared to the original smuggler's den deck (the two extra Old Ben's Spirit with the objective hitting in play more often really helped).

Another deck I've been running is a tweak of the Rebel deck I placed 2nd with recently but -2 Mission Briefing and +2 Preparation for Battle. The extra turn or two of pushing damage through with shielded units can really help give the deck the push it needed. One game I lived the dream with the guy that sacks to make a shield, Wedge, and a Rouge 3 - pretty much unstoppable damage the opponent can't do anything about. However, I was finding Emperor Palpatine to be the same problem as he was for the deck before - an auto-loss if you can't deal with him fast. I want to fit in Home One again, but every pod is needed so much for the deck. I don't want to drop Leia because she helps against the Emperor and I can combo a win off of her (not to mention the shields her objective provide are awesome for the deck). Mobilize the Squadrons has an awesome card with Rebel Assault, and Covering Fire can swing a game (and can be a finisher with Preparation for Battle on the field). Preparation could be cut down to one but then your chances of starting that objective in player are really low. It's just something that needs more tweaking.

'The Sensors Are In Place' seemed bad compared to Preparation for Battle - wasn't impressed when playing against it today. The Death Squadron pod was a nice little inclusion for the Tie Fighter deck, but my group's been trying to figure out what to swap out from the current deck for it. Running two, while cool, seemed like overkill and hurt the defenses of the deck, and one seemed to be the magical number. I think two of the Death Squadron pod would be better suited in a big navy deck. I actually cut a Kuat Reinforcements from the deck to fit the one set in - others have been saying to cut Defense Protocol or Endor Gambit. Again, going to need to play a lot more games to decide what's the right call.

And nobody played the new Scum pod. I don't feel its worth including right now over, say the Hoth sets.
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