Revolutions: Speed
by Nick Prince

   
   
   
   

The Battle of Endor is easily the expansion which has impacted the game the most. Breaking from the traditional Wizards' approach to balance and design, the set has shaken the game to the core. Both good and bad, this Revolution is here to stay, and it is the purpose of these articles to analyze the Revolution.

Today's Revolution: Speed.

In the past, the Star Wars Trading Card Game has been dominated by faster units in almost every aspect. Speed allows first attacks, greater opportunity and can prevent your opponent from gaining as many attacks against you. Speed inflation has set in over the years, and an average speed unit seen during Attack of the Clones (50) is comparatively slow to the speeds seen in many meta-game decks of Scum and Villainy (60 for single units, 80+ for stacked ones). As speed has risen further and further, it has gradually pushed lower speed units out of play, and created virtually useless capital ships.

Battle of Endor has quickly obliterated this concept. The concept began quietly, in Scum and Villainy, with the introduction of Stealth. Many Play Testers for the IDC feared Stealth; that it would become too powerful. For that reason, you will rarely see a self-speed lowering card. Nor will you see a Stealth unit with lower than 30 speed (and even those are rare, as 40 is the preferred minimum). With good reason too; disallowing attacks brings invulnerability, and invulnerability is a very, very scary concept from a balance perspective. However, Stealth is ultimately a gift to the TCG, shattering the need to play extremely high-speed units at all costs.

Stealth, however, needed a counter, and that counter is found in now-useful, low-speed units. The lower-speed units break through the Stealth units' invulnerability when the Stealth unit is forced to attack, tapping it, and making it vulnerable. The Battle of Endor set brought many slower, but useful, units in. Some even go as far as to have anti-Stealth all together, such as Scouting Party, which gains Accuracy 1 against a Stealth unit. All together, these provide a strong counter to Stealth units.

While the SWTCG has always had three "classes" of speed in its units, those being high speed, middle speed, and low speed, Battle of Endor gave mid and low speed units (in general) a purpose, creating a clear, triangle-counter system:

Like all counter-systems, no one kind of unit will be able to win it for you any more. A fleet of high-speed units will have a lot of trouble with just one Stealth unit. Likewise, a mid-speed Stealth unit is going to have difficulty destroying a slow but strong low-speed unit. And finally, that low-speed unit just can't compete with faster units. From here on out, it will generally take two kinds of units to win the arena, not just one as has been seen during other sets. Whether it was the IDC's intention to create a system such as this is not known, but it is definitely a positive addition to the game.

Counter systems, which are a favorite concept of game balance designers, allow for the critical "conceptual balance." Conceptual balance, meaning balance within the concepts which govern how the game is balanced, is crucial for any game. Without conceptual balance, balance cannot be achieved, because there is no guiding "rules" for balance. Many players in all games also make the mistake of confusing the term "balance" with "inter-faction balance." Balance between different factions, in the SWTCG the Light and Dark sides, is inter-faction balance, meaning balance relating to which side is capable of winning more. Intra-faction balance, the other half of the term "balance" means how a faction is balanced from the inside. Many times this boils down to: does everything have a purpose?

Looking at it from a pre-BoE perspective, the SWTCG had horrible intra-faction balance in relation to speed. High speed cards became nearly all that was seen, with just a few exceptions. Anyone who questions this cannot disagree with this statement: capital ships were almost never seen in meta-games. One large reason for this was, simply, they didn't have the speed to be useful against faster units, who would shred it to pieces. There are, of course, other reasons to this, but that's another story for another article.

Post BoE, all speed-classes have a use -high, middle, and low. To say that this is a bad thing would be to say that a balanced game is wrong. Battle of Endor's Revolution on Speed is highly beneficial. Like it or not, the higher speed units now form only one aspect of speed-balance triangle.

Thoughts or comments? Visit the message board thread for this article here.

   
   
About the Author
Nick Prince, known on Rebelbasers as Darth Waffle and on most other sites (and Lackey) as Locke, has played the SWTCG since its creation in April, 2002. After his Team gave up on the game in 2004, he moved entirely to online-play, and was a very frequent poster on Rebelbasers. After the RotS set was released, he largely quit the game, returning only very recently with the return of Battle of Endor.

Nick is a 17-year old student who lives in Minnesota, USA. He is an avid poker player, and plays in an online campaign for the SAGA Edition of the SWRPG. Nick also spent three months as second-in-command of a patch creation team for Battle for Middle Earth II, and is an Admin on GameReplays.org. While originally an Admin leading the Battle for Middle Earth II section, he is now head of the Writing department of the site.

   
     
         

 

 
 


© 2006-2008 Website Design and Content: SWTCG: Independent Development Committee™, SWTCG:IDC™
© 2003 Star Wars™ Brand and Images: Lucasfilm Ltd. & ® or TM. Game Design : Wizards of the Coast
All articles and content which are not properties of Lucasfilm or Wizards of the Coast, are properties of the SWTCG: IDC™ and may not be copied or reproduced without permission.

The IDC is a player-elected body representing the Star Wars Trading Card Game community. Neither this website, nor the information contained herein is in any way produced for a profit to the IDC or any of its members. The expansions created by the IDC are not available for sale online nor in any store. The card images are free to download, print and play.