Since our launch event I have been playing a decent amount of Star Wars Destiny. I think it’s fair to say that I’m hooked! I’ve been trying out a lot of team combinations (all Villains of course) and wanted to share one of my more successful ones.

It’s a relatively straightforward build that centres around Jango Fett and his amazing ability. The basic idea is to attach upgrades with redeploy to Jango so that when he dies (he is usually targeted first) his weapons can be passed on to the Stormtroopers. Meanwhile, the Stormies receive the ‘lesser’ upgrades like Datapad, DH-17 Blaster Pistol, and Hunker Down, and do their best to provide support for Jango.

I’ve found Hunker Down to be a good one for the Stormtroopers, as opponents are usually loathe (or unable) to target them with the required melee damage to remove it, so they end up with three shields going into the late game (aka once Jango is dead).

JANGO’S TROOPERS

Total Cards: (30)

Character: (30/30)

2x First Order Stormtrooper (Awakenings)

2x Jango Fett (Awakenings)

Battlefield:

1x Mos Eisley Spaceport (Awakenings)

Event: (14)

2x Electroshock (Awakenings)

2x Flank (Awakenings)

2x Go for the Kill (Awakenings)

2x He Doesn’t Like You (Awakenings)

2x Logistics (Awakenings)

2x Unpredictable (Awakenings)

2x Squad Tactics (Awakenings)

Support: (2)

2x Backup Muscle (Awakenings)

Upgrade: (14)

2x Datapad (Awakenings)

2x DH-17 Blaster Pistol (Awakenings)

2x F-11D Rifle (Awakenings)

2x Holdout Blaster (Awakenings)

2x Hunker Down (Awakenings)

2x IQA-11 Blaster Rifle (Awakenings)

2x Jetpack (Awakenings)

DICE

This build has twelve cards that add dice (all in the forms of upgrades). Due to the currently limited card pool, my choices were probably not so surprising. Holdout Blaster and F-11D Blaster Rifle are both serviceable weapons, but their main feature is redeploy, which as mentioned earlier was the top reason for playing them.

The next two upgrades added were IQA-11 Blaster Rifle and Jetpack, both chosen for their massive damage output potential. The special ability on Jetpack is not one that I’ve used very much, but it’s presence in the dice pool does force your opponent to spend melee results quickly. The IQA-11’s special can also be very useful in finishing off an opposing character. These are the deck’s hardest-hitting upgrades, so attach them wisely.

The final two choices for cards with dice were Datapad and DH-17 Blaster Pistol. They are both one-cost upgrades, which makes them very easy to play. The Datapad has three results concerned with resources; something that this deck goes through pretty quickly. The special ability is not totally useless, as three of the other cards with dice have relevant special abilities. I’m not a massive fan of the DH-17, but it’s cheap and does ranged damage, so it’s in for now.

INTERFERENCE

I think that every deck needs some way of interacting with their opponent’s dice, so that’s why I’ve included Electroshock (can get rid of specials as well), Flank (I have three characters, so often outnumber people), He Doesn’t Like You (often get blank results, so swapping one of them for a good one of your opponent’s seems like a good deal to me), and Unpredictable (desperate, but has ambush which makes up for it).

This amount of interference may seem excessive, but if your opponent is using upgrades like Thermal Detonator or Infantry Grenades, you’ll definitely want a way of stopping them using the special ability on those cards!

BATTLEFIELD

So far I’ve found it quite difficult to decide which battlefield to choose for nearly every team that I’ve made. The trouble I’m having is that if I bring a ‘good’ battlefield my opponent may get to trigger it more than me.

With a three-character team, I’ve decided to go for a relatively benign battlefield in the form of Mos Eisley Spaceport. With this one I can return an upgrade to hand from something like a heavily-wounded Jango (effectively ‘saving’ the upgrade), then next turn attach it to a Stormtrooper, and also get a resource in the process. Not really game-breaking, but neither will it be used to great effect against me. Another possible use is to return Hunker Down to hand, effectively gaining me a profit.

EVERYTHING ELSE

As mentioned earlier, Hunker Down can be a great way to get the Stormtroopers loaded up with shields in preparation for Jango’s demise, so while it does use up a lot of actions, it’s basically a repeatable Take Cover.

Backup Muscle is a fantastic support card that allows you to place damage on characters, bypassing their shields. I’ve used it many times to get that last point on damage onto an opposing character.

Logistics is useful for getting an extra resource as the cost of one card. On the first turn of the game this could help get out a second two-cost upgrade, which will really give you a good start.

Go For The Kill can be great the same way as Backup Muscle; it can get those last few points on damage onto a character but ignores shields. Since the deck is so full of ranged damage I don’t have any trouble getting to use it.

Squad Tactics might seem a strange choice with only two non-uniques, but it helps with action economy at no resource cost.

WHAT TO WATCH OUT FOR

General Grievous: not only is he a killing machine, his ability to take one of your non-ability upgrades from a character of yours that is about to be defeated will mean that he will steal one of your redeploy weapons (presumably from Jango). This massively slows down our ability to dish out damage, so prioritise killing him first!

Thermal Detonator / Infantry Grenades: the special ability on these upgrades can really hurt this team. I’ve had an opponent resolve two Thermal Detonator specials against me before, and that was basically game over. Even one going off can be devastating. You need to save your interference cards for those specials!

These are the only specific threats that need special mention, as they are particularly effective against this deck.

SUMMARY

This deck is still a work-in-progress, but I’m quite happy with how it has been going so far. I’ve purposely tried to keep the non-upgrade cards to zero-cost where possible, as I’d rather attach more upgrades to my characters. This means that certain cards like Tactical Mastery, All In, and Supporting Fire are not currently in my build (even though they are useful cards).

On another note, this deck shouldn’t be too expensive to build as it contains starter deck cards (First Order Stormtrooper and F-11D Blaster Rifle) and no legendaries. If you like aggressive decks, I recommend you give it a try.

Cheers!