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Separatist
Machinations
by
C. J. Williams
Over
the planet, hyperspace jets shriek like tortured metal as starfighters
dash around the way gnats on a corpse do, spitting bright bolts
of green and red. On the planet's surface, the sound of servos spin
and whine as massive duranium legs crash down, smashing rock and
scraping stone, one after the other. A single red eye focuses in
on its target. In its sights...you.
This
week we introduce you to the first 2 of 10 spoilers for the Fall
of the Republic (FOTR) dream card expansion set developed
by the Independent Development Committee (IDC) formed by
players concerned for the future of the game.
Droid
Security Escort was the very first Separatist unit introduced in
the Revenge of the Sith (ROTS) set, accompanied by the very first
unit addressing the Separatist Subtype, Separatist Fleet. Both are
nice units, but neither has an exceptional appeal in application.
However, one thing they do have is a certain unique flavor. The
Droid Security Escort is a strong medium-build unit, with abilities
that can be very useful under specific conditions and different
than the usual Droid configuration. The Separatist Fleet has a damage
removal ability that is good in any type of deck relying on the
various factions of the Confederacy of Independent Systems. Do these
units give an indicator of what the Separatist subtype has in store
for us? If they do, then we have room to grow and some interesting
units and effects to look forward to.
Since
the release of the Phantom Menace set, Droid decks have been a keystone
in the game for both new and experienced players. Easy to build
and easy to execute, Droid decks, particularly Trade Federation
Decks are both powerful and overwhelming.
Up
to now, dark side Droid Space units have been cheap and expendable,
and Droid Ground units have been powerful, but typically slow. Today,
in a similar vein to the pioneering Separatist units of the last
set, we turn these conventional ideas on their heads with two special
units.
Despite
its modest appearance, when you compare the following Droid with
previous Droid Ground units, you will find that it is actually the
third best Droid Ground unit in the game and a good alternative
to the more expensive Patrol Mode Vulture Droid to accompany the
gloriously cheap Commerce Guild Droid 81-X.
The
simply named Crab Droid, based from the LM-432 crab droid that made
its debut in the Revenge of the Sith video game, expresses its seemingly
unobtrusive nature. However, toss in cost reducers from this set
and previous sets, and this unit becomes an attractive solution.
Besides its first- or second-strike 50 speed, use Crab Droid as
an Intercepting unit with Nute Gunray (C)'s ability to protect either
PMVD or 81-X, or them protecting the Crab Droid (depending on your
strategy). An arena full of these guys can make your opponent sweat,
while at the same time not causing your opponent to abandon the
arena. With it, you can maintain a steady advantage in the arena,
perhaps even instilling a false confidence in your opponent's mind.
Need
a unit to protect your Droid Missiles and Buzz Droids? In ROTS we
were introduced to the Droid Tri-Fighter, which quickly became a
staple in many decks both Droid and non-Droid. In FOTR we present
the first Droid Space unit worth more than 4 build: Droid Tri-Fighter
Squadron. Having left the sore mistakes of the Droid Starfighter
Wing and Droid Starfighter Assault Wing in the past, with the aforementioned
cost reducers, this unit can help your Droid decks take control
in the Space arena. It can even assist its namesake, and will benefit
from any card to benefit Separatist. With 4 health, it has enough
staying power to take a hit or two and with 4 power and Critical
Hit 1, it can give a Jedi Starfighter of any kind a run for its
money. Try it out and see how it works for you.
Existing
cards that can help draw these units are Trade Federation MTT, Tatooine
Sandcrawler, and Jawa Supply Trip. It is interesting that these
units are both Separatist and Trade Federation. If only there were
a way to benefit Separatist units in general . . . hmmm . . . perhaps
by damage removal, like the Separatist Fleet . . .
All
said, there will be 18 Separatist units in the new set and 1 Location
affecting Separatist and other associated subtypes.
Next
week we look at a couple of cards that complement each other and
contribute further to a slowly growing elemental subtype in some
interesting ways.
Thoughts or comments?
Visit the message board thread for this article here.
About
the Author
C.
J. has been a player of the game since 2003 and is currently the
Text Finalization Leader of the IDC Rules Sub-committee. He has
written seven articles for Rebelbasers.com and is the SWTCG Hope
of the Jedi tournament coordinator and founder of the Free-League.
C. J. Williams has been a member of both the Wizards and Rebelbasers
forums since January of 2004, posting under the name Corjay.
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