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#68 Bravo 1, Naboo Starfighter
AND
#138 Darth Maul's Starfighter, Sith Infiltrator
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Entry: 20 August 1999


The Unofficial Jedi's Guide to the YJCCG Galaxy.

Compiled by jinnandtonic, August 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.


Darth Maul's Starfighter, the same values as Bravo 1, Ric Olie's trusty ship? I think not! But it is the case, so here is a joint entry.

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CARD FACTS:
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UNCOMMON, (Bravo 1 / Naboo Starfighter)
RARE, (Darth Maul's Starfighter / Sith Infiltrator)

PURPLE-DOT, UNIQUE STARFIGHTER

Destiny: 5

Power: 4 + Destiny [?]

Damage: 2

Flavor Text (Bravo 1 / Naboo Starfighter): "Mission accomplished, Your Highness." -- Bravo Leader

Flavor Text (Darth Maul's Starfighter / Sith Infiltrator): "Viceroy, this is my apprentice, Lord Maul. He will find your lost ship." -- Darth Sidious

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IN BRIEF:
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Very brief, actually. Many people have whinged and whined about the current starship rules in YJCCG, and probably with good reason. Over-simplistic, perhaps, and far too easy to lose your transports and the valuable uniques contained therein, plus a hefty Damage bill. Bah. Bravo I is a good example of why the rules probably need modification. Let's face it: in less you draw a Destiny of 1, you are going to blow up your opponent's Battleship / Trade Federation Transport. That is an ugly Damage of 5, plus the likely lost unique characters that were trapped on the planet. I like the idea of starship Battle Plans in space battles: starship Battle cards, starship Weapons. If I was on the design team, these starship related cards would be both purple-dot and yellow-dot, for ease of inclusion (can be included in either category). Comments? I'd like to hear them.

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GENERAL PLAY TIPS:
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* What are your chances of shooting down a Dark Battleship / Trade Federation Transport or a Light Republic Cruiser / Transport with one of these unique starfighters? Practically 100%. You only need a Destiny of 2, which, unless you have built a maniacal deck, you should be expecting. Whether this will remain the same after the next expansion (when rules changes may/may not be introduced) is another question. I probably prefer the non-unique Naboo/Droid Starfighter (Damage 0 and Destiny 6, compared with Damage 2 and Destiny 5). Less chance, but I would back myself to get the four Destiny I need anyway.

* Quibble: I want Maul to fly his starfighter! Providing a bonus as well!

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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. Decipher really have to allow pilots add bonuses to ships. I want Ric Olie and Darth Maul in their ships.

JediD11 adds (1/9/99): Okay, one thing that is completely stupid about the Bravo 1 and Sith Infiltrator Cards: they have a 2 damage if they lose to a starship, right? But it is impossible to lose, because there is no Destiny draw less than 1! In the rule book, it says that if the powers are equal, then both ships survive!! What were the game designers thinking?


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