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Characters: 28
Admiral Ozzel
Chall Bekan
Chyler
Colonel Wullf Yularen
Corporal Derdram
Corporal Vandolay
Fozec
Garindan
J'Quille
Labria
Lt. Pol Treidum
Mosep
Murttoc
Officer Evax
Outer Rim Scout
Probe Droid x5
Snowtrooper Officer x3
Tarkin
Tonnika Sisters
Veers
Sites: 14
Coruscant (starting)
Tatooine x2
Tatooine: Cantina
Tatooine: Jundland Wastes
Tatooine: Lars' Moisture Farm
Tatooine: Tusken Canyon
Coruscant: Imperial City
Coruscant: Imperial Square
Spaceport City
Spaceport Prefects Office
Spaceport Street
Desert
Jungle
Red cards: 12
Expand the Empire
Sunsdown x2
T'wilek Advisor
Ghkkk x6
Alter x2
Blue cards: 5
TIE Scout x4
Devastator
To play this deck, play Coruscant and T'wilek Advisor for Sunsdown.
On your
first few turns, deploy every site and at least 1 spy to that site.
You
should flip the objective on the first or second turn. Draw more
cards,
spread out and drain. Remember that you have 4 TIEs and only
6 Ghkkks. Use them
wisely, you might need the Ghkkks on the ground too. Once
you get
Tatooine and the second Sunsdown, drop it and drain. I haven't
counted it up
carefully, but I think this deck maxes out it's drain potential at
24.
Defensively - I've included 5 starships here to try to take out the
Hidden Base advantage...figure that even against a dedicated HB space
deck,
you've got a 50-50 shot at guessing the correct system (and probably
winning
if you do). Against first turn HB flips, this will do very well
- Hidden Base
won't last 3 turns. Save your Alters for his drain canceling
card
effects -
like Rebel Fleet. I chose the starship mix because of Devastator's
power, forfeit and hyperspeed and the TIE scouts for their hyperspeed.
Brian Flynn
SE, Implementation Services - DMplus
Cary, NC Office - McHugh Software International