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#103 Battle Droid: Infantry, AAT Division
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Entry: 3 November 1999


The Unofficial Jedi's Guide to the YJCCG Galaxy.

Compiled by jinnandtonic, November 1999.

Thoughts? You like this? You hate this? Email me!

The Unofficial Jedi's Guide to the YJCCG Galaxy is THE card strategy reference for Decipher's Young Jedi CCG. Starting with the first expansion, 'The Menace of Darth Maul', each individual card will be discussed until it can be discussed no further. Nevertheless, if I have missed something, email me at jinnandtonic@yahoo.com.au, and I will update it accordingly.




Battle Droids? Sheesh, they're all pretty similar, and so are the entries for them!

jinnandtonic's Grades:

Economy: B+
Battle Droid: Infantry / AAT Division is the lucky one, having been in reasonably-high rotation during the time in which only Menace of Darth Maul was available. Location bonuses equate to Power +2 at the Desert Landing Site, and a Damage of 1 is also standard issue for budding non-unique YJCCG characters everywhere. A Destiny of 3 is one less than its MTT Division counterpart (#98), but is still within reason. Errata that I forgot about means this card deploys for the standard 2 counters.

Decipher: A-
A nice image, and the stats seem to work out okay. While it is arguable that an Infantry class of Battle Droid should be getting bonuses at any/all sites or none at all, Power +2 at Tatooine: Desert Landing Site seems reasonable after all. They are the ground troops, right? As you will likely be aware, this card is also somewhat similar to #98, but not as economical by a fair stretch. Something to think about if you are not committed to using a whole bunch of droids.

Overall Usefulness: B
Battle Droid: Infantry / AAT Division is one of the more useful droids in the green-dot category if you are playing a Dark deck focusing on Tatooine / Desert Landing Site. Perhaps the question is: now that Jedi Council has been released, who will really want to focus on the Desert Landing Site? The answer: nobody. So, if you are looking to get the jump on your opponent, this is an excellent opportunity to be utterly mind-numbingly boring and sticking to the trusty Desert Landing Site for the Tatooine location in your deck. With everyone thinking about Coruscant or Podracers, an old-style pre-JC Battle Droid deck may be the ticket.

FLAVOR TEXT: Unlike other battle droids, infantry droids do not have a color designation.

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CARD FACTS:
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COMMON, GREEN-DOT, NON-STACKABLE

Deploy: 2

Power: 2

Destiny: 3

Damage: 1

Power Bonuses:

Tatooine/Mos Espa: +0
Tatooine/Desert Landing Site: +2
Tatooine/Podrace Arena: +0

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SPECIFIC INTERACTING CARDS:
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Battle Droid Blaster Rifle
[#118, Menace of Darth Maul, Common, Orange-Dot]
The Battle Droid Blaster Rifle is an integral part of any Battle Droid theme deck, giving your faceless minions Power +1 and a Destiny ? draw in battle. A Destiny of 4 is good enough, although you will probably still want to squeeze a couple of Blaster Rifles in just to give your deck's Average Destiny that additional boost.

In Complete Control
[#125, Menace of Darth Maul, Common, Yellow-Dot}
The card that was the staple of Starter Deck-fresh YJCCG decks is still fairly good. It gives Power +2 in battle to any non-unique Battle Droid. Sure, not as much as Opee Sea Killer, but arguably just as good due to the flexibility it allows. One of these can be just enough to knock over that Qui-Gon and claim a planetary victory. Bwah-hah-hah!

The Invasion Is On Schedule
[#131, Menace of Darth Maul, Common, Yellow-Dot}
It is unfortunately a bit Gungan Curiosity for my liking (being essentially the same as that Light card), but this card is still worth including. It allows any three non-unique Battle Droids to fight together in battle. 1-2 copies maximum, I would suggest - it is still a card that can win you a game from nowhere.

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IN BRIEF:
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Battle Droid: Infantry / AAT Division, before errata, was an anomaly among Battle Droids, the only singular Battle Droid in the Menace of Darth Maul expansion that did not deploy for two counters. But now it is the same, with a deploy of 2. A Dark Battle Droid themed-deck focusing on Tatooine / Desert Landing Site is the archetypical Dark deck, and the one to try with this character if you haven't already.

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GENERAL PLAY TIPS:
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* A Battle Droid theme? You mean you aren't sure how to slap one together?? Oh, alright. Briefly, and you can see how a slightly different deck is built in more detail in The Deck Theme Dictionary. Lets focus on Tatooine: Desert Landing Site, including two copies of that for starters. Green is nice and easy, and we will throw in multiples of both Battle Droid: Pilot / MTT Division and Battle Droid: Infantry / MTT Division. Blue is also a snap, with multiples of Battle Droid: Pilot / AAT Division and Battle Droid: Infantry / AAT Division mandatory. Red is a touch more difficult, but needless to say that copies of Battle Droid Squad / Assault Unit and perhaps everyone's favorite bounty hunter are ripe for the challenge. Mix in Battle Droid Blaster Rifles and Blaster Rifles for your arsenal (say, 5:5, or 6:4 / 7:3, depending on how many droids you wind up using),and In Complete Control (2-4), The Invasion Is On Schedule (1-2) and Opee Sea Killer for your Battle Card support. Have fun, conquer some planets, and say 'Roger Roger!' a lot.

* Battle Droid: Infantry / AAT Division x3 + The Invasion Is On Schedule + Battle Droid Blaster Rifle + Destiny = 6 at Tatooine / Desert Landing Site: 19 Power. Ho ho! Another 19 Power combo! One decent hand and this combo is realisable, else you must keep your droids away from rampant Jedi while you get the necessary cards.

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ADDITIONS:
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Up to you. Think of anything else cool about his card, or combos that you have used to great effect? What about a particular game in which this card made you win? Send anything like that to jinnandtonic@yahoo.com.au and I'll add it here. Jedi Council has a stack more Battle droids for us to play with. What is the record for the most number of variants of the same type of character in a CCG??

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