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Tips & Strategies (7)
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wait! you need to wait!
so you’ve got a bunch of guys out ready to go? still wait!
exhausting your units is the best way to lose the game. you need to keep as many units ready as possible all the time so that you can defend your objectives.
so you think there’s an opportunity to attack because your opponent’s units are all exhausted? You still need to be patient. Don’t go all out and use everything. Just use one unit and get the unopposed bonus damage, but save the rest of your units to defend.
Just remember to keep your units ready, so that they can defend.
(this works especially well on the dark side because time works in your favor)
A solid strategy, no matter which side you are playing, is getting the balance of the force on your side and keeping it that way.
This is especially critical for the Light Side player. Taking out 3 objectives in 12 turns is easily accomplished, especially when you are receiving the additional perk of 1 objective damage every turn. But trying to get 3 objectives in 6 turns without any bonus damage is extremely difficult. If you find you are losing often as a Light Side player, reconfigure your primary goal to keeping and holding the Force, then pick up the slack later in the game when you have additional units to commit to battles.
If you are a Dark Side player then all of the above reasons are exactly why you need the balance of the force on your side. It denies the Light Side of the thing they really need the most… which is TIME!
I’m sure there’s a Luke Skywalker joke waiting to be made in that title, but I’m taking the high road and not look for it.
Anyway, one of the hardest lessons to learn in this game, especially if you’re coming from a background in other card games, is to not hold onto cards in your hand for a long period of time. A Devestator on the board is great, but one sitting in your hand for a few turns is a dead card and keeps you from drawing one more card that you could probably play more easily. It’s often hard to let go, but ditching cards in an edge battle if you can’t play them shortly is one of the best habits to get into for your long-term success in this game.
I’ve been playing the new Star Wars LCG about once or twice a week since it was released. I have completely fallen head over heels for this game. I wish I could play ever day and that there were more people into it. I’m sure people will get into it more, but surely, it will never be Magic: The Gathering, the World of Warcraft of card games.
I have now tried a number of different deck themes and strategies on both the light and the dark side. I have definitely found that Control decks are the most reliable and powerful way to go. This is often the case with PvP games like this. Being able to control or manipulate the other players actions and disrupt their strategy is just a great way to foil any good deck of any other type.
For the Star Wars LCG, this is no exception. The Dark side benefits heavily from using characters like Emperor Palpatine and all of the Force power event cards.
Yoda might not have any good control abilities (other than his one tactics icon), but he is great for the light side to try locking down control of the force. Even the light side can win in a mostly defensive, control battle overall. If you keep the force on your side during the whole game, you only need to launch a couple of successful attacks against objectives to win the game.
Keep in mind that the Tactics icon on cards is a very powerful control element. Cards like the Twilek Loyalist are a great example that when you first look at a card, it could look weak, but then when you see how it plays out on the table, it is very powerful. With this guy only costing 1 and having a character damage and a tactics, you could win a fight against two enemies or take out one guy and lock down someone not in the fight, sacrificing this cheap, but awesome, character.
In Star Wars LCG, having a bunch of cards saved in your hand when your opponent takes a turn is incredibly powerful. I thought, when the game first came out, that it was best to play down to 0 cards by the time your next turn came around. There is still a lot of merit to having the control to save cards and wait to use them properly, and have tons of cards to win fate battles with when it is not your turn.
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One of the many mistakes I have seen Light Side players make is attacking straight away on turn one. This is a poor strategy as it leaves you wide open to the Dark Sides counter attack.
Attacking is a must with the Light Side but you need to take one or two turns gaining control of the force and building up your offensive units.
Once you have 3 or 4 units ready, by all means attack an objective but always keep one or so units in reserve for necessary blocks on offensive moves by the Dark Side player.
Maintain control of the force and keep a good supply of troops and you should start winning objectives!
This isn’t really a gameplay tip but rather a tip about organization that will help reduce the time needed for setup and reduces confusion. I’ve come across quite a few people who don’t realize that you can use different colored sleeves for your objective deck, command deck, and the force commitment/faction affiliation cards.
For example, I put all of the cards that go in the command deck in black for the DS and white for the LS. Then I used some extra red and blue sleeves from Netrunner for the DS and LS objectives, and I put the force commitment and affiliation cards in clear sleeves I had from some other game. This way, it’s easy to keep everything straight when I pull it out of the deckbox (or out of the cardbox if I’m deckbuilding), and if something gets shuffled into the wrong deck after a game, it is easily noticeable.
It may be a hassle to keep up with multiple colors of sleeves if you don’t already have them on hand for different games, but keeping things easily identifiable reduces frustration and wasted time when things get shuffled together and makes deckbuilding go smoother.
Despite being represented by a two-sided card, the Balance of the Force actually has three different levels. There are the two obvious states (DS starts with it and gets +1 Death Star, and LS starts with and gets bonus objective damage) and then there is the middle zone where its always on the inactive side whenever a turn starts. The bonus is only active when you control it at the start of your turn, much like a point can only be scored while serving in volleyball.
This condition can be taken advantage of during situations where you may not be able to keep the balance in your favor. As long as you can commit, or keep available, enough points during the Force Phase to win it back at the end of each of your turns, you can prevent your opponent from gaining the advantage also.