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Jabba s Thugs Post DSII

    Deck ID: 9073

    Author: Chris "Artwo" Fanchi

    Title: Jabba s Thugs Post DSII

    Side: Dark

    Date Published: 2000-08-03

    Description:
    Bounty hunter deck that can clean up in space and on the ground.

    Rating:
    4.5

    Cards:

    'Starting (8)
    Court Of The Vile Gangster...
    Tatooine Great Pit Of Carkoon
    Jabba's Palace Audience Chamber
    Jabba's Palace Dungeon
    Prepared Defenses
    Combat Response
    Mobilization Points
    There Is No Try

    Locations (8)
    Endor
    Gall
    Kashyyyk
    Sullust
    Tatooine x2
    Tatooine Docking Bay 94
    Spaceport Docking Bay

    Characters (15)
    Mara Jade, TEH
    Bane Malar
    Boba Fett (CC)
    Bossk
    Dengar With Blaster Carbine
    Djas Puhr
    Dr. Evazan
    Jabba
    Jabba The Hutt
    Jodo Kast
    Outer Rim Scout
    Wooof
    Zuckess
    4-LOM With Concussion Rifle
    IG-88 With Riot Gun

    Weapons/Devices (6)
    Homing Beacon
    Concussion Missiles x2
    Intruder Missile x2
    Mara Jade's Lightsaber

    Starships (6)
    Hound's Tooth
    IG-2000
    Jabba's Space Cruiser
    Mist Hunter
    Punishing One
    Slave I

    Effects (4)
    Bad Feeling Have I
    Broken Concentration
    Expand The Empire
    Scum And Villany

    Interrupts (11)
    Dark Maneuvers x6
    Jabba's Through With You x2
    Res Luk Ra'auf
    Twi'lek Advisor x2

    Admirals Orders (2)
    Fighters Coming In x2'

    Strategy: '

    This deck uses the front side of Court ONLY. You don't want to flip it so don't bitch about not being able to.

    What you want to do is use the obj to get the Tat DB 94 ASAP. then sit one of your ability 4 bounty hunters there for 3 generation (be aware of what they're playing, you may want to reinfore that location or just fortify the Audience Chamber). Try not to deploy your pilots to the ground unless you really need to.

    Also in your first turn you want to get out Gall with Mobilization points. It's a quick space location to start setting up at if you don't draw any others.

    Get Scum And Villany as quickly as possssible to decrease the deploy cost (some of the pilot/ship combos are expensive).

    There Is No Try is in there to protect DM, JTWY, S&V, etc., from SAC. Make them pay if they feel it is absolutely neccessary to SAC you.

    Use Dark Maneuvers to protect your ships from X-wing cannons and other starship weapons.

    Now for what to do against specific decks

    Vs. MWYHL
    Get out Broken concentration early with the Twi'leks, just to slow them down a bit. Then get one of your ships to Dagobah and launch a landing party to take out their trainee or the mentor (most likely they will only be using one or two of each, so you may kill their testing altogether.

    Vs. LS Space (HB)
    Build up your forces before jumping into any major battles. Try to do as much damage as possible on the ground. Utilize your AO and the Dark Maneuvers as much as possible.

    Vs. Anything else
    Drain in space and attack on the ground. Annoy the hell out of them. HAVE FUN.'

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