Shewski AT-AT A-Go-Go (MISC)
Shewski AT-AT A-Go-Go (MISC) is a Dark constructed list published on Game Players Network.
Deck info
- Player: Shewski
- Published: 16 December 2002 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS2
- Side: Dark
- Starting Card: Hoth: Ice Plains (5th Marker)
- Strategy: Hoth: Ice Plains (5th Marker)
- GEMP Importable deck: Download (omits Admiral Motti (V) (Virtual Set 2: Our Most Desperate Hour), Commander Praji (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)
Introduction
This deck aims to quickly win the Battle of Hoth via a combination of drains and direct damage, featuring AT-ATs and some of the Empire's finest officers.
The published list has 61 cards.
Decklist
Strategy
Here is the game plan:
The key to this game is getting out marker locations. With You May Start Your Landing, your opponent loses 1 Force for every marker site you occupy with an AT-AT. It provides the easiest method of force loss.
Defensively, you don't have anything in the way of regeneration, so the goal is to hurt them before they can hurt you. The Decree is absurdly easy to pull off, and coupled with Come Here You Big Coward def. shield, you should be able slow the LS down significantly.
Draw your hand- hopefully you will NOT pull Defensive Perimeter and Walker Garrison, so before the game starts you can grab them from your Reserve deck with You May Start..., in addition to any sites you may have drawn initially.
1. Getting out Combat Vehicles
You should be able to get at least one with your draw, but the Adm. Order Battle Deployment lets you deploy one per turn. Also, Prepare for Surface Attack lets you deploy a Starship or an At-AT at -2.
2. Getting out pilots
Commander Praji (V) can get an Imp pilot of ability <3. Piett can pull him if necesary. Imperial COmmand can pull admirals and generals.
3. More direct damage
Switch the Adm. Order with We're In Attack Position as soon as you have your AT-ATs out. It gives the 3 Imp. Star Destroyers immunity, and lets pilots deploy for less on them. MORESO, it allows you to ding the opponent for 1 Force for every battleground you occupy with a General or Commander. Once you have control of Hoth, you Occupy the Rebel Base and ding the opponent for another Force per battle groound you occupy, period.
4. Making Battlegrounds
Not enough battlegrounds, you say? That's why the two Presence of the Force can be used to create an additional two battle grounds, in case you don't have the Echo sites out.
5. Good Ol' Force Draining
You can cause enough pain with Walker Garrison, Expand the gametext of the Def. Perimeter, and use the Presences mentioned above to hurry the pain. The best part is that Prepare For A Surface... prevents your opponent from canceling your Force Drains on Hoth.
6. Might of the Empire
Ok, you've got the ever useful Trample to squash pesky spies or weak characters, Guns to blow up the main generator or people, Commander Nemet and Lt. Arnet to cancel reacts and squish Arconas, and Captain Godhert to cancel that Landing Claw.
Changes- Once I get Cmdr Igar and Tempest 1 they are subbing in where noted.
Thanks for looking and let me know what you think!
EDIT- Many good suggestions, Roofoo, some of them are not in there simply b/c I do not own the cards. I like especially like adding Merrejk. If I did own WMAOP I would be less site heavy, and I am going to stick with the epic event b/c I would love to be able to ding the LS for 8 when I blow away the generators, hopefully taking out a pesky card like EBO. Thanks!
Well, I just got a box of Coruscant, so I can add a handy site puller and drop some sites. I did not know about that Adm's Order restriction- I have never gotten rules for the DS2 expansion. Hopefully I can remedy that in a future edit. THanks!
See also
Sources
- AT-AT A-Go-Go (MISC) (Wayback, 20051102154456)
- GPN Star Wars Decks page 44 (Wayback, 20050430203312)