Ben ethus Beware The Body Snatchers!
ben_ethus Beware The Body Snatchers! is a Dark constructed list published on Game Players Network.
Deck info
- Player: ben_ethus
- Published: 20 January 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS2
- Side: Dark
- Starting Card: Executor: Comm Station
- Strategy: Executor: Comm Station
- GEMP Importable deck: Download (omits Admiral Motti (V) (Virtual Set 2: Our Most Desperate Hour), Commander Praji (V) (Virtual Set 2: Our Most Desperate Hour), Fusion Generator Supply Tanks (V) (Dark) (Virtual Set 1: Legacy): not in GEMP)
Introduction
This deck is geared towards beating down on those pesky Rebels in outer space via capturing their spaceships (stealing them, if possible, to be used against them), blocking their movement, and nullifying their power.
NOTE: I do *NOT* own any cards beyond the Jabba's Palace Sealed Deck boxes, so I lack incredibly handy cards like those Defensive Shields, and those wacky Episode I-themed cards. (I'm working on getting my hands on some of the later sets, but as my financial situation is somewhat dire, I can't afford to at the moment.) Please bear this in mind while critiquing. Thanks!
Decklist
Strategy
1) At the start of the game, fire off Mob Points to pull the Executor (if not already in hand), or Rendili (if Executor in hand).
2) Deploy the Executor at Fondor system for 10 force. (This can always definitely be done by Turn 3, assuming the opponent gives me one extra force generation. In the two games that I've actually used it in to date, I've managed to get it down on Turn 2.)
3) If possible, use Imperial Command to pull Piett. Use Piett to pull either Commander Praji(V) or Commander Gherant (whichever is needed more OR whichever happens to be in the Reserve deck at the time).
a) If Praji is pulled, use him to get out all the other useful Imperial pilots, such as WO M'kae, Admiral Chiraneau, Admiral Motti(V), etc, etc...
b) If Gherant pulled, use him to grab all the other Executor sites.
4) Start building up armada. Backup Executor with other Star Destroyers. Arm them with Tractor Beams (which WO M'kae can pull) and Ion Cannons, if possible.
5) If deemed necessary, take control of battleground site (preferably Forest) with ground force consisting of Emperor Palpatine, Boba Fett w/ Blaster Rifle, and Vader w/ Saber.
6) If 5 Executor sites make their way to the table (either through blind luck or because of Commander Gherant), sack You Cannot Hide Forever to play Flagship Ops on Executor (if not in hand).
7) Once a formidable fleet exists, try to beatdown the enemy by luring them over with Lateral Damage (or just punishing them with a fleet of Star Destroyers if they just sit there.)
8) If Star Destroyer is present with enemy and it has a Tractor Beam and Captain Lennox aboard, attempt to tractor in enemy ships during control phase, to potentially steal them (if no enemy pilot aboard) and use them against the enemy during battle at system.
9) During fights, use In Range to fire off Tractor Beams during the fracas. Even if it fails, the Rebels will be at Power -3. Not too shabby!
(NOTE: Whenever tractoring, use Our First Catch of the Day [which WO M'kae can pull] to increase odds of success.)
10) If Rebels try to run, and there is a Star Destroyer present with Tractor Beam, use They've Shut Down the Main Reactor to ensure they won't go anywhere for a while.
11) If they play Hyper Escape, and They've Shut Down the Main Reactor not in hand, sack the Fusion Generator Supply Tanks(V) to cancel their escape.
12) If, somehow, the Rebels manage to succesfully hide in outer space, or they are focusing on the ground, happily drain them away at battleground systems, using Admiral Chiraneau's bonus.
13) With the Fusion Tanks(V) on table with the Admiral's Order, all Star Destroyers (with pilots aboard) will be immune to attrition < 5. (Those that lack pilots, will still be immune < 3.)
14) Once the deck is in motion, it's just a matter of ganging up on the Rebels in order to pound them flat.
NIFTY, BUT UNLIKELY BONUS: Free (V)Imp-Class SD's deployed at any system where a TIE, a unique SD, and Admiral Motti(V) are present while Flagship Ops on table. All other SD's would still be deploy -5 at that location. (Still not too shabby.)
ODDS AND ENDS: At start, over 1/3 of the deck is destiny >= 3, and only about 1/6 is destiny < 2.
Once Flagship Ops hits table, average destiny increases when TIES get destiny + 2, upping them to 4 each.
The deck is probably susceptible to a Rebel deck that focuses *entirely* on draining on the ground, as I doubt it could keep up in a drain race in space. But, chances are, the opponent will be packing a few ships that could be smashed into oblivion by the fleet of SD's.
That's more or less it. As I noted above, I lack the more recent cards (such as Defensive Shields), which tends to hamper things a little bit, but it can succeed in lieu of that. (As an example, this deck managed to take down Shewski's new "They'd Be Crazy To Follow Us" deck, which makes use of Defensive Shields and whatnot.)
Also, my collection of cards is also far from complete, so if I didn't include a key character, it may be because I don't presently own them.
At any rate, I think this deck is at least semi-decent, and it's worked at least once...
Let me know what you guys think of it. This is also my first deck posted on this place. Hope its up to your standards.
See also
Sources
- Beware The Body Snatchers! (Wayback, 20051102154456)
- GPN Star Wars Decks page 40 (Wayback, 20050430203312)