Karrde Jerjerrod's Folly

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karrde Jerjerrod's Folly is a Dark constructed list published on Game Players Network.

Deck info

  • Player: karrde
  • Published: 23 June 2003 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS3
  • Side: Dark
  • Starting Card: Death Star II: Docking Bay
  • Strategy: Death Star II: Docking Bay
  • GEMP Importable deck: Download (omits Tarkin (V) (Virtual Set 3), Imperial Reinforcements (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)

Introduction

TTO featuring Saber and Onyx squadrons. powerful space and ground w/direct damage.

The published list has 61 cards.

Decklist

Character

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Epic Event

Strategy

At the latest, assuming u don’t get any ds2 sectors in hand, u should be able to set up TTO by the 3rd turn. Heres how:

1st turn: pull IAO (with desparate counter) which then pulls ds2 docking bay. Deploy jerjerrod there, pull 1st sector and deploy it.

2nd turn: pull combat response and deploy, pull the 2nd sector and deploy.

3rd turn: pull/deploy 3rd sector, pull/deploy TTO

rest of game: get mianda in his ship at the star w/ the 7.2 cannons. This pretty well stops any attempt to blow it up. Being able to make 2 moves and shoot during the move phase he can avoid battle while still shooting down starfighters in the sectors. The onyx defenders do a really good job protecting the actual star. (really fun: superlaser + flawless markmanship + relentless pursuit= 4 + 3destiny =blow away home one/any capital ship and make it instantly lost; and remember it can target at the symstem the death star is orbiting too) occupy bespin with saber squadron, and the cc sites w/ the powerfull ground forces. W/ the 3 battleground sites plus we shall double our efforts your opponent is losing 6 force per turn from TTO alone. You don’t even need to control the battlegrounds! Add in any force drains and your opponent is hurting.

Selections: SPACE: as afore mentioned, mianda is killer at the sectors (especially w/ we shall double our efforts= opponent's starfighters are maneuver –5 and my shot is +2). I chose onyx and saber squadrons over scythe ties b/c space is pretty popular in my area. they do a much better job surviving against serious space forces (b/c immunity and game texts). All power to weapons makes each tie ridiculously powerfull and immune to attrition; I cant shake him (adds destiny or grabs guns), relentless pursuit(reduces opponent’s power or makes his ship lost) and flawless markmanship(ensures hits) do a lot of damage with the guns.

GROUND: pretty obvious, everyone’s pretty powerful. I chose bespin b/c I figured it would be a system fairly easy to occupy. Hoth would be insane w/L(V) so popular. Plus tarkin (V) is awesome at the mobile sites. Most QMC often concentrate on avoidance, but I still kept plenty of people to protect against hit and runs.

this is much better than my first TTO try, but i would much appreciate any comments to make it better

responses: swcironecg, i know bespin is kinda slow, but if i do the mob. points combo i cant get combat response out. if i were using scythe ties thats what id probably do. endor ops would end up taking up to much space. also the sites would be free drains for my opponent as TTO doesnt work there. my people would be on another planet for TTO

See also

Sources


References