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Forest of the Night - RalOps

    Deck ID: 8303

    Author: Blake "Zurai" Senn

    Title: Forest of the Night - RalOps

    Side: Dark

    Date Published: 2000-07-09

    Description:
    DS2 enhanced Ral Ops. Wasn't going to post it at first b/c of Regionals soon, but I want to get some opinions.

    Rating:
    4.0

    Cards:

    'Start - 6
    RalOps
    Raltiir
    Prepared Defenses
    Oppressive Enforcement
    Imperial Arrest Order
    Battle Order

    Locations - 8
    Jungle
    Forest
    Swamp
    Coruscant
    Kaskyyyk
    Dagobah Cave
    Wampa Cave
    Ice Plains

    Characters - 20
    Vader w/ Saber x2
    Mara Jade
    Lt. Commander Ardan
    Officer Evax
    Admiral Ozzel
    DS-61-2
    Iggy w/ gun
    AT-ST Pilot x3
    Colonel Davod Jon
    Commander Merrejk
    Commander Igar
    General Veers
    General Tagge
    Sim Aloo
    Dengar w/ gun
    Bane Malar
    Djas Puhr

    Vehicles - 5
    Tempest 1
    Tempest Scout 1
    Tempest Scout 2
    Tempest Scout 5
    Blizzard Scout 1

    Starships - 5
    Boba Fett in Slave 1
    Zuckuss in MH
    Bossk in Bus
    Chimaera
    Devastator

    Effects - 3
    Reactor Terminal
    Imperial Decree
    Secret Plans

    Interrupts - 9
    Alter
    Sense x2
    Omni Box
    Imperial Command x2
    MMove x2
    Trample

    Weapons - 1
    Mara's Stick

    Admiral's Orders - 3
    We're In Attack Position x2
    Battle Deployment'

    Strategy: '

    First off, this deck is based somewhat on the Martin/Maarten RalOps deck, so I freely acknowledge the creator(s) of that deck here.

    This deck works like most RalOps decks, with a couple little twists from DS2, which I'll explain below.

    Admirals's Orders
    Battle Deployment
    lets you search for a walker each turn and keeps those EPP's from drawing multi destinies, but this is only for use at the early and early-mid game stages of the game. Once you've set up on Raltiir, switch to We're In Attack Position.

    WIAP
    Strengthens your space slightly, but the big reason for using this is the following "During each of your control phases, opponent loses 1 Force for each battleground site your general or commander controls that is related to a system you occupy." Can we say, Raltiir Occupation? I thought so. With 2 Generals and 3 commanders, you should be able to control those 3 raltiir sites (and maybe some offworld) for the occupation-like effect of the AO.

    Interrupts
    Imperial Command
    Pure tech. Destiny 4 used interrupt that A) lets you grab an Admiral or general from Reserve (see above for applications of Generals), B) lets you add a destiny if you have an Admiral or General in their correct theatre (space and ground, respectively), or C) lets you prevent opponent from drawing mutliple destiny in a like situation. This can kill the Super Falcon if the opponent isn't ready for it. It also puts a damper on EPP hit-squads.

    Starships
    Chimaera
    Ability 2, immune to less than 4. Enough said.

    Characters
    Colonel Davod Jon
    He's the man for holding down a site. Power 3, ability 2, but when he's at an exterior planet site, he gets +2 power, a destiny draw, and immune to less than 3. Plus, he can cancel Surprise Assault in certain situations.

    Commander Merrejk
    He's a commander, so that's a plus right away. Also, he's a pilot and he can grab battleground systems from the deck (only Kashyyyk, but that's 1 less 0 and leaves you free to use your objective for something else).

    Sim Aloo
    Power 3, Ability 4, Immune to less than 4, and he can screw with the opponent's destiny tracking for 1 force. Sounds like a deal to me.

    Other Misc. Info
    Battle Order isn't set in stone as the third starting effect, that can be switched to Plans or Decree depending on the opponent's start. BO is default b/c it is likely to slow the opponent the most.

    Omni Box screws up destiny tracking and Baragwins, plus it's a recycling 5.

    I decided to go a little lower on AT-STs because I wanted lots of characters that could draw destiny solo. Plus, I can grab one each turn once I find Battle Deployment (ie, as soon as I flip).

    Questions to readers
    Should I use more space with DS2 seeming to boost space a lot?

    Should I take out some characters for AT-STs? If so, which ones?

    Would I be better off taking out the limited SAC for some other stuff, like catch cards or Monnoks?

    What other effects might be good to include?

    Do I have enough locations to be effective early on?



    Thanks for reading this far (If you didn't read this far, well, you suck). Please respond to my questions, either in your reviews or by d-mail.
    '

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