This idea came from loving Phasma's design and the idea of an elite Stormtrooper commander. But I also loved the specialized troopers and this deck combines the Field Commander idea with some fiery goodness. She's got cues from decks like Tarkin and such but I think she'll be fun to play.
Without having played it, I'd say it looks pretty good. BURN IT DOWN definitely seems like it'd be more effective than your usual flamethrower type card. The one suggestion I'd have right now is to alter BACK UP TROOPS to let it be played even if only one Flametrooper is destroyed; as it is now, I could see the opponent killing one, then ignoring the other in relative peace, since they wouldn't want to let Phasma ever have two full-health troopers again any time soon. Maybe give the Flametroopers a beefier basic deck as well, though I'd have to give the deck a whirl to see if that's really a necessity.
The flametrooper basic deck should definitely be at least Strong or Strong+. The deck is a bit bland. But, since Captain Phasma had no real screen time there isn't much to go on.
Tweaked the deck a bit; BURN IT DOWN is now the signature card with 3 in the deck, while BACK UP TROOPS now works with one Flametrooper down but only brings one back. I also gave the minors some more firepower with a Strong+ deck. Thanks for the suggestions guys.
On further consideration I would go strong on the flametroopers meaning no 5/1 basic card. Then I would give Phasma an Orange deck, giving him a 5/1 card. 3x Burn it down seems too strong. I liked 2 of those cards. I would take away 1 and give Phasma a good card of his own like other shooter decks. Maybe an A9 of some kind. What do we know about him that would make a cool card.
I would go further with the fire concept, think more about how a fire starts and spreads and stays lit and keeps doing damage, and see if you can somehow work that into a deck concept without making it overly complicated. This looks like concepts from the old Rebel Trooper deck, which I borg'd for the Imperial Officer + 4 Stormtroopers deck.
I also think phasma needs more escapability. I would consider 'Move Out' to be something like this. Move Captain Phasma to any open space. Then move both Flametroopers up to 4 spaces each. Draw a card. Also, the Flametroopers are short of tethered to phasma protecting her with Wall of Fire. Phalanx Tactics attempts to overcome this. But it will be hard to send the troops out to attack when they are needed for defense and If you bunch up against boba's thermal youre in for a bad day. Let me take a shot at putting something together.
The other thing that is missing that every shooter deck should have for its major is 3x A4 attacks. Every hasbro shooter deck has this. I'd go back to 3x Flanking Attacks and do this;
A4*-*Add 2 to the Attack value if 1 Flametrooper can attack the target. 3 if both Flametroopers can.
Mapdotdweller@gmail.com, though I did read everything. I appreciate all the input, and should be able to get a newer, shinier version put together and put up.
Alright, a newer, shinier, slightly more complex version of Phasma & Flametroopers is up. It really is about both of them working together, like a task force of fiery carnage. Phasma's got 4 A4s and 2 D4s with STAY SHARP and PHALANX TACTICS, both of which become stronger with tactically placed Flametroopers. Since positioning is everything, CAPTAIN'S ORDERS gives the deck plenty of movement and some drawing power.
But the core mechanic now is BURN IT DOWN; no longer does this do damage directly, but it places BURN COUNTERS on any unfortunate victim; these cause damage at the end of every turn, though any player may use an action to remove it by discarding a card. Unless Phasma is able to play CUT OFF SUPPLIES; this card prevents anyone from removing Burn Counters until the start of her next turn (a true monster in 3 vs. 3 where any burn victim is going to absorb about 7 damage before any ally save the poor victims.
With the Flame Troopers being so integral to Phasma's game plan, she's able to get one extra soldier with MORE FIREPOWER; unlike most other back-up type cards, this one allows her to place the new Trooper adjacent to an existing Trooper as well should the player prefer a more aggressive approach.
I don't feel obligated, I think your suggestions were really good. I took some of the ideas further; the deck really is about the Flametroopers but they don't feel like a Major. Putting them with Phasma feels natural since she doesn't have much to go on yet besides being Captain.
Good stuff here. "Within 3 spaces" is tricky, you might make it "within 3 movement spaces". I realize that adds a lot of text to the cards and puts a lot of words into BURN IT DOWN, just something to consider.
I tend to reject extra rules but I think the burn counters are simple enough. I would make BURN IT DOWN nastier, add 2-3 initial damage and make it 2 cards to get rid of.
I want to play test it a bit before doing so, as I'm honestly worried it might be too powerful as is. CUT OFF SUPPLIES after BURN IT DOWN makes it cause 7 damage in a 3vs3 game, never mind any additional damage. I may try your changes and find another card instead of CUT OFF SUPPLIES though.
^^^^^^
I read through it and that was the major complaint I had as well.
In bigger games it will be very difficult to defend against the burn counters.
Comments (26)
Darth Wolverine said
at 11:35 pm on Dec 24, 2015
This idea came from loving Phasma's design and the idea of an elite Stormtrooper commander. But I also loved the specialized troopers and this deck combines the Field Commander idea with some fiery goodness. She's got cues from decks like Tarkin and such but I think she'll be fun to play.
Freaky Mutant Man said
at 2:38 pm on Dec 25, 2015
Without having played it, I'd say it looks pretty good. BURN IT DOWN definitely seems like it'd be more effective than your usual flamethrower type card. The one suggestion I'd have right now is to alter BACK UP TROOPS to let it be played even if only one Flametrooper is destroyed; as it is now, I could see the opponent killing one, then ignoring the other in relative peace, since they wouldn't want to let Phasma ever have two full-health troopers again any time soon. Maybe give the Flametroopers a beefier basic deck as well, though I'd have to give the deck a whirl to see if that's really a necessity.
OBI_WAN_JOHN said
at 8:25 pm on Dec 28, 2015
The flametrooper basic deck should definitely be at least Strong or Strong+. The deck is a bit bland. But, since Captain Phasma had no real screen time there isn't much to go on.
Darth Wolverine said
at 9:27 pm on Dec 28, 2015
Well. It isn't exactly meant to set the world on fire.
Wait...
Darth Wolverine said
at 10:01 pm on Dec 28, 2015
Tweaked the deck a bit; BURN IT DOWN is now the signature card with 3 in the deck, while BACK UP TROOPS now works with one Flametrooper down but only brings one back. I also gave the minors some more firepower with a Strong+ deck. Thanks for the suggestions guys.
OBI_WAN_JOHN said
at 10:52 pm on Dec 28, 2015
On further consideration I would go strong on the flametroopers meaning no 5/1 basic card. Then I would give Phasma an Orange deck, giving him a 5/1 card. 3x Burn it down seems too strong. I liked 2 of those cards. I would take away 1 and give Phasma a good card of his own like other shooter decks. Maybe an A9 of some kind. What do we know about him that would make a cool card.
OBI_WAN_JOHN said
at 10:56 pm on Dec 28, 2015
The deck needs a signature card for phasma. It's built totally around the flametroopers.
OBI_WAN_JOHN said
at 10:59 pm on Dec 28, 2015
I think this is a good effort so far and close to being really good.
Roman F said
at 11:05 pm on Dec 28, 2015
I would go further with the fire concept, think more about how a fire starts and spreads and stays lit and keeps doing damage, and see if you can somehow work that into a deck concept without making it overly complicated. This looks like concepts from the old Rebel Trooper deck, which I borg'd for the Imperial Officer + 4 Stormtroopers deck.
Darth Wolverine said
at 12:14 am on Dec 29, 2015
Phasma's a woman, Obi. =P
OBI_WAN_JOHN said
at 4:54 am on Dec 29, 2015
Oh yes, I knew that. Lol
OBI_WAN_JOHN said
at 5:27 am on Dec 29, 2015
I also think phasma needs more escapability. I would consider 'Move Out' to be something like this. Move Captain Phasma to any open space. Then move both Flametroopers up to 4 spaces each. Draw a card. Also, the Flametroopers are short of tethered to phasma protecting her with Wall of Fire. Phalanx Tactics attempts to overcome this. But it will be hard to send the troops out to attack when they are needed for defense and If you bunch up against boba's thermal youre in for a bad day. Let me take a shot at putting something together.
OBI_WAN_JOHN said
at 5:32 am on Dec 29, 2015
You could change Wall of Fire as follows:
3* - *Add 2 to the defend value of this card for each Flametrooper within 3 movement spaces of Phasma.
Stylistically, you've done the same thing with Burn it Down. This solves the tether issue.
OBI_WAN_JOHN said
at 5:46 am on Dec 29, 2015
The other thing that is missing that every shooter deck should have for its major is 3x A4 attacks. Every hasbro shooter deck has this. I'd go back to 3x Flanking Attacks and do this;
A4*-*Add 2 to the Attack value if 1 Flametrooper can attack the target. 3 if both Flametroopers can.
OBI_WAN_JOHN said
at 6:37 am on Dec 29, 2015
I'd change Flanking Attack to 'Stay Sharp'.
I'd change Back Up Troops to 'On Patrol'.
I'd change Move Out to 'Generals Orders'.
OBI_WAN_JOHN said
at 8:14 am on Dec 29, 2015
Darth Wolverine, what's your email address. I will email you a text version.
Darth Wolverine said
at 11:18 am on Dec 29, 2015
Mapdotdweller@gmail.com, though I did read everything. I appreciate all the input, and should be able to get a newer, shinier version put together and put up.
Darth Wolverine said
at 12:25 pm on Dec 29, 2015
Alright, a newer, shinier, slightly more complex version of Phasma & Flametroopers is up. It really is about both of them working together, like a task force of fiery carnage. Phasma's got 4 A4s and 2 D4s with STAY SHARP and PHALANX TACTICS, both of which become stronger with tactically placed Flametroopers. Since positioning is everything, CAPTAIN'S ORDERS gives the deck plenty of movement and some drawing power.
But the core mechanic now is BURN IT DOWN; no longer does this do damage directly, but it places BURN COUNTERS on any unfortunate victim; these cause damage at the end of every turn, though any player may use an action to remove it by discarding a card. Unless Phasma is able to play CUT OFF SUPPLIES; this card prevents anyone from removing Burn Counters until the start of her next turn (a true monster in 3 vs. 3 where any burn victim is going to absorb about 7 damage before any ally save the poor victims.
With the Flame Troopers being so integral to Phasma's game plan, she's able to get one extra soldier with MORE FIREPOWER; unlike most other back-up type cards, this one allows her to place the new Trooper adjacent to an existing Trooper as well should the player prefer a more aggressive approach.
OBI_WAN_JOHN said
at 2:04 pm on Dec 29, 2015
Interesting ideas. In the end it's your deck. Don't feel obligated in any way to make any change I suggest.
Darth Wolverine said
at 11:52 pm on Dec 29, 2015
I don't feel obligated, I think your suggestions were really good. I took some of the ideas further; the deck really is about the Flametroopers but they don't feel like a Major. Putting them with Phasma feels natural since she doesn't have much to go on yet besides being Captain.
Roman F said
at 6:10 am on Dec 30, 2015
Good stuff here. "Within 3 spaces" is tricky, you might make it "within 3 movement spaces". I realize that adds a lot of text to the cards and puts a lot of words into BURN IT DOWN, just something to consider.
I tend to reject extra rules but I think the burn counters are simple enough. I would make BURN IT DOWN nastier, add 2-3 initial damage and make it 2 cards to get rid of.
Darth Wolverine said
at 9:09 am on Dec 30, 2015
I want to play test it a bit before doing so, as I'm honestly worried it might be too powerful as is. CUT OFF SUPPLIES after BURN IT DOWN makes it cause 7 damage in a 3vs3 game, never mind any additional damage. I may try your changes and find another card instead of CUT OFF SUPPLIES though.
Cbgssya said
at 4:42 pm on Dec 30, 2015
^^^^^^
I read through it and that was the major complaint I had as well.
In bigger games it will be very difficult to defend against the burn counters.
Binjovi said
at 8:08 pm on May 29, 2018
The PDF appears to have become corrupted. Can someone rectify this? I'd like to get a copy of this deck.
Darth Wolverine said
at 10:13 pm on Sep 6, 2018
So I've been out of the loop for a bit. When I look at this it seems to work just fine, has it been fixed or is it just me?
Roman F said
at 11:17 pm on Sep 6, 2018
works for me
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