100000101 Maximum Firepower v1.1

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100000101 Maximum Firepower v1.1 is a Dark constructed list published on Game Players Network.

Deck info

  • Player: 100000101
  • Published: 5 April 2003 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS2
  • Side: Dark
  • Starting Card: Imperial Occupation
  • Strategy: Imperial Occupation
  • GEMP Importable deck: Download (omits Commander Praji (V) (Virtual Set 2: Our Most Desperate Hour), Admiral Motti (V) (Virtual Set 2: Our Most Desperate Hour), Imperial-Class Star Destroyer (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)

Introduction

Updated from the last Maximum Firepower deck, this one, with some minor changes, is better equipped to handle what your opponent throws at you. As always, ratings and comments are appreciated.

Decklist

Objective

Character

Device

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Admiral's Order

Epic Event

Strategy

The strategy from version 1.0 has remained much the same. Thus, I will include any changes that I have made since the original deck at the bottom of the strategy.

Here is how this deck is played. Immediately after drawing your starting hand, use the text on Mobilization Points to search for a system (Rendili in this case). Then, if your opponent does not play the Don’t Do That Again shield, ditch the effect to pull Combat Response. If they do throw down the shield, it shouldn’t be that much of a problem, since you won’t be using either Combat Response or Rendili unless you occupy a system. Next, still before activating, use You May Start Your Landing’s text to get Third Marker and Walker Garrison. Now look at your hand. If you have drawn a pilot or two, you should be in good shape. If you have drawn Igar or Veers, you should be in really good shape. Next, activate and search your deck with Imperial Occupation’s text. Pull Target The Main Generator (or something else if you already drew the epic event). While you are searching, pay attention to what is in your Force Pile. If the docking bay, Reactor Terminal, or any AT-AT’s are there, you probably want to draw your Force into hand until you get those cards.

On subsequent turns, continue pulling and strategically drawing. By about turn three or four, you should be able to get all of what you need to blow away the First Marker. Don’t start blowing things up until you have at least three AT-AT’s in your hand. I’ll explain the reason for this later. On the turn before you blow up the generators, deploy either Blizzard 1 or Tempest 1 to Fifth Marker, giving it a cannon and Electro-Rangefinder. Move your walker in to Third Marker, making sure that you have enough forfeit fodder on board to avoid a beatdown.

The very next turn is when the fun begins. During your control phase, search for a card with your objective (maybe Death Squadron or another walker), and then play Target. If you are controlling just one Hoth site, you will only need a two to succeed with Target (2 for destiny + 1 Hoth site controlled + 3 for pilot’s ability + 1 for Electro-Rangefinder + 1 for Third Marker’s text + 1 for AT-AT’s text = 9). At this point, if your opponent does not play Honor Of The Jedi, they will wish they had. They lose 8 Force from the site being blown away, 2 Force from your Force drain at Third Marker, and 1 Force from You May Start Your Landing, for a total of 11. Next, deploy two of the AT-AT’s you have in your hand to Hoth sites. Next turn, after you play Walker Garrison, your opponent will be losing 3 to YMSYL and at least 9 or 10 to drains for a total of 12-13 Force lost. During your deploy phase, play that last AT-AT you have been saving in your hand, taking Walker Garrison back into hand with the text of Imperial Control. Next turn, rinse and repeat. By this point, your opponent has lost 35 Force in three turns, and their deck should be looking pretty small. Simply continue to control some Hoth sites, and the Force lost from YMSYL and drains every turn should be enough to finish them.

The above three paragraphs cover how the game is supposed to go, assuming that your opponent foolishly leaves you alone. Of course, every SWCCG player knows that things never go the way he or she expects, so here’s what happens if they decide to bring the fight to you. First, some simple stats. Blizzard 1 with Veers on board: 11 power, two battle destiny, immune to attrition < 6. Tempest 1 with Igar aboard: 9 power, two battle destiny, immune to attrition < 4. Thunderflare with Deflector Shield Generators, Heavy Turbolaser Battery, and Motti on board: 18 power, one battle destiny, immune to attrition < 3, and may not be targeted by weapons or interrupts. Also remember that your AT-AT sitting at Third Marker can fire its cannon up to two sites away, making it able to shoot at practically anything on Hoth. Furthermore, Onyx 1 and 2 can deploy as a ‘react’ for a quick surprise against anyone battling you at the Hoth system.

Reasons for certain card selections:

Omni Box & It’s Worse – Not only is it a destiny 5 used interrupt that ruins tracking, it can be used to really mess up your opponent’s day if he or she plays It Could Be Worse to prevent the damage from Target.

Stop Motion (V) – It doesn’t get much better than this. A used interrupt that cancels your opponent’s reacts and can be recycled any time you want, allowing you to search your reserve deck. Destiny 6 doesn’t hurt, either.

Blizzard Scout 1 (V) – The ability to ‘react’ across a large part of Hoth gives you a lot of flexibility. Blizzard Scout 1 (V) provides you with two ability and the potential to cancel the game text of an opponent’s character. I just love the feeling of canceling Qui-Gon’s immunity to attrition or temporarily disarming EPP characters.

Chief Retwin – While his stats aren’t too impressive, his game text bears consideration. First of all, he can take out artillery weapons, which may begin to become popular again with the release of the Hoth objectives. Also, he has the undercover-spy-like benefit of being able to dodge battles while still blocking your opponent’s Force drains. Just make sure his game text isn’t canceled.

Cold Feet - Ever have that sneaking suspicion that your opponent's lone character was going to run away after he lost that big battle you just fought? Well, worry no more. Cold feet with a decent destiny draw will keep that character around for another beatdown next turn. Also, pullable with Stop Motion (V).

Matchups:

Hidden Base – Simply cancel all their Force drain bonuses with Imperial Decree, and make them lose lots of Force unless they come to you. Holding onto systems might be a little tricky, so only play starships if you are sure you can fend off an attack. If they flip early, you can deploy a substantial space force and probe their systems (if you use Probe Droids, you can retrieve some, too). If they wait too long to flip, you should be able to do enough damage to seal the win.

Profit – With their drain bonuses cancelled you should be able to do more damage than they can unless they come to Hoth. If they try to battle it out, throw some walkers at them and keep on retrieving the imperials with Imperial Domination (V). It might be a little more difficult to get off Walker Garrison, but do so if you can.

Rebel Strike Team – This one might be a little closer because of the 8 Force you will eventually lose. However, the cancelled Force drain modifiers and heavy damage you are causing should be enough to get them to come to Hoth. When they do, be careful because they will probably have some tricks up their sleeve. Hopefully, you can cause more damage and cause it faster than they can.

Quiet Mining Colony – As in other matchups, the combination of canceling Force drain modifiers and direct damage should be enough to hurt them badly. Also, you should be able to beat on them at the docking bays. Use Stop Motion (V) to cancel Dodge and their ‘reacts.’

EBO – Invade Hoth. Cancel Force drain bonuses. Cause damage. End of game.

Lightsaber Combat – Cancelled drain modifiers means that they may be more likely to come to you. If it turns into a drain race, you can probably win. Also remember that AT-AT’s may not be targeted by lightsabers :)

Changes from the previous version:

The basic strategy remains identical to the other version, but I have replaced some cards for others that I thought would be more effective.

I added in some different interrupts, including Cold Feet (see above), Debris Zone (V), and Crash Landing. Also, I included Fighters Coming In to beat on decks that use non-unique starfighters (EBO included), and maybe to save a few of my own fighters. Last on the additions list is Admiral Chiraneau, who will certainly do his best to help me win any drain races I may be involved in.

To fit all that into the deck, I removed two AT-AT Cannons, since they are automatically recycled when lost anyway. Also, I took out one Deflector Shield Generators at Shewski's suggestion because three does seem a little overkill. Finally, I removed a few interrupts that didn't seem to be helping me as much.

A final (and important) change is that, when I was revising this deck list, I found that, on the last one, I forgot to specify that AT-AT Cannon and Deflector Shield Generators were the virtual versions, not the original ones. I relize that this may have caused some confusion and caused people to rate the deck differently. Please take another look, and tell me what you think.


                • Responses to Comments********

Shewski: Thanks for the review. Now that you mention it, my space does seem a little heavy. I will probably take out one or two of the star destroyers. As regards my lack of effects and interrupts, I know the list looks short, but I just don't think that any more are necessary. After all, I like red cards as much as the next guy (see my jedi training deck), but, having played at least 4 or 5 different deck types with this deck, it seems to be able to get by on the red cards that it has, leaving more room for beatdown potential. Also, the apparant lack of strong ground characters is supplemented by the walkers. I often find myself using excess starship pilots to drive (and provide forfiet fodder for) my AT-ATs on the ground. Finally, I do often use Blizzard 4 to fish out a character, but, more often than not, that character is Veers or Igar, since they can fight well and better survive the strikeforce that my opponent will almost certainly send at me before I blow away the MPGs. Once again, thanks for the review, and I'll take your comments into consideration.

bountyhunter6: I will grant that RST can be a problem. No one will deny that 8 Force lost from the top of one's Reserve deck (and not having a hand) really hurts. However, I've noticed that, until they blow up the bunker, RST decks tend to mind their own business, giving this deck time to set up on Hoth. If I can get even one good round of Walker Garrison drains in before the bunker goes, there is a good chance that I can win. Also, while it is somewhat dangerous, this deck can flip quickly (use Blizzard 4 to pull Vader with saber; put him on another AT-AT; shoot from 2 sites away with Electro-rangefinder). This method does not grant you the walker control of the planet that you normally get, but it does allow you to do some damage fast.

See also

Sources


References