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Hoth North Ridge DS Regional Winner

    Deck ID: 9814

    Author: Alan "Serpent" Sagan

    Title: Hoth North Ridge DS Regional Winner

    Side: Dark

    Date Published: 2000-08-24

    Description:
    Tie Ins in space. Retrieval, drains, and beats. what more do you need?

    Rating:
    4.5

    Cards:

    'Starting(8)
    Set Your Course for Alderaan
    Death Star
    Alderaan
    Docking Bay 327
    Prepared Defenses
    Mobilization Points
    Battle Order
    Oppressive Enforcement

    Locations (6)
    Big One
    Wakeelmui
    Kashyyyk
    Kiffex
    Endor
    Sullust

    Characters (3)
    Commander Merrejk x2
    U-3P0

    Ships (16)
    Tie Interceptor x10
    Emperors Sheild
    Emperors Sword
    Dreadnaught x2
    Chimaera
    Vengeance

    Weapons (2)
    SFS L-s9.3 Laser Cannons x2

    Effects (12)
    Sienar Fleet Systems x2
    Presence of the Force x2
    Lateral Damage x2
    Dreaded Imperial Starfleet
    Return to Base
    Therell Be Hell To Pay x2
    Well Guarded
    Ability Ability Ability

    Interrupts (12)
    All Power to Weapons x3
    Short Range Fighters x2
    Twilek Advisor x3
    Imperial Barrier x2
    Gravity Shadow
    Those Rebels Wont Escape Us

    Admirals Orders (1)
    Battle Deployement
    '

    Strategy: '

    This is a tie deck. yeehaw.

    Start the Set your course stuff, and pull wakeelmui first turn if it's not in your opening hand.
    Twi'lek or deploy Sienar Fleet Systems (almost always within the first two turns)
    and drop a tie to wakeelmui. Next, I drop one to the docking bay to
    satisfy Battle Order.

    If they come to beat up my tie at the docking bay, so what.
    deploy one there every turn, sac it to the used pile. I never
    had a problem paying for my drains if I didn't satisfy battle
    order. If you do have a problem, deploy 3 or more ties there.

    Try to lure them into space.... Put enough ships at systems
    so you won't get totally shmucked, but not enough
    to make them not want to come to fight. then when they hit you,
    twi'lek or play lateral damage, and then beat the crap out of em.
    chances are (almost every time) they lose 20+ cards.

    don't forget your retrieval retrieve 3 for the squadrons,
    and use Return to Base to get them back out for another 3 force.

    The asteroid is to recycle ties... I know it's hard to kill
    em, they must draw a 4 for the squadrons, a 5 for ties, but
    in todays high destiny world, that'll happen probaly at LEAST
    every 3rd turn.

    merrejk is great, drop him at the docking bay, pull a system.
    immune to battle damage.

    3 twi'leks almost guarantee me the effects I want.
    I'm never hurting for lateral damage, Sienar fleet,
    Dreaded Starfleet, or whatever.

    I'd change well guarded for first strike. If
    they come to your docking bay, your gonna start
    causing them damage.

    I picked the Vengeance as a star destroyer choice because it's a destiny 2 (3, oppresive enforcment) and holds 6 ties, which HAS come in usefull. mostly cause of those squadrons.
    '

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