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    Type II: Intermediate Decks
    CR V Bounty-Hunting Tanks
    Rating
    (4.5) | Read Reviews
    Author Thomas "Darman" Schumann (Subscribe to this member)
    Description
    Use Combat Response to control space w/ bounty hunters and their ships, and control ground with tanks.
    Submitted January 18, 2010
    Cards
    Starting Cards -
    Knowledge And Defense (v)
    Naboo (starting location)
    Combat Readiness (v)
    Naboo: Battle Plains
    Combat Response
    Inconsequential Losses (v)
    Droid Racks

    Defensive Shields -
    Abyss (v)
    Allegations Of Corruption
    A Useless Gesture (v)
    Battle Order
    Come Here You Big Coward
    Death Star Sentry (v)
    Firepower (v)
    I Find Your Lack Of Faith Disturbing (v)
    Imperial Detention (v)
    Reactor Terminal (v)
    Secret Plans
    There Is No Try

    Characters -
    3B3-888 x2
    Boba Fett, Bounty Hunter (v)
    Bossk (v)
    Darth Vader (v)
    Dengar (v)
    DS-61-2
    Gela Yeens
    Guri
    Outer Rim Scout
    Tank Commander x5
    Zuckuss (v)

    Starships -
    Black 2 (v)
    Hound's Tooth (v)
    IG-88 In IG-2000
    Mist Hunter (v)
    Punishing One (v)
    Raider Craft (v)
    Slave I (v)
    Stinger
    Vader's Personal Shuttle (v)

    Vehicles -
    AAT Assault Leader x2
    Armored Attack Tank x4

    Weapons -
    AAT Laser Cannon x3

    Admiral's Orders -
    Battle Deployment x2
    Fighters Coming In x2

    Interrupts -
    Defensive Fire x2 (v)
    Double Back x2
    Evader
    Short Range Fighters & Watch Your Back x2
    Twi'lek Advisor

    Effects -
    Ability, Ability, Ability (v)
    Deployment Orders (v)
    Fighters Straight Ahead
    Open Fire!
    Presence Of The Force

    Locations -
    Blockade Flagship: Bridge
    Strategy
    The strategy for this deck is fairly simple, considering the lack of an Objective: control space w/ Combat Response and in the meanwhile get your tanks set up on ground ASAP.

    I'll briefly elaborate on which starships should be where:

    Vader and DS-61-2 are a great team; Vader's Personal Shuttle is IMO the best ship Space Vader can pilot, having maneuver, power, and total deploy cost of 5 (Vader is three, ship is two). They're both immune to attrition <5 and you can reduce the opponent's total battle destiny by four. You can also deploy them but not battle, and let the opponent think he has an advantage, then react to his attack with Boba and his ship for free for an extra destiny on your side.

    Bossk, Guri, and Dengar are a deadly trio: Dengar and Guri both deploy for free on their ships, and if the three of them are together (and Vader is not there, easy enough), you get three battle destinies and the opponent gets but one (and attrition against the opponent is automatically +3 w/ Dengar).

    Lastly, I like to put Zuckuss, Yeens/Outer Rim Scout in Raider Craft, and IG-88 in ship with either group. I put down IG in ship when I attack for the extra destiny (four destinies if with Bossk, Guri, and Dengar! unless of course they have Evac. control in which case you put him with Vader). Zuckuss definitely goes with Vader's team if you fear high battle destinies. The auto minus two from Zuckuss on ALL destinies plus the double subtraction from Vader is devastating against decks with multiple destinies, like WYS.

    As for ground, you'll usually draw into a tank or a droid. I usually deploy a tank and get a gun for it unpiloted to the Battle Plains, then draw into a Tank Commander. Basically, you need to get an AAT or two to the light player's exterior sites, probably backed up with the Assault Leader.

    Card choices:

    Two Twi'lek Advisors: these help you get the five effects on the table
    Fighters Straight Ahead/PotF: additional force generation vs. a deck with lots of non-battleground sites.
    Ability, Ability, Ability: retrieve your bounty hunters and droids; none are maintenance or have automatic weapons
    Evader: two big uses: cancel all Revolutions, or keep Vader back in your life force
    Battle Deployment: deploy this vs. a deck with no capitals, i.e. WYS; Hound’s Tooth is a capital so you don’t get the power reduction where Bossk is at. plus you can deploy a tank from reserve deck in case you drew tank commanders but no tanks, and no deployment orders, or just to get them out of your deck so you don’t lose them.
    Fighters Coming In: deploy this vs. a deck with lots of splashable Rebel ships (capitals for instance); plus it gives your ships much-needed immunity in case the enemy draws surprisingly high destiny cards. sadly it makes IG-2000 power minus 2, the only downside to using this.
    3B3-888: I have two because he’s the most useful droid to this deck. He makes it easier to pick off Jedi with the Tank cannon, or anyone with an unusually high defense value.
    IG-88 in IG-2000: I put him in because I can put him down at a system where I already have a destiny or two and want another... I know Fighters Coming In debuffs him, but perhaps you’ve already lost it for some odd reason, considering it has no immunity. If I should put IG-88 separate from his ship in the deck to be Combat Response’d, tell me and I will!


    Lastly, I would consider Blockade Support Ship as a quick react in case you're having a hard time setting up in space (which is rare, considering all the combat response-able ships/people in the deck).

    Thanks for reading!
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