Deck ID: 22361
Author: Jonathan "Vanshitoo" Ballin
Title: the drug busters (ii)
Side: Light
Date Published: 2002-03-24
Description:
the drug busting scouts were wandering around the forest looking for grow ops when they found a drug bunker/meth lab. they entered through the back door and blew it up
Rating:
4.0
Cards:
' starting
Rebel strike team/ODÕD
the shield is down
strike planning
sqad assignments
endor
busters landing site
HFTMF
Unusual amount of fear+10 shields, I have all
Location
drugbunker
hidden dealing trail
back door
dense forest
Characters(the busters)
Wedjie DSL
gen calrissian
dash rendar
quite-gone Jinn
crix madine
corran horny
lt. blout
clnl. crackhead
corp. midje
sgt. carlson
sgt. junken
mjr. panno
corp. bezzer
corp. kenesaric
orrimaarko
gen. solo
CoK
daughter of skywalker
luke JK
luke RS
WUTA
Obi w/saber
Starships
gold sq. 1
red sq. 1
tala 1
tala 2
R2 in red 5
outrider
home 1
green
manakinÕs saber
chargex2
concussion gernade
E-11B blasta
EpicE
DTSG
Interupt
dash
throw me anotherchargex3
endor celabration(everyones invited)
we with 2 board at 1nce
take the initiative
E ffects of drugs
close air support
insurrection combo
menace fades
AO
concentrAte all fire
capital support
taking them with us
'
Strategy: '
this deck sets up like a well organized drug bust.
on the first turn (force impending)I pull
(and deploy) crix, who pulls his CoK who pulls
wuta who pulls a site i can also pull back door and
bunker (i get a force because TSID). If i have enough force which is xtremely doughtful I pull genaral calrissian who pulls GS1. Anyways Even if I dont do all those steps I will still have plenty of
activation on turn 2 where I pull more sites
and scouts. by turn 3 or 4 I will be set up for
flip when I flip I send scouts into bunker and use the +4EE bonus and a charge to blow it away. If
the druggys come to the bunker ill blow them
straight to hell with concussion gernade or a charge.once I clean out the bunker I spread out in my grace turn (they have no hand) and drain. the game should be quick after that because of the force swing and O.K. drains at Endor. this deck isnt a battling powerhouse on ground or space but i have good enough forces to maintain what i need to of both places (8 destiny 6and7s help).
Why 3 different AOs? even people on crack can
see that lots of AOs R compatible w/scouts concentate all fire=scouts immune <6 better
weapond draws
capital support=give enemy capital punishment
with
xtra force loss
taking with us=cheaper deploy, harder to hit etc.
Thanks for reviewing this deck
it will beat all druggies (if they R high) '