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Technological Terrors

    Deck ID: 11912

    Author: Douglas "Douglas" Harvilla

    Title: Technological Terrors

    Side: Dark

    Date Published: 2000-11-21

    Description:
    The Emperor’s war machines dominate in space and launch an inexorable ground assault. Once the Battle Deployment has begun, there’s no stopping it.

    Rating:
    4.5

    Cards:

    'Objective
    Endor Operations/Imperial Outpost

    Locations(9)
    Endor
    Sullust
    Kashyyyk
    Rendili
    Endor Landing Platform
    Endor Bunker
    Endor Dark Forest
    Endor Forest Clearing
    Endor Back Door

    Characters(21)
    Darth Vader With Lightsaber x3
    Emperor Palpatine x2
    Grand Moff Tarkin
    Admiral Piett
    Admiral Ozzel
    Admiral Chiraneau
    Admiral Motti
    General Veers
    Commander Igar
    Commander Merrejk
    Boba Fett With Blaster Rifle
    Officer Evax
    Lieutenant Cabbel
    DS-61-2
    DS-61-3
    DS-61-4
    Janus Greejatus
    Sim Aloo

    Vehicles(4)
    Tempest 1
    Blizzard 2
    Blizzard Walker x2

    Starships(8)
    Executor
    Chimaera
    Dominator
    Victory-Class Star Destroyer x2
    Zuckuss In Mist Hunter
    Bossk In Hound’s Tooth
    Emperor’s Shuttle

    Admiral’s Orders(3)
    Battle Deployment x3

    Effects(11)
    Oppressive Enforcement
    Secret Plans
    Something Special Planned
    Imperial Arrest Order
    Ominous Rumors
    Mobilization Points
    First Strike
    Lateral Damage
    There’ll Be Hell To Pay
    You Cannot Hide Forever
    Overseeing It Personally

    Interrupts(3)
    Imperial Command x2
    Force Lightning
    '

    Strategy: '

    Somehow missed the Prepared Defenses. Drop DS-61-2 to make room for it. Plenty of pilots in here anyway.

    Get Rendili from the deck with Mobilization Points for force generation, or go with the Executor instead if you are already getting some force from the opponent and want a quick setup in space. This system’s text lets you retrieve Victory SDs later, including the Dominator.

    Endor, Sullust, and Kashyyyk provide big drains in space, boosted by Chiraneau and Ominous Rumors. Getting established in space lets you deploy Battle Deployment and use it to deploy walkers from the deck. Go smack the opponent down somewhere or just control the Endor sites with overhead support. Battle Deployment will limit the opponent to one battle destiny at the sites if you control the system, and with a fleet overhead, including a VCSD, you’ll have a big power boost.

    EPP Vaders were chosen to add weapons to a deck which otherwise relies on power. Very helpful against Profit and other decks which specific characters you want taken out. The Emperor is surprisingly flexible, and the destiny doesn’t hurt one bit, either. Several Admirals make using Imperial Command in space easy, and Piett can even pull, once per game, an Admiral’s Orders or Commander into your hand, even Merrejk, who grabs systems. Playing one Imperial Command can set off a chain reaction.

    Igar and Veers make a great combo, the Commander adding a destiny with 3 of the 4 walkers in here, and canceling and redrawing a destiny once per battle. Throw an Imperial Command into the mix and it gets evil. Cabbel cuts the opponent’s destiny with any of the numerous leaders in the deck. EPP Boba adds a destiny with Han, quite useful, is a solid pilot, and his weapon is welcome.

    Janus and Sim are in there for destiny tracking, recycling of cards, and making sure the opponent’s one battle destiny really blows before I initiate. Sim also adds a destiny with the Emperor, quite useful, ground or space. And Janus gives a drain bonus.

    Most of the ships are star destroyers, so they work with Chiraneau’s force drain bonus and Something Special. The bounty hunter ships are self-explanatory. The Emperor’s Shuttle has a couple uses. Get it early and you can drop the Emperor cheaply at the system or a site, since he deploys for free aboard. It has total immunity to attrition and adds a battle destiny when he’s a passenger, so throw a pilot on board and kick butt. Low maneuver, so watch out for X-Wing lasers. I’d use this as an early-game trick, but land him after a couple turns.

    There’s not all that much to cancel in here, but Oppressive Enforcement is still a good addition. It boosts the destiny of my capital ships, lets my grabber deploy for free. Just not a bad card. Secret Plans and Something Special really hose retrieval, and the latter is a nasty surprise if your opponent is counting on a Hyper Escape and you pull this with You Cannot Hide Forever. Ominous Rumors is easily set up and can add 2 to your drains at other systems, too good to pass up, even with no intention of flipping.

    First Strike is in there because you don’t pass it up when you can deploy walkers from the deck right on top of your opponent’s characters, or when you’ve got a Lateral Damage and big space beatdown potential. There’ll Be Hell To Pay is a good addition to any DS deck, and Overseeing It Personally is a way to boost your drains at Endor sites, nasty in concert with Battle Deployment.

    Profit, in particular, has a bit of trouble dealing with this deck. Most opponents will flip quick to get the damage started, but will have trouble spreading for fear of walker beatdown, or will be outrun in drains in space and at Endor sites. Try it out if you’re having trouble with this slightly over-themed LS strategy. '

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