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Theed deck (Gungans)

Discussion in 'Archive: Games: CCG, TCG, and Boardgames' started by Ocelot_X, Dec 14, 2001.

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  1. Ocelot_X

    Ocelot_X Jedi Youngling star 1

    Registered:
    Sep 16, 2001
    STARTING (3)
    Naboo: Boss Nass' Chambers
    Careful Planning
    Naboo: Battle Plains

    CHARACTERS (20)
    2 Boss Nass
    2 Captain Tarpals
    2 Jar Jar Binks
    Rep Been
    3 Gungan General
    4 Gungan Guard
    6 Gungan Warrior

    VEHICLES (4)
    3 Fambaa
    Kaadu

    WEAPONS (7)
    2 Booma
    3 Electropole
    Jar Jar's Electropole
    Captain Tarpals' Electropole

    EFFECTS (10)
    3 Gungan Energy Shield
    Wesa Ready To Do Our-Sa Part
    Steady, Steady
    Brisky Morning Munchen
    Naboo Celecration
    Bargaining Table
    I Hope She's All Right
    Superficial Damage

    INTERRUPTS (13)
    2 Rebel Leadership
    2 Slight Weapons Malfunction
    Desperate Tactics
    2 Big Boomers!
    No Giben Up, General Jar Jar!
    Wesa Gotta Grand Army
    Mindful Of The Future
    2 The Signal
    Nar Shaddaa Wind Chimes

    LOCATIONS (3)
    Naboo: Otoh Gunga Entrance
    Naboo: Swamp
    Naboo: Theed Palace Courtyard

    This is one of those decks that does a lot of pulling from the reserve deck in the first couple turns. First turn: Use Boss Nass' Chamber to get Boss Nass (before activating). Use Boss Nass to get Rep Been, and use Rep Been to get Otoh Gunga. Also get Gungan Energy Shield, and a Fambaa if you got a Big Boomers and no Fambaas. On the second turn get Steady, Steady, or Captain Tarpals (get him third turn if you've already got Steady) After that, make sure you get a Gungan Guard to the Chamber (good protection in case of a beatdown though it isn't likely due to Tarpals and Otoh Gunga, plus an extra Force with Rep Been), and keep the Kaadu at the Swamp. Get an Energy Shield up and running at each of your exterior sites, and you should be quite safe (no weapons for opponent, everything's immune < 4, you add a battle destiny everywhere, and opponent's battle destinies are -1 each). You can cancel a drain every turn with Bargaining Table, so make sure you do. Track a few Gungans for battle destiny in case they come to you, and try to leave on top of your deck at the end of each of your turns. Force activation is a little low (8 icons, giving away 4), but don't forget Rep Been's bonus and the fact that most of your characters only cost 2. Save Grand Army in case of U-3PO, who is not only one of the few characters who can deploy to underwater sites without being +4 (being a spy without ability), plus the really sneaky Dark player will break his cover and give him to you, cancelling Boss Nass' game text. Kill him before that can happen with Grand Army. Try not to use Our-Sa Part excessively until after you've once-per-gamed with Wind Chimes (after that go nuts). Use Desperate Tactics whenever you can (track to make it often). Just make sure you watch out for Lathe, Sith Fury, Wipe Them Out, and other non-unique alien hate.

    That about sums it up, how does it look? Two things: 1) I think the original Jar Jar is better than the new one, but do you think it would be worth it to switch from two of the old to one of each? 2) I wanted to include another Booma, Desperate Tactics, and maaaaybe another Kaadu. What might be able to come out for them? Also for the Defensive Shield Effect (do you think I need them?).
     
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