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Bastard Base v 1 1

    Deck ID: 3014

    Author: Luca "Luca/Tzizvvt" Costanzo

    Title: Bastard Base v 1 1

    Side: Light

    Date Published: 2000-02-06

    Description:
    A hidden base deck trying to exploit the Tibrin/Kessel Run loop, much likepre-errata Drazin. Ill try to tune ita bit more and post a better versionsoon.

    Rating:
    4.0

    Cards:

    'Objective (umm... 1)

    Hidden Base/SWSTYF (Starting)

    Locations (10)

    Rendezvous Point (Starting)
    Hidden Base Indicator (Starting)
    Dagobah
    Dagobah Yodas Hut
    Dagobah Swamp
    Kessel
    Kiffex
    Ralltiir
    Tibrin
    Random decent battleground system
    (Corulag)

    Ships (15)

    RLiR1
    Red Squadron X-Wing x 3
    GLiG1
    Gold Squadron Y-Wing x 3
    LiMF x 2
    Spiral
    Tantive IV
    Corellian Corvette x 2
    Redemption

    Characters (9)

    Ralltiir Freighter Captain x 3
    Luke w/ butter knife x 2
    Obi-Wan Kenobi x 2
    TK-422
    Boushh

    Effects (11)

    Traffic Control
    Mantellian Savrip
    WAYTTPOU?
    TPTIFF
    Eject Eject
    Bacta Tank
    Battle Plan (Starting, mostly)
    Kessel Run x 2
    POAS x 2

    Interrupts (14)

    It Could Be Worse
    Organized Attack x 2
    Out of Nowhere x 2
    Rebel Barrier x 2
    Transmission Terminated x 2
    Grimtaash x 2
    The Signal x 3 (Starting)
    '

    Strategy: '

    To start off with, deploy Dagobah and the 2 sites
    for some early activation. You should try and get
    reactor terminal out ASAP so that you can start
    cycling through your deck without fear of Monnok.
    Get whatever out to slow down your opponent. You
    should be able to get a small fleet out to Tibrin
    and start re-using lost ships, Kessel Runs, TTs
    and Lukes. Also, start something (usually the
    falcon) doing the Kessel Run. Your opponent may
    deploy Secret Plans, but I wouldnt worry about it because
    you should generate enough force. The Organized
    Attacks are there to get ships early, you should
    try and dump them all cheaply at the Rendezvous
    Point to avoid Monnok. The Redemption and Eject
    Eject are looking to be replaced by another
    Organized Attack and an X-Wing gun in version 1.2.
    The main weakness seems to be Big Blue, so maybe I
    need to add B-Wings and Intruder Missiles or
    Docking and Repair Facilities or something.
    Pretty basic HB really, just wait until you can
    whittle away at your opponents fleet before you
    flip so that you can hopefully lock him down,
    retrieve your entire lost pile and put all your
    starfighters in your used pile (but Ill settle
    for just winning if that doesnt work). On to
    specifics

    Vs. Ops

    Battle plan and TPTIFF need to come out quickly.
    Between 2 spies, 2 POAS, 1 ICBW and Kessel Run you
    shouldnt lose too much force. Flip late and
    apply beats on ships as needed.

    Vs. Hunt Down

    DEPLOY TIBRIN EARLY This is the key to beating
    HDADTJ, you need it to get back any systems that
    you lose, retrieve Transmission Terminated and
    give you access to your lost pile (eg. If you
    lose TK-422 off the top, its almost like drawing
    him). Get Kessel Run set up, only cancel Visage
    when they flip (it helps you if you get Tibrin set
    up).

    Vs. COTVG

    Heres where you need the X-Wing gun ) A spy
    will stop the chamber-visage and you can take over
    Tatooine to try and stop any occupations going on.
    The major problem with this matchup is that they
    may be playing Oota Goota Solo?, which can cancel
    Kessel Run. Minimise their drains, grapple Oota
    Goota Solo? and get your Kessel Runs (or Run, if
    you decide to play a more tuned version of this
    deck) back.

    Vs. TDIGWATT

    This is harder. Try and beat them up at the
    system to get TPTIFF working (I really think I
    should put that damn X-Wing gun in) and Kessel
    Run overtime. Watch out for Tallon Roll (LiMF is
    immune).

    Vs. ISB OPS

    BATTLE PLAN Your best shot against them, TPTIFF
    will work if they are on 1 planet, but dont count
    on it. Treat it like ops, 2 POAS, 2 Spies (how
    ironic) but dont forget to apply beats with
    Obi-Wan and Luke (them ghhking is irrelevant, all
    that matters is that you are slowing them down).
    As always, dont forget to Run

    Vs. Ralltiir Ops

    You may be able to stop them from flipping (but
    dont base your game plan around it). Things get
    ugly when it is flipped, but if you keep a rebel
    barrier ready and can dispatch their ships you
    should be fine. They may also suffer from an
    early force-choke, so you may be able to dump
    Obi-Wan/Luke down and kill some guys. If you can
    out battle them, their drains will be small enough
    for you to deal with.

    Vs. Big Blue

    Im not too sure about this one ... Once again,
    flip only when required (you may prefer to not
    deploy Kessel and Kiffex if you can just pick them
    up). The reason that I built this deck is because
    I think that this may be on the decline, with so
    many good dark ECC and EJP characters running
    round and 2 new objectives. Multiple battle
    destinies with Out Of Nowhere should help (dont
    forget, RFCs add one to manoeuver, so a Y-Wing
    with one piloting can use it). Their ground
    drains should be get-aroundable. If you can get
    some retrieval going, and a Mantellian Savrip
    thats not cancelled, you should be fine. Its
    all about out-battling them.

    Vs. Anything Wierd

    Use your brains. This decks built to be
    flexible.

    Comments, criticisms, questions all welcome.

    Luca Costanzo
    tzizvvt@hotmail.com
    '

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