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Mobilized RalOps

    Deck ID: 8815

    Author: Cat "CatLoneRogue" Ceder

    Title: Mobilized RalOps

    Side: Dark

    Date Published: 2000-07-27

    Description:
    RalOps after DII

    Rating:
    4.5

    Cards:

    'Starting Stuff
    Ralltiir
    Ralltiir Operation/In The Hands Of The Empire
    Prepared Defense
    Mobilization Points
    Imperial Arrest Order
    Imperial Decree

    Sites
    Spaceport Prefect's Office
    Spaceport Street
    Spaceport City
    Spaceport Docking Bay
    Death Star II Docking Bay
    Executor Docking Bay
    Kiffex

    Characters
    Darth Vader, Dark Lord Of The Sith
    Lord Vader
    Grand Moff Tarkin
    Mara Jade, The Emperor's Hand
    Admiral Piett
    General Veers
    Baron Soontir Fel
    Sim Aloo
    Janus Greejatus
    DS-61-2
    Officer Evax
    AT-ST Pilot x2
    Dr. Evazan
    U-3PO
    4-LOM With Concussion Rifle
    Emperor Palpatine x2

    Weapons
    Vader's Lightsaber
    Mara Jade's Lightsaber

    Ships/Vehicles
    Boba Fett In Slave 1
    Zuckuss In Mist Hunter
    Avenger
    Chimera
    Saber 1
    Vader's Personal Shuttle
    Blizzard 1
    Tempest Scout 5
    Tempest Scout 6

    Interrupts/Effects
    Monnok
    Reactor Terminal
    There'll Be Hell To Pay
    Overseeing It Personally
    Sniper
    Trample
    Resistance
    First Strike
    Imperial Barrier
    Come Here You Big Coward
    Security Precautions
    Leave Them To Me
    Battle Order
    Blast Door Controls
    Something Special Planned For Them
    Shut Him Up Or Shut Him Down
    Masterful Move

    Admirals Order
    We're In Attack Position Now

    '

    Strategy: '

    ***PLEASE Read and everything before reviewing***

    This is my version of the new RalOps deck. It's come prepared to battle, Force Drain, and 'tech' out. I've only had the chance to play it three times but in all three games it's stood it's ground and won by more than 20 each time.

    The essential objective is to get out the DB's w/IAO and then provide some presence there so that you can generate mass amounts of force, flip the Objective, retrieve Resistance from your Reserve deck, and watch the drains of 3 wilter to 1.
    Asides from that most of us know how to play RalOps so I won't go into much detail on that. However against the three decks - Hidden Base, TRM and M&T - it pretty much went hands down.

    Against - Hidden Base
    Set up like normal using the Objective when flipped, get out Security Precaution and start looking for the Base - with the ships in the deck you can get to where you to and shuttle around. A 3 parsec is good for those decks that play parsecs 1 and 2 then 7, ZiMH and BFiS1 can make that 4 after probing and then move back to Ralltiir. Other than that set up your drains on Ralltiir and their planets where they have no presence. Trust me it works.

    Against - Profit
    This was somewhat easy. I thought it would be harder but with Blast Door Controls and Masterful Move it pretty much shut down Profit (react away w/Narrow Escape and then loose 3 from Orders To Engage) well no more. ) I'm sure I can find some other smaller things to remove to get a Sense or Two in there. Other than that just Force Drain them on Ralltiir.

    Against - M&T
    See above. )

    Against other decks well I couldn't tell you without trying it out. However I am sure that it's secure in it's power.

    Now some of you are wondering why there are so few Walkers...or how come theres no Bad Feeling Have I - Well I couldn't find space for them. In my area I want them to deploy so that I can come over there w/the Man and his bitchlet and beat you down...The deck is battle hardened and works well in most places in CA. However in your neck of the woods different things may 'tech' differently so please don't give me a bad rating because this deck is not good for your areas...but it is in mine...and if you tweak it to your playing then you'll see just how good it is.

    Thanks for taking the time to read and review.

    Cat 'The Garindan Collector' Ceder'

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