LordHoban Jabba's Hit Squad
LordHoban Jabba's Hit Squad is a Dark constructed list published on Game Players Network.
Deck info
- Player: LordHoban
- Published: 5 February 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS3
- Side: Dark
- Starting Card: Court Of The Vile Gangster
- Strategy: Court Of The Vile Gangster
- GEMP Importable deck: Download (omits Greedo (V) (Virtual Set 3), Kitik Keed'kak (V) (Virtual Set 2: Our Most Desperate Hour), Oo-ta Goo-ta, Solo? (V) (Virtual Set 3): not in GEMP)
Introduction
An all alien beat down squad, aiming to take you out.
The published list has 61 cards.
Decklist
|
Objective Character
Weapon |
Starship Vehicle Location
Effect
Interrupt |
Strategy
=====Changes to the deck; traded out the Ton Sisters for Rodian, took There is no try combo out (and put in the shield), added Reactor Terminal shield, added Exec: Docking Bay. --Some great suggestions overall. I'm trying to fit in Rendili, but can't see what I should take out. Ack!
--Just traded out Bossk for Aurra Sing.
--Removed Aurra Sing and put in Rendili
--Traded out Hutt Influence for another Scum and Villiany
=
Now, depending on what your opponent has for an Objective, you may want to swap out Mob. Points for Krayt Bones (in case of new Hoth Objective), All Wrapped Up, or There is no try, but you should stick with Mob. Points if possible.
First turn, deploy DBs from hand and 1 from reserve. If new Hoth objective out, get your wampa ready to do battle. If not, when Krayt Bones hit the table, you'll use that to pull the sarlacc and/or Bubo.
The game is in the effects and the nature of the characters in the deck. You'll probably be most vulnerable against Hidden Base, so use your ships wisely.
Eight out of your 24 characters are pullable, deploy the Sail Barge and its interior location from the deck. (you'll probably have to take the 1 force damage from the Obj the first turn, but 2nd turn you should have your characters ready for deployment). Also, get out Hutt Influence with Power of the Hutt so opponent can't cancel your force drains at tatooine battleground sites and pull Rendili with Mobilization Points if opponent doesn't start with a space based objective (in any case, take it to hand to get that 0 out of your deck, deploy if you feel it's safe, a good 2/1 location with -1 drain for opponent).
Second turn you should be generating 8+ force (10+ with Rendili), and start setting up your drain (or assault squad). Don't forget to pull out another docking bay. Your primary goal is battle, and going after your opponent (retrieving force from Scum and Villiany and First Strike).
Don't forget your combo beat downs, and there are many to be found in this deck.
Suggestions are welcome.
Sample combo; Scum and Villiany deployed, Jabba plops down for 2 force, Lyn Me for free, Bib from reserve deck (for Power of Hutt) and plops down for free, Boba Fett plops down for free because of Lyn Me, and finally, to sweeten the deal, Snoova decides to drop in for 2 force (he also gets his vibro-axe from reserve for free). Total 4 force spent, 5 cards, 7 with Axe (and including scum and villiany).
2 (Jabba) + 1 (Lyn) + 6 (Bib with Jabba) + 8 (Fett) + 7 (Snoova with Axe) = 24 power, 3 battle destinies, with an exclude/capture 1 character present, and opponent being power -1 (for Lyn, unless she can't count herself... -2 for Luke or Han present, 4 if both).
See also
Sources
- Jabba's Hit Squad (Wayback, 20051102154456)
- GPN Star Wars Decks page 38 (Wayback, 20050430203312)