Icebreath You've Got To Hide Your Base Away

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icebreath You've Got To Hide Your Base Away is a Light constructed list published on Game Players Network.

Deck info

  • Player: icebreath
  • Published: 20 December 2003 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS3
  • Side: Light
  • Starting Card: Hidden Base
  • Strategy: Hidden Base
  • GEMP Importable deck: Download (omits Luke Skywalker (V) (Virtual Set 1: Legacy), Chewbacca (V) (Virtual Set 3), Advance Preparation (V) (Virtual Set 3): not in GEMP)

Introduction

Hidden Base, Beatles style.

The published list has 59 cards.

Decklist

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Strategy

Deck names that I think of while listening to the "Help!" CD... >;)

The alternate HB marker is only valid until the PC erratas Rebel Planners. There's two reasons I'm using Rendezvous Point, though... 1st, I don't want to piss people off by having a *broken* Hidden Base deck... I'm giving them a probe-able system. 2nd, the TD for the tourney I'm going to later today has already ruled that a swapped HB marker has to be a system that's on table, otherwise HB is placed OOP... this ruling comes after ECF and I brought some *broken* HB decks to his LAST tourney and caused a bit of a scene. Wasn't pretty.

Anyhoo, once the errata goes through, I'll just swap it out for something valid.

On with the deck! You can get a turn-three flip out of this thing, barring systems getting activated (there's one in EVERY deck!), and you should be able to get a good spread-and-drain going quickly. The Kessel Run mechanic is an old one for me, but I might as well explain it again... use Melas as the pilot aboard the Skate, adding his ability of 4 to X on Kessel Run. Do your runs from Rendezvous Point, and this gives you a retrieval of 9 each time. Woohoo.

You should be setting up a few starships at the Rendezvous Point as you start pulling systems out, and drawing up at the end of each turn to freshen up your hand. Once you flip, start moving your starships out for the spread-and-drain as well as the drain cancelling/reducing from your objective's flipside. For ground beats, you've got EPP Quiggy, General Solo and Chewbacca, and Corran Horn... not the best beatdown crew in the world, but nothing to scoff at, either. Since you can pull Solo with Strike Planning, it's a good idea to get that destiny 1 out of your deck pretty quickly. Once Chewie hits your hand, you can drop them both, use Chewie to pull Life debt, battle, draw three destinies, and cancel your opponent's destiny. With a bit of tracking, you've got a potentially game-breaking beat right there. Corran is, as always, your generic beatdown spy. Quiggy is self-explanatory.

For space, you've got 10 different ships available. Home One with pilots can easily hold a system by itself, as can Liberty/Bright Hope (V), Wedge/Hobbie, Farmboy, General Cal/Nien Nunb, and Colonel Salm/Kin Kian. Han, Chewie, and Corran can be added aboard any of the capitals in case you meet heavy resistance.

Anyhoo, I'm babbling again. A lot of the deck is purely reactionary or defensive... can you blame me? >;)

Enjoy!

David Kangas

Shadow 31

Ophidian Agent

Vancouver, WA

See also

Sources


References