| Card draw simulator |
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| Derived from | ||||
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| Pure Damage | 0 | 0 | 2 | 1.0 |
| Inspiration for | ||||
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| Pure Damage | 0 | 0 | 0 | 3.0 |
logspga 25
Make sure you start with at least a F-11D, DH-17, Holdout or Jetpack. Then roll damage.
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Supports that grant dice are pretty expensive which makes them a late game strategy, this deck doesn't go late game. Now you might say, why am I running 3 cost upgrades if your not running a tie fighter? Answer, overriding upgrades allow you some flexibility where you don't need all 3 at one time. I really run Veers for the die that has 3 ranged damage sides and you can run him elite while running elite Fett, which I think is darn broken. |
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Fair enough. I like your deck. I basically play the same deck but with 2 troopers instead of veers and have Squad Tactics in place of Armed To The Teeth. |
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Funny you say that, this was created from my experience playing a single die Han with 2 rebel troopers and if points allowed me to run elite Han, I would of stayed on the Hero side. But as the old saying goes, 4 dice are better then 3. |
Why play Veers with no supports that grant dice?