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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

I have a problem with the ground forces in my DS2 deck

Discussion in 'Archive: Games: CCG, TCG, and Boardgames' started by GUARDSMAN, Jun 12, 2002.

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  1. GUARDSMAN

    GUARDSMAN Jedi Youngling star 1

    Registered:
    Aug 16, 2001
    Well I have been working like crazy to make this deck work and I think I finally have it right. Sure it's a real mess as well, but hopefully you guys have some suggestions. I'm sure I have the right idea going now, but a few suggestions from you guys couldn't hurt.


    Starting (9)
    Endor Operations/no flip
    Endor
    Endor:Bunker
    Endor:Landing Platform
    Operational As Planned
    Death Star II in hand from OAP)
    Moff Jerjerrod (in hand from OAP)
    Desperate Counter (in hand from OAP)
    Fear Is My Ally

    Epic Events (1)
    That Things Operational

    Admirals Order (2)
    x2 Fighters Coming In

    Effects (6)
    Combat Response
    Imperial Arreset Order & Secret Plans
    x2 We Shall Double Our Efforts
    Lateral Damage
    Ominous Rumors

    Weapons (5)
    x2 SFS L-s7.2 Tie Cannon
    x3 SFS L-s9.3 Laser Cannons

    Charachters (18)
    Admiral Piett
    Baron Soontir Fel
    Major Turr Phennir
    DS-181-3
    DS-181-4
    Major Mianda
    Lieutenant Hebsley
    x2 Commander Merrejk
    Commander Praji (V)
    Darth Vader, Dark Lord Of The Sith
    x2 Bobba Fett, Bounter Hunter
    IG-88 With Riot Gun
    4-Lom With Concussion Rifle
    Dengar With Blaster Carbine
    Bossk With Mortar Gun
    Snoova

    Starships (8)
    Executor
    Saber 1
    Saber 2
    Saber 3
    Saber 4
    Scythe 1
    Scythe 2
    Dengar In Punishing One

    Interrupts (4)
    Twi'lek Advisor
    x2 I Can't Shake Him!
    Ghhk & Those Rebels Won't Esacpe Us

    Locations (7)
    x2 Tatooine
    Tatooine:Docking Bay 94
    Death Star II:Docking Bay
    Death Star II:Capicitors
    Death Star II:Cooling Shaft
    Death Star II:Reactor Core

    Hope to hear from you guys soon.
     
  2. Ultima_1

    Ultima_1 Jedi Knight star 5

    Registered:
    May 16, 2001
    That looks good to me. I might add another Twi'lek Advisor.
     
  3. Artie-Deco

    Artie-Deco Jedi Youngling star 3

    Registered:
    Aug 23, 2001
    Yeah, I think you have the right idea going, too.

    I might try to decide between Dengar w/Blaster Carbine and Dengar in Punishing One. It'd be too bad if you got one on the table when you needed to play the other. Zuckuss in Mist Hunter would be better than DiPO.

    I might also replace Executor with Flagship Executor. Yes, you loose the attrition immunity, but it's a destiny 4 and costs 3 less to deploy. Try it both ways and see which way you like best.


    And I would STILL replace one Tatooine system with Mos Espa Docking Bay.

    Look, I know you're worried about losing your one system to a drain or whatever, but if your opponent is playing a space deck just go after his system instead. Or if he has a ground deck, just turn all those pilots into ground troops while you drain at Endor and Death Star II Docking Bay (Fighters Coming In will let you drain for +1 at the DB while you occupy the related system).

     
  4. GUARDSMAN

    GUARDSMAN Jedi Youngling star 1

    Registered:
    Aug 16, 2001
    I can see the Dengar problem now. I will then just take out the one on the ground and put either Aurra Sing or possibly another Vader. I want to keep the one in space in case I run into high immunity ships, I like Zuckuss and all, but the high immunity ships will just keep on hanging around and hampering my ability to do damage.

    I just might put in another Twi'lek Advisor after I play a few games and see which card is the most worthless to me.

    The rest will stay as is, at least for now. I have to get most of these cards first and then after a few games I'll decide more thoroughly on what needs to stay in and what needs to go out.

    If there are any other suggestions then feel free to post them.
     
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