LordHoban Battle of Hoth II, or Hoth Occupation
LordHoban Battle of Hoth II, or Hoth Occupation is a Dark constructed list published on Game Players Network.
Deck info
- Player: LordHoban
- Published: 9 February 2003 (Game Players Network)
- GPN category: Theme/Fun
- Format: Premiere - Theed Palace
- Side: Dark
- Starting Card: Imperial Occupation
- Strategy: Imperial Occupation
- GEMP Importable deck: Download
Introduction
A pretty faithful Dark Invasion deck for the Battle of Hoth.
Decklist
Strategy
Note; this deck as it is will not work in Classic because it relies heavily on Blizzard 4. With some slight modifications, you might be able to still get it going pretty well, but you'll need to replace some cards (Fear is my Ally, Stormtrooper Garrison, Blizz 4, and you won't be able to depend on Vader unless you replace the above cards WITH Vader, which might work, though he won't be free)
Probably considered a 'different' direction than you would expect as it doesn't take full advantage of the flipside of the objective, though can still pull marker site and adds the pluses when battling at the Hoth system The purpose here is to off balance the opponent in what they expect of you.
The strategy is mainly focused on the LS Hoth Objective, but very little changes until the MPG blows.
First turn, pull Blizz 1, the Cannon, or Target the Generators into hand (any one of them at this point will do). Then draw all but 2. Next turn, if they're playing the Hoth obj, take out a shield to stop any drains (such as Come Here you big coward or Battle Plan). Pull another of the cards into hand, draw all but 4 (from force pile).
Subnote; if you have to, use Uncertain is the Future (but deploy the Blizz 2 first and use before you search your deck for something) to get through your deck quicker, but don't waste them all as you'll need those senses.
Hopefully, at this stage, you have the necessary cards. (if not, wait 1 more turn) Pull Blizz 4, make sure Lord Vader is in your deck. Deploy Blizz 4 with Vader and Blizz 1 with AT-AT Cannon (deploy Come With Me and Ozzel if possible for backup Blizz 1 pilot). Vader hops off and jumps aboard Blizz 1. Make sure you have a Crash Landing in hand, or Debris Zone (which you use to pull CL).
Move your Blizz 1 over (and if you still have enough force left over to pay maintenance cost, then move Blizz 4 with it, or you could leave it behind to 'control' the ice plains and add 1 to your total).
Next turn, take Death Squad (or Target the Main, but you want to get Death Squad in hand before then so you'll be ready for Hoth system fighting) into hand and blow up the MPG. If you left behind the Blizz 4, all you need is a 2 to succeed, otherwise a 3 is all that's needed (over a 50% chance of getting a 3+). If you draw an Imperial, take to hand and redraw.
Once successful, depending on what kind of deck opponent has will depend on how you wage this war. If you truly fear reacting, replace Searg Narthrax with Lt. Arnet. You probably won't have to worry about beat down since opponent's primary characters will already be deployed, so long as you don't initiate battle or force drains until you are ready to fight back and you keep moving, you'll be alright.
When you get Too Cold For Speeders/Sunsdown combo in hand (don't be afraid to use this card, even if you have to abandon your walkers. Blizz 4 still adds 1 BD and has 4 ability, or you can choose to lose it to get it out of the way), get ready to do some serious damage. Lure opponent to a site (and jump off Blizz 1), drop the combo, use the Sense/Alter to make sure Houjix or Alter doesn't get through. Crash his biggest unit (or the one with the weapon, you may have to leave your secondary pilot aboard for this), deploy characters such as Veers (adds 1 to power of your imperials at same hoth site, is also power + 1 with Ozzel), Kir Kanos (2 deploy for 5 power -6 with Veers), and any other Imperials you can load up. Then Dark Jedi Presence if you got it, and finish it.
Use Mara with Saber and a friend to clear the warroom, then plop down Stormtrooper Garrison and Emperor Palpatine. 3 Battle destines, with a force drain of 4 (you should probably move Mara away to FD elsewhere unless you 'fear' that opponent can rally a serious beatdown for you). Also, deploy the Defensive Perimeter from Reserve with flipped objective for force draining and added force.
Then focus on Hoth planet, get your star destroyers out and Death Squadron there.
Side Notes; There are a lot of defensive interrupts in this deck. Use them to the fullest effect, and get them recycled as fast as possible without sacrificing defense. Use 'A Dark Time' to get your Wampa Cave deployed (or Dagobah Cave, if the former is already deployed or Yoda is not on Dagobah). Use Piett to get cards out of your hand and give you some extra force to work with.
Imperial Domination -never forget this. It is your life, bread, and butter. Whenever you initiate battle, you retrieve an Imperial. Also, whenever you WIN a battle, you retrieve an Imperial. That's a possible retrieval of 2 per battle intiated (you may have to deploy a couple Imps at different locations to make it work to occupy enough locations). If you want to add to that, put in First Strike, but I had a hard time fitting that in. Don't forget, once per turn, when you draw ANY destiny, if it is an Imperial, you may instead take it to hand and redraw.
If 2-1B is lurking about (or any droid you may want to obtain, even weapons or devices, the higher the destiny the better), deploy a trooper right next door (either Garrison, Narthrax, or Bursk), use Send a Detachment Crew down to target trooper and droid. Move trooper over (probably best to have backup with it), steal droid (or target), move utinni effect to Trooper (who becomes power + 2). If 2-1B, you'll only retrieve 1 force, but now YOUR characters may go to their used pile once per turn. Nifty, unh?
Use Ice Storm where necessary.
Come With Me, half the characters in the deck are pilots, so deploy these on either Vader, Ozzel, or Thrawn to get the pilots out for forfeit, bait, and beat down, either in space or on ground). Towards the end, when you're about to finish it, recycle your 2 Come with Mes (if you got both out) into Used pile, take a pilot into hand for each and recycle them to used with Reacter Terminal (or do it early for pilots that are no longer serving a purpose and/or opponent is getting close to draw out or you need some more reserve). Then finish it.
Disarmed, save this for those pesky permanent weapon characters that tend to pop up, even in the new Hoth Objective.
Now, I could have gone many routes with this deck, including adding 5 Vaders (1 premier, 1 DLOTS, 1 Lord Vader, 1 Vader with Saber, or just about any mix thereof), but I chose a different route than a typical mains deck, with more defensive measures to keep certain characters on the table, but if they leave, there's always Imperial Domination. Your biggest problems come with Out of Commission. As soon as that hits, Allegations that bastard (you should probably deploy that from starting effect early and keep 1 force saved and ready at all times).
If they have SAC defense, just put Oppressive Enforcement so your cards will end up used and not lost (in case your sense/alters don't stop your opponent's). If you have to, Allegations the Senses, but that hits you as well, though it is the end all be all of that situation.
See also
Sources
- Battle of Hoth II, or Hoth Occupation (Wayback, 20051102154456)
- GPN Star Wars Decks page 37 (Wayback, 20050430203312)