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Massassi Base Operations [deck]

Discussion in 'Archive: Games: CCG, TCG, and Boardgames' started by The2ndQuest , Jan 17, 2002.

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  1. The2ndQuest

    The2ndQuest Tri-Mod With a Mouth star 10 Staff Member Manager

    Registered:
    Jan 27, 2000
    Massassi Base Ops/One in a Million
    -Yavin IV
    -Yavin IV: Docking Bay
    An Unusual Amount of Fear
    -(Defensive Shields)
    Heading For Medical Frigate
    -Get to your ships
    -Squadron Assignments
    -Great Shot Kid!

    Characters:

    Biggs Darklighter
    Bren Quersey
    Colonel Feyn Gospic
    Derek 'Hobbie' Klivian
    Firin Morett
    General Dodonna
    Keir Santage
    Lieutenant Rya Kirsch
    Luke Skywalker
    Major Palo Torshan
    Officer Dolphe
    Rebel Tech x3
    Ric Olie, Bravo Leader
    Tiree
    Wedge Antilles, Red Squadron Leader

    Starships & Vehicles:

    Artoo in Red 5
    Bravo 1
    Bravo 2
    Bravo 4
    Gold 2
    Red 3
    Red 8
    Red Squadron 1
    Red Squadron 4
    Red Squadron 7

    Epic Event:

    Attack Run x2

    Effects & Interrupts:

    Mindful of the Future x3
    Old Times x2
    Rebel Planners
    Traffic Control

    Devices & Weapons:

    Proton Torpedoes x2
    X-Wing Laser Cannons x5

    Locations:

    Death Star
    Death Star: Trench
    Kessel
    Kiffex
    Naboo
    Raithal
    Yavin IV: Briefing Room
    Yavin IV: Massassi Headquarters
    Yavin IV: War Room


    Pretty straight forward, get the objective flipped, take out the death star, drain in space afterwards. Haven't made one of these yet, so comments and suggestions welcome::)
     
  2. youngvader

    youngvader Jedi Knight star 5

    Registered:
    Jun 21, 1999
    I made one and by the time you have everything out, you have no force remaining in your deck or the game is over. I'm not a big fan.
     
  3. The2ndQuest

    The2ndQuest Tri-Mod With a Mouth star 10 Staff Member Manager

    Registered:
    Jan 27, 2000
    Well, I played 4 games with it last night- 3 against my friend's Set Your Course... deck and 1 against his saber combat deck. The success of the deck seems to hinge on my first 3 or 4 turns. I pretty much rocked against the SYCFA deck, taking out the DS with all his sites taking +3 damage from Great Shot, Kid! pretty much annihilated him. However, the saber combat did some good damage against me...mainly because he was able to get dark jedi and such to yavin and I had trouble getting my rebel techs out, i still managed to destroy the death star though, on the last turn of the game, so he only won by 8 or so, so it was pretty close regardless.

    I typically can flip on the second turn- deploy the Massassi HQ first turn preferably, deploy a pilot and his ship there, then next turn deploy the briefing room, throw down a pilot in their ship at the DB and then either a misc character like dodanna or gospic to the briefing room or a pilot there w/his ship to the DB. Then I flip, move the pilot to the DB, aboard his ship and all fighetrs take off and start gathering at yavin. From here, it all depends on how many turns it takes me to get the 4 or 5 nessasary cards out. I found that if i draw my whole force pile once or twice (and throw unneeded stuff back via traffic control, which hopefully isn't altered and hopefully my hand isn't grimtassh'd) i can bring it down to about 2 or 3 turns (i usually have at least 1 rebel tech and at least 1 attack run, death star or trench by then, so i only need to pull 1 or 2 things). From there, it's just a matter of getting the torps out, deploying the rebel techs (to massassi HQ if possible) and hopefully Dodanna to briefing room or Gospic to War room (or Major Palo). (the war room i basicly hope that i can draw it).

    The ideal trench run is Luke (for ability), tiree (for his 1 bonus) and biggs (for "old times") but really, I'm pretty flexible with who goes on the run. Worst case scenario is I have an ability 2 pilot, with tiree's +1 bonus (total 3 thus far) plus only 3 yavin sites (total 6 thus far) plus 3 from the rebel techs (total 9 thus far) plus 1 from briefing room (total 10 thus far), plus 2 from massassi HQ (totaling 12 thus far) leaving me to draw a total of 4 or more from my two destiny, which I've been averaging 8 thus far.

    There's really so many ways that could go, but I figure I have about a 95% chance of getting it done, depending on the game circumstances. So blowing the DS is no problem (if luke, tiree, gospic, techs, dodanna and the major are in place along with the 4th yavin site, I have a 19 total on attack run before even drawing the two destiny -not to mention if biggs is there + the use of old times gives me three destiny; so I have alot to work with for adpation to the circumstances). From there it's just a matter of splitting up my squads (the Bravo's to Naboo, etc).

    It really comes down to how many turns it takes me to get my attack run set up and/or if the opponent is successful in deploying cards quickly to yavin to block my flip.

    I am, however, gonna switch out 1 proton torpedo for a theed proton torpedo- that way, in case I am M'yoom Onithed, Bravo Squad can be my fallback option for an attack run. I'm also gonna try and squeeze in an All Wings Report In combo card, might make it easier to get Luke and Biggs together for Old Times in an attack run.
     
  4. Jedikynes

    Jedikynes Jedi Youngling star 1

    Registered:
    Jan 15, 2001
    Very Interesting deck. has a new twist with episode 1 cards which could be a key. I would be very curious to see your friend's Set your course deck. I had one and a friend of mine had a MBO deck himself and the game literally happened like the movie. we both agreed that it was do dang close been a bit wary if he decided to rebuild that deck...
     
  5. The2ndQuest

    The2ndQuest Tri-Mod With a Mouth star 10 Staff Member Manager

    Registered:
    Jan 27, 2000
    >>I would be very curious to see your friend's Set your course deck.<<

    I'll ask Pinbustr300 to post it or PM it to ya.
     
  6. Red84

    Red84 SWCCG Content Mgr. (Card Games) star 4 VIP

    Registered:
    Oct 20, 2000
    I am the "friend of mine"..

    Great shot, eh there Jer :D
     
  7. Jedikynes

    Jedikynes Jedi Youngling star 1

    Registered:
    Jan 15, 2001
    Don't tempt me to bring that deck... ya know what I DARE you to bring back that MBO deck! OR Are you chicken....
     
  8. The2ndQuest

    The2ndQuest Tri-Mod With a Mouth star 10 Staff Member Manager

    Registered:
    Jan 27, 2000
    hehe...sounds like one of the games me and Pin played- it literally came down to the one turn, if my attack run failed, he would have blown Yavin IV up as soon as it was his turn. Fortunately, i suceeded by 1, and caused him 30 damage, preventing him from deploying any of those pesky star destroyers he had in hand due toa lack of force in his life force...mwhahaha.
     
  9. The2ndQuest

    The2ndQuest Tri-Mod With a Mouth star 10 Staff Member Manager

    Registered:
    Jan 27, 2000
    Ok, I run into trouble when the opponent manages to drop down characters early on in the game (particularly against combat decks since they tend to get maul and vader out quite easily), any suggestions to best defend Yavin IV? I was thinking along the lines of artillery weapons (medium repeater + blaster profiency) or maybe a disarmed or two to throw onto the sith to at least slow them down. I'm trying to find something that will work with only 3 or 4 cards, cause thats about all i can free up at the moment.
     
  10. pinbstr300

    pinbstr300 Jedi Youngling star 1

    Registered:
    May 6, 2001
    I dismantled the SYCFA deck soon after I made it...it definately was not working and I found it easier to beat quest with my saber combat because I can drain him for a lot early (with or without the sith) I recommended he put some Jedi in his deck to hold me at bay while he sets up the attack run, then its all arbitrary after that because no matter how much I drain him for, hes got me cornered in space (unless I drop zuckass on him)...I am going to try to put together a new version of my Death Star destruction deck (possibly without the objective) and see if I have better luck this time. any suggestions?
     
  11. Ocelot_X

    Ocelot_X Jedi Youngling star 1

    Registered:
    Sep 16, 2001
    For slowing down the Sith in 4 card slots, you basically have two options as I see it. One is to include enhanced Luke, Obi, and Qui-Gon along with Crazy Lando. The other is 4 copies of It Can Wait to bounce people back. If I were you I'd go with the characters.
     
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