Icebreath RallOps Speeders - Classic Environment
icebreath RallOps Speeders - Classic Environment is a Dark constructed list published on Game Players Network.
Deck info[edit]
- Player: icebreath
- Published: 2 February 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Coruscant
- Side: Dark
- Starting Card: Ralltiir Operations
- Strategy: Ralltiir Operations
- GEMP Importable deck: Download
Introduction[edit]
Bikers, Walkers, and Mosep... OH MY!
Decklist[edit]
|
Objective Character
Weapon Starship Vehicle
|
Location
Effect
Interrupt |
Strategy[edit]
Fairly basic strategy. Use Mob Points first thing to grab Carida, then toss it to grab Aratech Corporation. On your first turn, pull Y4:DB and Forest, maybe deploy a biker or two (depending on how much Force you have). Next turn, pull the <>DB and Swamp, play a biker to each, and flip. (quick note: you'll be relying on 'reacts' a lot, so save Force each turn, and watch out for Frozen Assets!) After you flip, you'll use the backside of your objective to pull the various things you'll need (the Necklace and Mosep, for one). Keep Necklace draining at your sites throughout the entire game. The space force in here is fairly small, but can hold it's own if need be... or even attack when needed. Other than that, play it by ear (see the matchups below).
Card choices:
Biker Scout Gear - see those five blasters I have? They're all destiny 6 thanks to this card. Also gives my bikers a bit more protection from weapons.
Mosep - you'll be draining for 6 each turn at your Ralltiir sites... with Mosep, that's 6 cards off of their LIFE FORCE! Oldest trick in the book, but it still works. >:)
the walkers - mainly for off-world use, but can be used on Ralltiir as well. They can all move as a 'react', and TempScout6 deploys as a 'react' for only 1 Force, which helps out if you're in a bind on Ralltiir. For off-world use, just use the flip side of your objective to keep pulling Trample out of your Reserve and killing people with it... you can hit almost everyone if you're keeping your Reserve fairly low (and full of those destiny-6 blasters!).
Scout Blasters - other than the fact that they're destiny 6 with BSG on table, they deploy as a 'react' to my bikers. For free. And they fire free. 'nuff said.
Reactor Terminal - You're gonna be drawing like hell early on, and this is the only way to get those extra cards back in your deck again. Possible to swap it for Drop! if you want to play this in non-classic.
Relentless Tracking - TECH!!! If they decide to come to Ralltiir, you're gonna make 'em PAY! They'll want to keep that beefed up Qui at your site, but not if it means 3 Force loss every turn! >:D
Security Precations (V) - This's RallOps. The opponent will probably be playing Ounee Ta. I don't really feel like dying first turn. 'nuff said.
High-speed Tactics and Blast Points - as you've probably noticed, I'm not as beefy on the ground (power-wise) as I should be. However, being able to add battle destinies is always nice... 'nuff said.
Abyssin Ornament - emergency retrieval. 'nuff said.
Ghhhk combo - I don't really like OTHER people 'reacting' all the time. I also don't like getting beat to a pulp. 'nuff said.
Matchups (Classic-only):
MWYHL - Test 1 will hurt like hell. Put your ships at Carida, and some guys at the Y4:DB to get your drain as high as possible. They'll still be losing 3 from their Reserve each turn from your Ralltiir drains, and that may keep them under 10 life force by the time they flip (ie not enough to pay for the retrieval). If they DO flip, you're in trouble... odds are they'll OTE their entire deck back, and come battle you here and there. Play HST and BP smart, and you'll prevail with your multiple high destinies! :-p
HB - Flip side of this will also hurt, but you're setting up VERY fast. If your Mosep drains can get a few systems into their lost piles, you should do fairly well. If they flip, PROBE!!! Get rid of their drain cancelling abilities as fast as possible! If they come to you on the ground, show them the true meaning of pain. If they stick to space-only, use your ships (one system at a time) to clear out as many of them as possible and slow them down.
Profit - Profit decks are getting so much faster nowadays... and they're gonna have the opportunity for a first-turn flip against you. Send a few bikers and walkers to their exterior sites for battles, drain as much as possible.
RTP - Fairly easy. Put some walkers at the Y4:DB, and keep pulling Trample out. When they move Prisoner Leia there first time, Trample her. They'll deploy her there again to move her in... Trample her. Rinse and repeat. While this is going on, you'll be draining like mad on Ralltiir, and battling whatever they throw at you.
MBO - haven't seen it yet... I'll let you know how it goes once I find someone with a good MBO deck. >:)
QMC - Leave 'em alone. They'll be playing interior sites (the bane of your existence), so it's not gonna be easy to fight them on their turf. Drain at all your locations, throw your ships down at Bespin, kick some Outrider boo-tay! As long as you have control of their system, their biggest asset (ie Celebration) is toast.
TIGIH - once again, haven't played it yet. I'll have to try it out sometime.
LU/L(V) - Odd as this may sound, this's a match in your favor. LU/L(V) pulls a TON of cards from their deck early on, leaving it ripe for a Mosep-run. Battle them in space, maybe try the HST Tallon-rolling thing on some of their speeders (I wouldn't recommend it, though...). Their life force will get depleted very quickly, as long as you persist in annoying them.
Hope you enjoyed! If you'd like to see some specific matchups or anything like that, LMK in the forums section and I'll add 'em in for you. >:)
David Kangas Shadow 31 SWCCGPC Staff Writer Certifiable Lunatic
See also[edit]
Sources[edit]
- RallOps Speeders - Classic Environment (Wayback, 20051102154456)
- GPN Star Wars Decks page 38 (Wayback, 20050430203312)