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The Revenge Of The Flying Hellfish V1 5

    Deck ID: 10170

    Author: Jamie "JEEBS" Giberti

    Title: The Revenge Of The Flying Hellfish V1 5

    Side: Dark

    Date Published: 2000-09-04

    Description:
    My SYCFA Tie deck improved by reviews and tips.

    Rating:
    4.5

    Cards:

    'Starting

    Set Your Course For Alderaan
    Death Star
    Death Star Docking Bay 327
    Alderaan
    Prepared Defenses
    Oppressive Enforcement
    Mobilization Points
    Something Special Planned For Them (8)

    Locations

    Wakeelmui
    Kuat
    Kessel
    Kashyyyk
    Kiffex
    Sullust
    Asteroid Field (7)

    Characters

    Emperor Palpatine
    U-3P0
    Commander Merrejk
    2 x Admiral Chiraneau (5)

    Effects

    Inconsequential Losses
    Reactor Terminal
    Resistance
    Crossfire
    Dreaded Imperial Starfleet
    Sienar Fleet Systems
    Kuat Drive Yards
    Lateral Damage
    Battle Deployment (9)

    Weapons

    Heavy Turbolaser Battery
    Sienar S-93 Tie Cannon (2)

    Interrupts

    3 x All Power To Weapons
    2 x Twi'lek Advisor
    Ghhhk
    Short Range Fighters
    I Can't Shake Him
    Frustration (TECH) (9)

    Starships

    6 x Tie Interceptor
    2 x Tie Vanguard
    Death Star Assault Squadron
    The Emperor's Shield
    The Emperor's Sword
    Zuckuss in Mist Hunter
    3 x Dreadnaught
    Chimaera
    Executor
    Vengence
    Devastator (19)

    Admiral's Order

    Battle Deployment (1)'

    Strategy: '

    This is the second version of my sycfa tie deck. First of all props to ChrisUK and ORS Killer for pointing out some flaws in the first version.
    This is a basic sfs deck with some twists. Plenty of capital ships for support, KDY to help pull them out and keep them on the table. If you manage to stick Palpy at the docking bay, it counts as 1 of the battle grounds for resistance, and the site for battle order, and they can only get rid of you if they manage to shoot/chop him,and that aint easy.
    As soon as you get your starting hand, search for wakeelui, or kuat if you have wakeelmui in your starting 8 cards. If you have both of them, you could always take the Executor. Get SFS out asap, and spread out and drain/retrieve at your leasure.
    Use Chiraneau/Merrejk to enhance drains/pull ships.
    Battle Deployment puts a bit of a crimp into that Home 1/Falcon on its own, and shuts down superfalcons destiny

    Changes from last time

    Frustration Superb anti grabber tech. Also good for making them deploy a ship right into your hands )

    Heavy Turbolaser battery Good for stopping that Liberty from regenerating, and can also deploy on the D*, thats tech.

    Less Tie Ins, 2 x Vanguards Less Monnokable, Vanguards are cool.

    Death Star Assault Squadron Pullable with the objective, great for Hit and run, power 18 with all power to weapons, basically the beatdown squad rolled into 1.

    Emperors Sword Got it yesterday, better than shield, 3 retrieval for the price of 1.

    No Sec Prec This deck doesnt need it to take out HB, the power is there, and everything is immune to attrition most of the time anyway

    Battle Order Easily Pull-offable thanks to syc's gametext.

    Resistance See Battle Order

    VS HB

    You will outpower them easily. Take them on whenever you want, use the D* Assault Squad for hit&run attacks, use frustration to attempt to get rid of superfalcon, or at least plop it in your alp for a beatdown. Probe, kill them, easy win.

    VS Dagobah

    The deck has gone even faster now that more cards can be pulled out, so that gives dagobah even more of a headache. If they manage to get to test 5 and retrieve, they might hurt you, but you should have built up a huge lead by then.

    VS Dagobah X-Wing/B-Wing Swarm

    See above, but also, thats why crossfire is in this deck. The Cannons are good for taking them out, and ill take Tie Interceptors backed up by dreadnaughts and APTW over x-wings/b-wings with their s-foils nullifed anyday

    VS Profit

    The Hard Matchup. It very well may come down to the luck of the draw. You have to get Battle Order Going, I would start it instead of Something Special Planned. Resistance might help aswell, you have to keep the retrieval going and drains going with Chiraneau. May require Luck/Skill, but you can eek through most times.

    VS Mains & Toys

    Battle Order/Resistance will help to lock them down. You could always lure them will a lone tie/ghhhk, but I dont think you would need to. Lateral Damage could win it in 1 go for you.

    VS TIGIH

    Basically the same game plan as M & T. Just play on your terms and not his.

    Thanks for reading.'

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