Rogue 4 Maximum Velocity · Attack Run at lightspeed (CLASSIC)

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rogue 4 Maximum Velocity · Attack Run at lightspeed (CLASSIC) is a Light constructed list published on Game Players Network.

Deck info

  • Player: rogue 4
  • Published: 20 March 2004 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS6
  • Side: Light
  • Starting Card: Massassi Base Operations
  • Starting Interrupt: Heading For The Medical Frigate
  • Starting Effect: Ineffective Maneuver (V)
  • Strategy: Massassi Base Operations
  • GEMP Importable deck: Download (omits Luke Skywalker (V) (Virtual Set 1), Lobot (V) (Virtual Set 6), Wokling (V) (Virtual Set 3), Cell 2187 (V) (Virtual Set 3), Ineffective Maneuver (V) (Virtual Set 5), Computer Interface (V) (Virtual Set 6), Advanced Preparation (V) (Virtual Set 3), Weapons Display (V) (Virtual Set 6): not in GEMP)

Introduction

“Luke at that speed, will we be able to pull out in time?!�E

NOTE: This deck is a first turn Attack Run

Thanks to all those who contributed over on the PC's forum. (Special thx to Rickynumber24, Nitsuj, and DDM for thier ideas)

Decklist

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Epic Event

Defensive Shield

Defensive Shields

These cards were posted as Defensive Shields outside the deck.

'-Battle Plan' is listed under the starting effect Ineffective Maneuver (V) and is dested as the Reflections III shield outside the 60; with it outside, the deck totals 60.

Notes

  • Header counts do not match the list (Characters header 16, list 13; the five '-' lines under the starting cards are not counted). Dested as posted: 60 cards plus the Battle Plan shield.
  • Original-era (V): Luke Skywalker (V) (Virtual Set 1); Wokling (V), Cell 2187 (V), Advanced Preparation (V) (Virtual Set 3); Ineffective Maneuver (V) (Virtual Set 5); Weapons Display (V), Computer Interface (V), Lobot (V) (Virtual Set 6).
  • Posted Cell 2178 (V) dested Cell 2187 (V); Cloud City: Docking Bay dested Cloud City: Platform 327 (Docking Bay); D* Trench dested Death Star: Trench; Decent into the Dark (unmarked) dested the printed Descent Into The Dark.
  • Unmarked Nar Shadda Wind Chimes and Tunnel Vision dested as the single cards (the author names the combos only as alternatives).
  • Published title has a Shift-JIS middle dot (bytes 81 45) between 'Velocity' and 'Attack'; shown as '·'.

Strategy

[Edit]:

        • NEW*****

Check out the Accompanying Statistics article!!!

        • NEW*****

Sithborg - Yes, i know that afterwards there will be trouble; that's why i mentioned that this deck has NO endgame. Down with the emperor is killer if you can get it out. In classic, both dark jedi's are imperials (and deploy +8). A vader which deploys for 14 force isn't going to be coming down for a couple of turns (while they have to save up force to deploy him). And i've never seen any Dark deck deploy the Y4 docking bay on thier first turn...ever.

Darth Love - yes i've done it several times...it's relatively easy as long as you can get the computer interface chain going. There've been about 3 times i've failed out of about 16 attempts.

I'm gonna work on the "holding it's own" some more now...if that happens, i'm gonna start taking it to tournies...hehe.

Ricky - I like the idea of Red 5 (V), i didn't realize i'd have that much flexibility, and i wouldnt' even be losing a card slot, and it would add a bit more "holding power" to the deck--thx!

okay, i'm gonna go get started on a D* deck now ;)

[End Edit]

Pre-game:

Please remember this is a CLASSIC format deck. Otherwise there would be more defensive shields (Including DDTA to pull Decent—of which there would only be one in that case�E, etc. This deck is yet untested in tournament play. This deck is not designed to “win,�Erather it is designed to complete an Attack Run during the LS player’s first turn—that is it’s ENTIRE purpose; as such there is no endgame in this deck (and hence no Lando for use with Lobot (V)). Also please see my (FUTURE) accompanying article on statistical analysis for reference to all statements regarding probability.

“Advanced preparation�E

Draw your hand. You should have a Lobot (V) or Tunnel Vision in hand (90.6% chance of getting one; 45.6 % chance of getting both).

Activate 5. If you didn’t get a lobot in opening hand, use your TV to search your force pile for a lobot (66% chance he’s there). If you fail to get lobot you either (a) suck at shuffling, or (b) you should not play the lottery—ever. There is a 3.2% chance of failure to get a lobot via this technique. If you didn’t get a lobot, you lose�Eorry.

Use MBO’s text to pull a Yavin site (either one). Use Insurrection to pull Cloud City: DB. If you’ve activated any of these it doesn’t matter. Only use a TV to pull the Docking Bay—not the Yavin sites. Put lobot at the CC:DB (free). Use any computer interfaces you have. If you don’t have a computer interface use a TV to look in your force pile. If you don’t get a CI (V)�Egain you lose (and you suck at shuffling—there’s a greater % chance to get a CI than lobot, as you’re running 12x CIs and only 8x lobot—so I’m not going to bother with the % here). Use 3 force to pull DWTE. Keep using CIs (and NOT TV’s) until you run out. At this point you should have most of what you need (Luke, Red 5, Advance prep, Fly casual) or some TV’s in hand. Proceed to next part.

“Analyze the information in this R2 unit�E

Your hand should be roughly 12-25 cards or so—and you should have decent in hand or be ready to find one. Deploy a Droid merchant to Y4:DB. Use Cell 2178 (V) to deploy R2 from reserve (Free); activate 1 force. Play spaceport speeders. You should draw destiny somewhere between 4-8. If you’re not satisfied, deploy an R2 from hand and play another spaceport speeders. Use TV’s at this point to pull CI’s. If you see something “vital�Eto the attack run in your force pile no problem—use the force until it’s in your used pile. Proceed to next part.

“Accelerate to attack speed�E

Cards to deploy if you have them: Great Shot kid, Menace fades, DWTE, The other Y4 site. Deploy DM’s to other Y4 sites. Flip MBO once you have 3 DM’s down. Once you have so few cards in your reserve deck that you can’t play CI or Spaceport Speeders anymore, use Decent to recycle and begin anew (this will happen every game). Hopefully you were smart and got a Decent with a TV if you didn’t get one with a CI. This sounds complicated so far, but you should have be using CI’s like crazy by this point—you should have like 60% of your deck in your hand. Proceed to next part.

“Hits away!�E

Deploy D* from hand or reserve now. Use Fly casual and advance prep. Remember to lose those extra copies of cards to get out your defensive shields. DWTE should be out. You should have either been (a) tracking or (b) left a CI in your hand to make sure you succeed with an Attack Run. Most of the low destinies (1’s, 2’s) should be in your hand. Most of your deck should consist of CI’s, Lobots, and R2s. Now blow it up.

Enter the “surprise�Efactor: Your opponent will be blown away�Eiterally and figuratively. Watch their facial expression as you proceed to make them lose 14 force on your very first turn.

Post-game:

Computer Interface (V) is an incredibly perfect card to abuse like crazy. In classic there is no grabber (at least from their D-shields). DWTE brutalizes decks like walkers or SYCFA. If you’re opponent is playing aliens, well, the 14 force is still crazy too. CI is the ultimate tracking card. You’ll be surprised how many CI’s will pull 1 or more CI’s from reserve—creating a practically infinite loop. After your first turn, you should be able to “cycle�Ethrough your deck VERY easily and stack all your high destinies on your reserve—there are several 6’s. Your battle destinies for the remainder of the game should be consistently 6.

If you don’t believe any of my claims, build this deck and play it by yourself. You don’t need and opponent to test the first turn.

Advantages:

Average destiny after second turn is 6

(A dummy could track a 6 in this deck)

Massive number of Controls means you win SAC wars

Decent retrieval (Great Shot kid, Nar shadda [track a 1 or 2], luke (V), advance prep)

Never loosing vital cards to drains, etc. (the extra 7x lobots or 4x R2-D2s are easy drain fodder)

Reducing drain bonuses/satisfying battle plan after turn 1

Weapons display (V) in effect after turn 1

+8 deploy of all imperials/imp starships

Imps and imp starships loose immunity (i.e. executor dies quickly)

[and finally] The ability to cause a 14 card force loss on the first turn—they have NO choice but to lose cards blind off the top of their reserve. With a little luck they will lose a card which is “vital�Eto their deck.

Disadvantages:

It sucks to not have a plan for the game beyond your 1st turn.

It sucks if they play aliens.

It sucks if they play BHBM and get the emperor out their first turn.

It sucks if they manage to play any dark jedi their first turn.

It sucks if you can’t pull lobot or CI.

It sucks if they battle you on the ground (see 51st cards).

It sucks if luke dies.

It sucks if they successfully get a set for stun off.

It sucks to try and find 12 or more copies of Computer interface.

51st cards:

All wings combo

Houjix combo (Save beats on DM’s and let Luke kick more booty)

More ships (liberty, bright hope, etc.)

Kessel or Coruscant (it’d be nice to drain somewhere else too)

Any Lando/Serrupticious glance (V) (or cards that could actually survive a battle on ground)

Neb Dulo (to help out the above line)

See also

Sources


References