Megatron Sand In Your Armor
Megatron Sand In Your Armor is a Dark constructed list published on Game Players Network.
Deck info
- Player: Megatron
- Published: 25 February 2004 (Game Players Network)
- GPN category: Theme/Fun
- Format: Premiere - Original VS3
- Side: Dark
- Starting Card: Tatooine: Mos Eisley
- Starting Interrupt: Prepared Defenses
- Starting Effect: Fear Is My Ally
- Strategy: Tatooine: Mos Eisley
- GEMP Importable deck: Download (omits Trooper Davin Felth (V) (Virtual Set 3), Stormtrooper (V) (Virtual Set 2), Assault Rifle (V) (Virtual Set 1): not in GEMP)
Introduction
Stormtroopers on the beach ... hmm sounds like a vacation!
[]Modified after 2 commnets[]
Decklist
|
Character
Weapon Starship
|
Location
Effect
Interrupt
|
Defensive Shields
These cards were posted as Defensive Shields outside the deck.
- 1x Come Here You Big Coward
- 1x There Is No Try
- 1x Resistance
- 1x You Cannot Hide Forever
- 1x Reactor Terminal (V)
The five cards listed under Fear Is My Ally in the starting section (Come Here You Big Coward, There Is No Try, Resistance, You Cannot Hide Forever, Reactor Terminal(V)) are its Defensive Shields; the starting header counts 6 (Prepared Defenses with its three Effects, Mos Eisley, Fear Is My Ally), so they are outside the 60.
Notes
- No objective: starts Tatooine: Mos Eisley, Prepared Defenses (pulling An Entire Legion Of My Best Troops, Crossfire, Inconsequential Losses as Effects) and Fear Is My Ally.
- Tatooine: Lars' Moisture Farm x2 is a unique site; dested as posted.
- Original-era (V) cards: Stormtrooper (V) (Virtual Set 2), Assault Rifle (V) (Virtual Set 1), Trooper Davin Felth (V) and Reactor Terminal (V) (Virtual Set 3).
Strategy
This deck went through several planets and Tatooine happend to be one of the best.
The deck is drain and beat down. Mos Eisley doen't give much or draining but you need that 3 force off the begining. Your first turn should consist of nothing but activation and throughing own 3 toopers and weapons on them. The next turn is usually split between clearing out my hand if I have locations or drawing for locations. NEVER forget to force drain!!!
I'll talk about battle groups later, what I consider a battle group is a set of at least 4 troopers with two weapons. Ususally made up of an elite, a squad leader, and two stormtroopers, with the elite and one of the stormtroopers with the assault rifles.
The times will be few where you ever need to pay for Sargent Wallen, he should go down during a battle ... keep him in hand.
Try to keep a Trooper Assault in hand at all times! They come in too handy on those attack you didn't see coming. If you keep one back you can play it in a counter-attack, or next turn.
I have gone all out before though. I had one of those typical battle groups, IAT on table, and the opponent started a battle with luke and obi. I droped two Trooper Assaults, a Blast Points, and had the elite and the trooper fire the riles (1 Force). I'm going to add that up for effect and show you how jedi can be shot by men in white.
Power=Printed power and elite bonus +TA bonus +Crossfire bonus +ATI battle destiny bonus +two battle destiny
Power=6+16+5+2+8=37, 10 attrition. (Blast Points(5) and Stormtrooper(1+2) drawn for destiny) (for a typical battle subtract one TA=8 leaving 29 power)
Weapons fired -
first one at Luke from trooper- drawn Blasted Droid(3) + 1 from IAT + 1 from rifle = 5 (good but not good enough)
second one at Obi from elite- drawn Abyssin Ornament(5) +1 from IAT + 1 from rifle = 7 (Obi one imediately DIES!!!!!!!)
And that is from 4 troopers.
Blast points and Crossfire work so well together, have two of your troopers shoot, drop a blast points draw two destiny, add 5 power, and hopefully kill one if not both targets.
The Tyrant and Thunderflare are in the deck to fly around the planet and look helpful. They're crowd control so that if you playing another low-count space deck they don't come your way when you put out the occupation. If your playing against a space power deck, don't play them. You have no way to power them up and you will get destroyed, loseing a lot of force.
Which brings me to the Tatooine Occupation. This is truely iceing on the drain cake. It's more force loss for a turn or two before they get fed up with you, or longer if your ships can hold them off.
Make sure that when you get low on force you use the Abyssin Ornament and retrive force equal to the number of Stormtroopers in play. You should get about 8-10 Force.
For an indepth look at the shields check the strategy page.
Play CHYBC and There is no Try first turn those two are staples. The If you play a pod racer, pull the reactor terminal. Resistance is there to stop you from getting hit with little stuff that you can't do anything about. You Cannont Hide Forever is in there because I had a friend that played an insert deck, so instead of loosing oly 2 force from Resistance I just canceld them.
The biggest things in this deck to worry about is draining and moving the troopers around, keeping the battle groups at enough people that you can draw your battle destiny. Once you have your groups (or can drop a group with a couple of weapons at an unsuspecting location) start battling where ever you can find your enemy.
See also
Sources
- Sand In Your Armor (Wayback, 20051102154456)
- GPN Star Wars Decks page 9 (Wayback, 20050430203312)