Michael Mendoza Hunt Down Fake Down (a k a FlOps)

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Michael Mendoza Hunt Down Fake Down (a k a FlOps) is the Dark constructed list Michael Mendoza posted on DeckTech.[1]

Deck info

Decklist

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Original post

Hunt Down Fake Down (a k a FlOps)

  • Author: Michael "Longshot" Mendoza
  • Published: March 14, 2001
  • Rating: 4.5
  • Description: This deck uses a Hunt Down start to quicklysetup Flagship Operations (FlOps) and beat downyour opponent in space. It also has big drainpotential.

Strategy

This is the deck I used at Enduro. I used it for all

8 dark side games. See my TRs from Enduro if you'd

like to see how it fared. Since people requested a

decklist I just decided to post it. It went 5-3.

There is a lot to gain by playing this deck. It can

really fake out your opponent into thinking you are

playing Hunt Down. Of course, sooner or

later your opponent will figure you aren't playing

a lot of ground power and will get wise. But those

few extra turns where he didn't spread out and drain

you can be big. So here's the strategy

Deploy someone 1st turn to the Exec DB (either

someone you had or someone you pull w/Imp Command).

Hopefully you get Piett, then pull Gherent. Use

Gherent to pull your other 2 Exec sites. Use Mob Pts

to pull Wakeelmui. If you drew it, then pull Rendili.

If they don't cancel Visage, get SFS setup fast.

Twi'lek for SFS before FlOps, and retrieve some lost

force. If they get out HoTJ, Twi'lek for No Escape

1st, then SFS.

Believe it or not, Visage really helps this deck. It

destroys fragile decks like EBO (they don't want to

lose an Echo site off the top), and can make other

decks lose important cards (like starships).

Realistically, Visage gets cancelled rather quickly

though. Spies or OOC/TT kills it, then you just

retrieve it and keep that 7 floating in your deck.

FlOps can go on any Star Destroyer. Ideally you want

it on Executor to make it immune to attrition, but you

won't always draw the Executor. Whatever ship you put

it on, be sure you escort that ship w/TIEs so it isn't

lost. Typically, FlOps is out between the 2nd and 6th

turns, depending on whether you had to Twi'lek for

stuff like SFS & No Escape.

FlOps really does nothing unless the opponent battles

you, so go to them and bring the beats. Your TIEs have

big forfeit and good destiny, and deploy for -1. Abuse

FlOps. Its great when you are battling at a system and

can deploy your VSDs for 3 force each, and each TIE for

1 force. Its great when you draw one of the Emp squads

for destiny since they are destiny +6. But FlOps does

not add to drains, so if they don't battle you but

would rather drain you, you need to spread and use

Chiraneau and VSDs to win the drain race.

Obviously, use Merrejk to pull your systems. This deck

has no trouble at all with generation. I've even had

the Executor destroyed and I still had enough force to

work with. Plus, FlOps isn't cancelled if the Executor

is destroyed (unless it was deployed on Executor), so

if the opponent has overrun the Executor, try to destroy

the Executor somehow.

Obviously ground power is a weakness of this deck, and a

smart player will take advantage of the big drains on

the Executor. So play CHYBC to kill those and force them

to occupy some battlegrounds. Against I Hope She's

Alright I look for a place to move a few of my pilots,

but if not then I just eat the damage and drain wherever

I can. Notice I don't play the Exec Control Station

because you don't want the Light player to take control

of the Executor and move it around. On to the matchups.

v WYS

You should have no problem taking over Tatooine. Visage

usually gets cancelled quickly since many WYS decks play

OOC/TT. Celebration shouldn't be a worry. Harvests will

be OOP due to Something Special PLanned. Use Tarkin's

Orders to cancel Surprise Assualt, or cancel a ground

drain while you control Tatooine. I used to have Battle

Deployment in here, but I took it out. But Battle

Deployment could be big against WYS if they get out

I Hope She's Alright and you need to occupy a BG site.

v TIGIH

Hopefully you can deploy CHYBC, Arica, U-3PO, or

Imperial Fleet to cancel Luke's drains. Setup FlOps and

get you drains going. Watch out for the spy beatdown on

Executor. Once Executor is out, move your guys to its

bridge. If they play space, wait until you can get a

good beatdown on them. Lat Damage and SFS Cannons can

do that for you.

v Profit

Start Arica, and just block what drains you can. Setup

your drains and with Arica and Imperial Fleet blocking

drains (and U-3PO), you should win the drain race. If

they come in space, blast 'em away in a big beating.

If its a good Profit deck, it'll be a tough matchup for

you, but you get to retrieve w/SRF and SFS too.

v HB flip

Auto-win. You'll generate so much force it won't even

be funny. Your stuff goes down so cheap and your TIEs

will recycle to your used pile. FlOps will save you

time and time again because you will draw high destiny

every draw and your forfeit will be HUGE.

v HB non-flip

Same matchup as TIGIH basically. They'll come to the

Executor, so play CHYBC to kill the drains. Hope they

come to space so you can get a good beatdown.

Otherwise, use your spies and Imp Fleet to cancel

drains and your big drains should win.

v AITC

Same as TIGIH and HB non-flip. Hopefully they'll play

Tatooine system so you can take it over and get a big

drain there. Tessek + Chandra-fans can actually out-

drain you under the right circumstances, so get those

space drains going. Against ground decks (HB non-

flip, TIGIH, AITC, etc), FlOps is secondary priority.

Setup your drains and SFS to start retrieving. Use

the spies and Imperial Fleet.

v MWYHL

Depends. Battle Plan will be a pain, but you activate

plenty so it won't be that bad. Eventually they'll

come to space (most likely), so kill 'em in a big

battle. Cancel Landing Claw with the Ghhhk combo.

v EBO

Both players will be deploying really cheaply, so

there'll be some good battling. But you retrieve

when you deploy, the EBO player won't be retrieving.

Plus your TIEs will go used, so you will outlast EBO.

Hyper Escape is hurt because you start Something

Special Planned. Plus you can cancel Hyper Escape

with Ghhhk combo and Tarkin's Orders.

So there it is, my FlOps deck. Review it, rate it, &

give me some comments. Thanks for looking at it.

Original card list

As posted on DeckTech
Locations (10) Exec Med Chamber (starting) Exec Holotheater (starting) Exec Docking Bay Exec Comm Station Exec Main Corridor Wakeelmui Rendili Kiffex Sullust Kashyyk Characters (7) Admiral Piett Commander Gherent Commander Merrejk Admiral Chiraneau U-3PO Arica Baron Soontir Fel Starships (17) Flagship Executor Dominator VSD x3 TIE Interceptor x9 Emp's Sword Emp's Shield Saber 1 Interrupts (13) All Power To Weapons x3 Short Range Fighters x2 Imperial Command x2 Twi'lek Advisor x3 Prepared Defenses (starting) Tarkin's Orders Ghhhk/Those Rebels Won't Escape Us Effects (10) No Escape Visage of the Emperor (starting) Flagship Operations Sienar Fleet Systems Dreaded Imperial Starfleet Come Here You Big Coward Imperial Arrest Order (starting) Mobilization Points (starting) Something Special Planned (starting) Lateral Damage Weapons (2) SFS Cannons x2 Objective Hunt Down and Destroy the Jedi


See also

Sources

References

  1. ↑ Hunt Down Fake Down (a k a FlOps), DeckTech (Michael "Longshot" Mendoza, 14 March 2001). Preservation copies: Stephen Skilton; GitHub Pages.