Peter Hall The Bikers of Ralltiir
Peter Hall The Bikers of Ralltiir is the Dark constructed list Peter Hall posted on DeckTech.[1]
Deck info
- Player: Peter Hall
- Published: 23 December 1999 (DeckTech)
- Published title: The Bikers of Ralltiir
- Format: Premiere - Endor
- Side: Dark
- Starting Card: Ralltiir Operations
- GEMP Importable deck: Download
- Strategy: Numbers and Bikers and TIEs (oh my)
Decklist
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Objective Character
Starship
Vehicle
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Location
Effect
Interrupt
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Original post
The Bikers of Ralltiir
- Author: Peter "martian" Hall
- Published: December 23, 1999
- Rating: 4.0
- Description: Numbers and Bikers and TIEs (oh my)
Strategy
I made a deck similar to this right after Endor was released. It was fun, but it had a few problems. The biggest two were react-hosing cards, and Don't Forget the Droids. I have attempted to fix those problems in this version of the deck. Here's how to beat specific deck types
vs. Mains of any sort - Start BFHI. Use Tactical support to find the right Bikers. Elsek is like a reacting Ghhhk. After you flip, try to control Raithal, and hit them with numbers. Pull a grabber for DFTD. There are three basic ways that they can stop your reacts - Frozen Assets/Beggar If you suspect hat your opponent is using this, drop a Comm Cheif with Elskek. - Sense Grab the Sense. Unless your opponent has a hand full of Senses, and a ton of force, somehing should be able to react. - Beezer/Lock Use You Rebel Scum to remove their texts. YRS is also useful to prevent Obi from moving Elsek away.
vs. Ops - Flip ASAP, then set up Decree and Numbers. Crossfire prevents a Speeder beatdown.
vs. HB - Start BFHI to prevent early EPP squads. Use TIES/DSAS with APTW (you can fetch it every turn, if it doesn't get snagged). Crossfire + TIE Defenders take care of S-Foils. Grab Organized Attack. Try to hold Ralltiir, and let the numbers do their thing.
Other notes -I used Desert/Jungle because they work well with the Speeder Bikes immunity to attrition. The Prefect's Office is for Burnsk, who is a destiny 3 trooper, that is also a leader. Along with IAO, this makes all the unique scouts forfieit +3 on Ralltiir. The DB is there in case I have to drop a TIE @ Ralltiir to flip.
-Carida is imortant, since it lets you recycle the Biker Scouts. Aratech Corp. is nice, but I don't think it's worth the card slto, since there are only 5 Bikes in the deck.
-The Hoth sites are primarily for activaton, but can be used for Decree, if you can't hold two systems.
Everything else is prety self-explanitory. If your opponent is playing Ultimatum (which few people do), try to insert quickly before it goes into effect. Any suggestions are welcome.
Original card list
Objective
Ralltiir Operations
Locations (11)
Carida
Desert
Hoth Ice Plains
Hoth Wampa Cave
Jungle
Kiffiex
Raithal x2
Ralltiir
Spaceport Docking Bay
Spaceport Prefect's Office
Carachters (13)
Biker Scout Trooper x3
Comm Chief x2 (tech)
Corporal Drelosyn
Corporal Misik
Sergeant Barich
Sergeant Elsek x2
Sergeant Irol
Sergeant Major Bursk
Vehicles (5)
Speedr Bike x5
Ships (8)
Bossk in Hound's Tooth
Death Star Assault Squadron
Dreadnaught-Class Heavy Cruiser x2
TIE Defender Mark I x3
Vader's Personal Shuttle
Effects (12)
3,720 To 1 x4
Bad Feeling Have I
Crossfire
Imperial Arrest Order
Imperial Decree
Oppressive Enforcement
Security Precautions
There'll Be Hell To Pay x2
Interrupts (10)
All Power To Weapons
High-speed Tactics
Monnok
Tactical Support x4
Twi'lek Advisor
You Rebel Scum x2
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See also
Sources
- The Bikers of Ralltiir, decktech.net
- The Bikers of Ralltiir, stephenskilton.com
- The Bikers of Ralltiir (GitHub Pages)
- The Bikers of Ralltiir (Wayback of decktech.net)
References
- ↑ The Bikers of Ralltiir, DeckTech (Peter "martian" Hall, 23 December 1999). Preservation copies: Stephen Skilton; GitHub Pages; Wayback Machine.