DeckTech.net
Home
 Card Games?
About DeckTech
FAQ
DPC
Star Wars CCG
Home
  About the Game
Decks
Tournament Reports
CCGs
MagiNation Duel
Lord of the Rings Card Game
Star Wars Customizable Card Game
Star Wars Trading Card Game
Star Trek Customizable Card Game
 
The Bikers of Ralltiir

    Deck ID: 1824

    Author: Peter "martian" Hall

    Title: The Bikers of Ralltiir

    Side: Dark

    Date Published: 1999-12-23

    Description:
    Numbers and Bikers and TIEs (oh my)

    Rating:
    4.0

    Cards:

    'Objective
    Ralltiir Operations

    Locations (11)
    Carida
    Desert
    Hoth Ice Plains
    Hoth Wampa Cave
    Jungle
    Kiffiex
    Raithal x2
    Ralltiir
    Spaceport Docking Bay
    Spaceport Prefect's Office

    Carachters (13)
    Biker Scout Trooper x3
    Comm Chief x2 (tech)
    Corporal Drelosyn
    Corporal Misik
    Sergeant Barich
    Sergeant Elsek x2
    Sergeant Irol
    Sergeant Major Bursk

    Vehicles (5)
    Speedr Bike x5

    Ships (8)
    Bossk in Hound's Tooth
    Death Star Assault Squadron
    Dreadnaught-Class Heavy Cruiser x2
    TIE Defender Mark I x3
    Vader's Personal Shuttle

    Effects (12)
    3,720 To 1 x4
    Bad Feeling Have I
    Crossfire
    Imperial Arrest Order
    Imperial Decree
    Oppressive Enforcement
    Security Precautions
    There'll Be Hell To Pay x2

    Interrupts (10)
    All Power To Weapons
    High-speed Tactics
    Monnok
    Tactical Support x4
    Twi'lek Advisor
    You Rebel Scum x2

    '

    Strategy: '

    I made a deck similar to this right after Endor was released. It was fun, but it had a few problems. The biggest two were react-hosing cards, and Don't Forget the Droids. I have attempted to fix those problems in this version of the deck. Here's how to beat specific deck types

    vs. Mains of any sort - Start BFHI. Use Tactical support to find the right Bikers. Elsek is like a reacting Ghhhk. After you flip, try to control Raithal, and hit them with numbers. Pull a grabber for DFTD. There are three basic ways that they can stop your reacts
    - Frozen Assets/Beggar If you suspect hat your opponent is using this, drop a Comm Cheif with Elskek.
    - Sense Grab the Sense. Unless your opponent has a hand full of Senses, and a ton of force, somehing should be able to react.
    - Beezer/Lock Use You Rebel Scum to remove their texts. YRS is also useful to prevent Obi from moving Elsek away.

    vs. Ops - Flip ASAP, then set up Decree and Numbers. Crossfire prevents a Speeder beatdown.

    vs. HB - Start BFHI to prevent early EPP squads. Use TIES/DSAS with APTW (you can fetch it every turn, if it doesn't get snagged). Crossfire + TIE Defenders take care of S-Foils. Grab Organized Attack. Try to hold Ralltiir, and let the numbers do their thing.

    Other notes
    -I used Desert/Jungle because they work well with the Speeder Bikes immunity to attrition. The Prefect's Office is for Burnsk, who is a destiny 3 trooper, that is also a leader. Along with IAO, this makes all the unique scouts forfieit +3 on Ralltiir. The DB is there in case I have to drop a TIE @ Ralltiir to flip.

    -Carida is imortant, since it lets you recycle the Biker Scouts. Aratech Corp. is nice, but I don't think it's worth the card slto, since there are only 5 Bikes in the deck.

    -The Hoth sites are primarily for activaton, but can be used for Decree, if you can't hold two systems.

    Everything else is prety self-explanitory. If your opponent is playing Ultimatum (which few people do), try to insert quickly before it goes into effect. Any suggestions are welcome.

    '

Terms of Service, TM, and ©2002 www.decktech.net. All Rights Reserved.