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ramapocon-ii-part-1-5-5-2000

    Author: Jonathan "jonnychu" Chu

    Title: ramapocon-ii-part-1-5-5-2000

    Date Published: 2000-05-08

    This is just part one of an overly long, extended and


    comprehensive tournament report of RamapoCon II. I have


    about seven hours until my flight outta here and a computer


    lab with T-1 internet access.




    ***


    Pre-tourney notes


    ***




    So my finals end on the Sunday before this tourney, and I


    have nothing to do for like five days. I talk to Clint and


    we're all about prepping for Ramapo all day Tuesday and


    Wednesday. Sunday and Monday I'm throwing together all these


    goofy decks like Vegas-style and EV9D9 and Yavin 4 droids


    Twigg-style, plus keeping together as much as possible the


    tried and true, like ROPs and Hunt Down beats and Yavin 4


    mains. Vegas-style is cool as hell and I'm thinking it'd be


    fun to play this stuff if I got to learn how to play it.




    Tuesday rolls around and me and Clint test a whole bunch at


    a local store. Stevens Turner and Lewis drop by and we play


    a little. Vegas-style flops around while getting trashed by


    Yavin 4 all day long. Numbers eats it alive and the Casino


    is nowhere to be found. So I scrap this deck but I figure


    it'd be a hella fun to play for No Such Thing As Luck. I've


    got like six decks and nothing innovative that works so


    I'm set on playing some of my old stuff that does allright.




    On Thursday I catch an early flight up to St Louis, then


    connect to Newark, NJ. Scotty Lingrell hooks me up with a


    and we wait around for Charlie Herren's flight to roll in


    from Atlanta. It ends up being delayed for like an hour and


    a half so we get a bite to eat, wait on Charlie, then drive


    back up to Ramapo to crash at Scott's place. Me and Charlie


    are psyched for Sunday's team tourney - we had agreed with


    Brentson and Dalton on a team for it. We end up playing our


    different decks at some place on campus with Scott's goofy


    Anktopot and Juz's Revenge that gets pushed around by


    ROPs. At like 2 am we head over to Scott's and crash for


    the night.




    ***


    Friday's tournament decks


    ***




    Friday had the first two tournaments of RamapoCon - two


    four-game sanctioned constructed SW:CCG, one at 3 and one at 7. The


    first one was run by Rich Haman (Red 86) and had twelve


    people, including three guys from Michigan that made the


    long drive. Two guys from Ohio were supposed to come too,


    but they fracked up and drove down the week before. Oops.


    The competition was pretty good - nobody expected a really


    large turnout for the first event. Notables included Mike


    Dalton and Charlie Herren, as well as Scott and myself.




    I decided to play Yavin 4 droids and ROPs. Y4 droids was a


    tough call - I think in most places it would work so much


    better than a Yavin 4 mains deck, but here, where Juz's


    Revenge originated, everyone would know how to play against


    it. Since most tournaments end up being all about matchups


    anyways, I figured it'd be cool to play and see how it did


    to help make my choice for the big tourney on Saturday.




    Here are the decks on Friday - I'm posting them here and


    not in the deck section because these decks have been put


    there in every single ass variant possible.




    Yavin 4 droids, modified Twigg-style:




    Locations (6)


    Yavin 4: Throne Room


    Farm


    Swamp


    Dejarik Hologameboard


    Rendezvous Point


    Dagobah: Yoda's Hut




    Guys (15)


    Luke with Lightsaber x3


    Obi with Lightsaber x2


    Captain Han Solo


    Leia with Blaster


    Bousshh


    Artoo


    R2-D2 x2


    8D8 x3


    Wedge Antilles




    Creatures (2)


    Nudj x2




    Starships (3)


    Tantive IV


    Spiral


    Millenium Falcon




    Effects (20)


    Draw Their Fire


    Frozen Assets


    Uncontrollable Fury


    Wise Advice


    Traffic Control


    Do Or Do Not


    Never Tell Me The Odds x5


    Mechanical Failure


    What're You Trying to Push x2


    Projection of a Skywalker x2


    Battle Plan


    Wars Not Make One Great


    Order To Engage


    Legendary Starfighter




    Interrupts (14)


    Gift of the Mentor


    Visored Vision x3


    Glancing Blow


    The Signal x4


    Careful Planning


    Effective Repairs x2


    Transmission Terminated x2




    Brief notes: Everything should be self-explanatory. Order


    To Engage is in case the guy you're playing really knows


    how to play the game and doesn't draw destiny to kill off


    your hit and run mains, leaving them stranded and messing


    up your numbers. Jim Sells did his to me at the Detroit GS.




    For dark, I played ROPs:




    Objective (1): Ralltiir Ops




    Locations (12)


    Ralltiir


    Forest


    Jungle


    Desert


    Spaceport Docking Bay


    Kashyyyk


    Death Star


    Coruscant


    Hoth: Wampa Cave


    Hoth: Ice Plains


    Executor: Meditation Chamber


    Dagobah: Cave




    Vehicles (7)


    Tempest 1


    Blizzard 2


    Tempest Scout 1


    Tempest Scout 2


    Tempest Scout 3


    Tempest Scout 5


    Blizzard Scout 1




    Starships (4)


    Zuckuss in Mist


    Bossk in Bus


    Boba in Slave 1


    Vader's Personal Shuttle




    Guys (18)


    Darth Vader with Lightsaber


    Darth Vader, DLOTS


    Grand Moff Tarkin


    Commander Igar


    Lieutenant Arnet


    Navy Trooper Vesden


    Lieutenant Cabbel


    Officer Evax


    DS-61-2


    Admiral Ozzel


    AT-ST Pilot x3


    Mara Jade


    IG-88 with Riot


    Major Marquand


    Lieutenant Watts


    Lieutenant Commander Arden




    Effects (12)


    Battle Order


    Resistance


    Imperial Arrest Order (start)


    Security Precautions


    Oppressive Enforcement


    There'll Be Hell to Pay x2


    Search and Destroy


    Ability, Ability, Ability


    Sandwhirl


    Imperial Decree


    First Strike




    Interrupts (6)


    Imperial Barrier


    Alter x2


    Masterful Move


    Trample


    Twi'lek Adviser




    Brief notes: Your standard ROPs. I don't pack Revolution


    protection because it's a waste of space IMHO. A good Revo


    deck will rip apart ROPs anyways unless you pack like a


    Crush and 3 Evaders, and if you can fit that in here you're


    a champ. Ability^3 is a choice call but I like it - early


    game it forces your opponent to play out of his game, and


    late game it makes him put down guys for you to wreck. It's


    great against Profit and Dagobah, and anything that forces


    your opponent to use force and put down guys when he would


    much rather be drawing for the big beatdown is solid.




    ***


    Friday: first tournament


    ***


    Game One: my DS vs Todd Theiner (1756)'s Hidden Base mains.




    This game was pretty trademark of ROPs - it starts slow


    then mows people down. He started Battle Plan.I got a decent


    draw, put down a 2/0, searched for a site, and drew. He did


    the same during his turn. This went on for two turns, then


    I started saving force and flipped strong like fifth turn.


    Wherever he put down guys, I wrecked them. He eventually


    flipped his Objective but I got Security out and probed


    right within two turns. The deck worked like a machine.


    FW: 2 (+18)




    Highs: This deck is an auto-win against Hidden Base. Or


    so I thought...


    Lows: none




    Game Two: my LS vs Mike Dalton (2023)'s Court space




    I didn't want this matchup at all - Dalton is a good friend


    of Scott's and must have played against Scott's version


    of Y4 droids a billion times. Luckily he was playing a fun


    deck and not his machine Hunt Down or ROPs.




    I got an OK draw and put out a Nudj, losing to Court and


    drawing. He started Surface Defense with all three and put


    out an 0/1 Docking Bay, lost to Court, and drew. Next turn,


    he put out some aliens and Scum and fortified the chamber.


    I projectioned the audience chamber, lost to Court for like


    five turns, eventually getting out the Hologameboard, a guy


    there, Battle Plan, and Boussh at the Sarlacc pit to stop


    the Court loss without having to worry about Hutt Smooch


    or any of that trash. He missed a Sniper with IG-88 and we


    were pretty much at a standstill.




    The turning point was when I put down Artoo and 8D8 and


    inserted. My total was 11 and his was 3; Hologameboard


    covered my part of Resistance and there were only two


    battlegrounds on the table. His deck was about fortifying


    on the ground and then running space with forfeit and


    bounty hunter ships, but an early monnok revealed Captain


    Han, EPP Leia and the Falcon in my hand, so he was wary of


    playing any space battlegrounds. The insert changed his mind.


    He put out Zuckuss in Mist at Endor, moved Mara over to


    the Sarlacc Pit, put a guy on Zuckuss, moved the Death Star


    (the only other system out) to parsec 1, and drew.




    My turn, I put out the Falcon which promptly got barriered.


    Nevertheless, in went Captain Han and Luke EPP (Leia was


    hanging out on the ground undercover). Drew. Insert popped


    for 0 during his turn, and he put down Bossk in and Battled


    the almost super-falcon. I cleared the system with stacked


    destinies and legendary starfighter hit the table. This


    card won me the game. A late Tantive IV and Wedge, and


    a stranded Boba Fett in Slave 1 at the Death Star vs


    the Supra-Falcon and Tantive reinforced the victory.


    FW 2(+6): Cumulative 4(+24)




    Highs: Legendary Starfighter - thanks Hays for this one.


    A close game... these are the most fun.


    Lows: none, really. It worked well and I played it pretty


    well too.




    Game Three: my LS vs Scott Lingrell (1886)'s Anktopot.




    This deck is so messed up on paper, but it works like a


    machine! He only plays like 6 different cards with ability,


    and the rest is all about high destinies. He flipped second


    or third turn and got good activation - a Coruscant in his


    opening hand helped this alot (he only runs like five


    locations). I got off one insert, but losing to Visage hurt


    all game long and he tortured my second insert and cancelled


    Uncontrollable. I couldn't draw an EPP with a saber fast


    enough to kill Vader and get around his junk like Put All


    Sections on Alert. Holonet Transmissions killed my TT's.


    This game was a rout.


    FL 0(-16): Cumulative 4(+8)




    Highs: Taking a few hits early and hanging in the game...


    a different draw might have made it closer.


    Lows: Stopping everything I had for him.




    Game Four: ROPs vs Scott Lingrell (1886)'s LS droids.




    I knew his deck so he didn't stand much of a chance. I


    started Resistance instead of IAO to force him to deploy a


    guy to cover his portion of occupying at least one


    battleground. I set up fast and put all my guys in walkers


    to avoid the EPP beatdown and have enough forfeit to cover


    any battle damage. He could never get anything going.


    FW 2(+20): Cumulative 6(+28)




    Highs: none... I knew his deck and knew what I needed to do


    to absolutely shut it down.


    Lows: the same.




    I was the only 3-1, getting second place, while Charlie


    Herren went 4-0 and nabbed first and a Captain Han foil.




    ***


    Tournament two


    ***




    Many people started to roll in around 5 and 6, including


    Juz Pakes, Kevin Reitzel, and Dan Bojanowski from Yavin 4,


    and Team Albany from Coruscant. The second tournament


    started half an hour or so after the first one ended, with


    28 participants.




    For decks I played the same ROPs deck as before and played


    Y4 mains instead of droids.




    Y4 mains deck:


    Locations (11)


    Y4: Throne Room


    Farm


    Swamp


    Endor: Chief Chirpa's Hut


    Tatooine: Obi's Hut


    Dagobah: Yoda's Hut


    Rendezvous Point


    Hoth: War Room


    Y4: Massassi HQ


    Cloud City: Carbonite Chamber


    CC: Lower Corridor




    Effects (5)


    Bacta Tank


    Mantellian Savrip


    Battle Plan


    Revolution


    Civil Disorder




    Ships (3)


    Tantive IV


    Spiral


    Millenium Falcon




    Characters (18)


    Luke EPP x2


    Obi-Wan EPP


    Obi-Wan Kenobi x2


    Leia EPP


    Boussh


    Han EPP x2


    Chewie EPP


    Lando EPP


    Oola


    Harc Seff


    Tawss Khaa


    Melas


    Orrimaarko


    Wedge Antilles


    R-3p0




    Interrupts (18)


    Sense x4


    Alter x2


    Careful Planning


    The Signal


    Glancing Blow


    Shocking Information x2


    Out of Commission


    Transmission Terminated x2


    Smokescreen x2


    It Could Be Worse


    Nabrun Leids




    Creatures (2)


    Nudj x2




    Weapons (2)


    Obi-Wan's Saber x2




    Device (1)


    Landing Claw




    Brief notes: This deck was pretty junky for a Y4 deck, but


    I didn't put a lot of time into it. I forgot to put back


    stuff I had taken out for the droid deck, like Draw Their


    Fire and Order to Engage. Oh well.




    Game One: My LS vs Manny Rodriguez (1550)'s Biker Scouts




    He started Combat Readiness, taking out Endor: Forest


    Clearing and Dark Forest. I had gotten absolutely raped


    by a deck like this back in Nashville the week before, but


    I had been playing droids instead of mains. Whew. He put


    down a biker scout with a bike at both sites and drew for


    his turn, and I proceeded to destroy them with guys. The


    game was all played on Endor, except for Melas who was


    pinging him for two at the Carbonite Chamber the entire time.


    Savrip was out for protection and basically his troupe of


    seven bikers and bikes, three of which had guns, drained me


    for one or two at one site while I plugged him for 2 with


    Melas, 2 at one of his sites with Han and Chewie and 2 at


    another Endor site with Obi and his saber. Boussh prevented


    him from cancelling my drains with Strategic Reserves.


    The game was over pretty quickly.


    FW 2(+24)




    Highs: SAC and mains wreck!


    Lows: none.




    Game Two: DS vs Luis Rodriguez (1708)'s QMC deck.




    ROPs got a great start in this game, flipping safely by


    third turn. He got a first turn flip with Wedge in Premiere


    Falcon and Lando with at the guest quarters, but Zuckuss and


    Evax reflipped. Once ROps got flipped, I beat him off


    every single location he had a guy on and drained him out.


    He never came to Ralltiir.


    FW 2(+29): Cumulaive 4(+53)




    Highs: The deck worked like a machine. Deploy -1 Tarkin,


    Vader and IG-88 with a stacked destiny wrecking the hell


    out of one guy.


    Lows: none.




    Game Three: my LS vs Dan Bojanowski (2055)'s ROPs.




    This matchup is usually decided by who gets the good draw...


    I got it this game. A bunch of 2/0's in my opening hand put


    Obiwan on his planet with Bacta backup. A saber followed.


    He put out a few guys but a smokescreen and power beat them


    off his planet. Tantive and a guy hit Ralltiir but he


    manhandled them with three bounty hunter ships. That was


    the only low - soon after Oola and Civil Disorder put down


    the lock.


    FW 2(+20ish): Cumulative 6(+70ish)




    Highs: The lockdown. A great draw.


    Lows: It would've turned out opposite if he had gotten his


    2/0's and me none..




    Game Four: ROPs vs Rich Haman (1767)'s Y4 mains.




    Rich is a great guy and this game was solid and a lot of


    fun. He got a pretty good draw, but so did I - we both had


    2/0's out early. He avoided my desert like the plague but


    put down some guys at my docking bay and drew a lot. I got


    enough stuff in my hand to flip but waited a few turns,


    activating and drawing a little bit each time but no more


    than two cards each time. Took a few drains of one or two


    but then I flipped and held it down almost the whole game -


    he flipped me back once but I reflipped the next turn.


    High destinies and not battling until I was ready won the


    game. Pulling anything you want out of your deck is huge!


    FW 2(+teens): Cumulative 8(+80something)




    Highs: a great game! Well fought and nobody got really


    screwed with draws.


    Lows: none




    Me and Dalton both went undefeated, but I had the higher


    diff so got the Jabba Foil. Scott had everyone sign three


    Endor posters - the one with Luke and Leia flying a speeder


    bike through the forest alongside a biker scout - and those


    were given out as prizes, along with packs. Both tournaments


    were run well - Rich ran the first and Scott the second.


    Brentson didn't play on Friday but between me, Dalton and


    Charlie, we claimed the top two spots both days. Our team


    was looking strong for Sunday!




    Props and Slops for Day 1:




    Props


    ~Scott for handling everything well and moving us to a room


    that had air-conditioning


    ~The team for placing well in both tourneys


    ~ROPs because it's a machine


    ~Juz and Kevin and Dan for making the drive up to play


    (sorry about the 0-4 finish Juz)


    ~everyone for being great sports!




    Slops


    ~The heat - it must've been 95 degrees outside


    ~Scott's Anktopot for wrecking the hell outta me


    ~Team Albany not playing Friday night to not reveal their


    tech (Hunt Down and Y4... surprise)


    ~Ramapo College for closing the cafeteria at 7 p.m.




    Thanks for reading all this, it's long as hell but I'm


    gonna be as thorough as possible to cover everything.


    Hopefully I'll be able to put up the big tourney on Saturday


    later today... if not, then soon. Look for Part Two!




    JC


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