Shewski Dark Troopers (DEAL)
Shewski Dark Troopers (DEAL) is a Dark constructed list published on Game Players Network.
Deck info
- Player: Shewski
- Published: 20 January 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS3
- Side: Dark
- Starting Card: This Deal Is Getting Worse All The Time
- Strategy: This Deal Is Getting Worse All The Time
- GEMP Importable deck: Download (omits Tarkin (V) (Virtual Set 3), Assault Rifle (V) (Virtual Set 1: Legacy): not in GEMP)
Introduction
This deck aims to win by fulfilling TDIGWATT using troopers and nasty toys instead of high powered mains.
The published list has 61 cards.
Decklist
Notes
- The posted They Must Never Again Leave This City (a Dark Effect) had been linked to They Will Be Lost And Confused, the back of a Light Objective; the row now links the posted card.
Strategy
In the beginning of the game, use Mob Pts. to grab the Executor, and I'm Sorry to grab the other CC sites. Use your characters to set up shop on CC as soon as you can. This process is greatly aided by the old stalwart Lift Tube. If you can setup Dark Deal, all the better. If your opponent strikes back, you can use trooper related interrupts to make them pay. YCHF and Mob Pts can be ditched to pick up Pinned Down, S & D, or Inc. Losses, whichever you want the most.
All your sites can be pulled, Raithal is awesome with troopers and helps up the average destiny of the deck well over 3, closing in on 4. V Tarkin is handy on Bespin, especailly good if he can be sitting with a Garrison in a Lift tube- mobile 3 destiny draws, anyone?
All Too Easy is icing on the cake. I enjoy leaving a trooper alone there, then if they take the bait, swoop down with an EPP or Mara + stick, and freeze them after you slice them. Pinned down doesn't let people react away from troopers with blasters and if they cancel by some other means, they lose Force equal to a destiny draw. Inc. Losses cycles those blasters, which are a handy destiny 5. S & D makes you pay if you are hiding. Never Leave lets me drop a fee Executor to hold Bespin (which is the only reason for my small space force) and retrive my CC controlling TIEs.
You've probably seen the interrupts before. Assault is for battles, Blast points adds a destiny or gets me a gun, Blaster Droid is for Undercover spies. Stunning Leader is a nasty suprise if you face an EPP beatdown (aided by Angry Chewie)- now chewie can get ganged up on by the low ability troopers. Freeze is like a trooper's Imp Barrier. It halts battling, movement, and limits battle damage to 4. Plus its a 6! Very handy.
Like I said, the space fleet is weak, but the TIEs should recycle and the free Executor should be able to hold Bespin.
Please let me know what you think! Is my space too weak? Thanks for looking!
EDIT 1- I like the idea of Assault Rifles, I forgot that they were considered blaster rifles and that they were V'd. I only have one, but I'll sub it in for a normal Blaster Rifle. Maybe I will throw in a Death Squad Star Destroyer since I am playing with Big Blue, since I don't have another Chimaera. Thanks!
EDIT 2- THanks for the review! Yeah, I don't have CC Occ, which stinks, but one day I will. I like the idea for an early warning Network, but I'm not sure If I can sacrifice slots to make it happen. I will consider CTR to stop the EPP beatdown, but I'd almost welcome it, as long as my troopers and my garrison can hang out together.
EDIT 3- Yeah, this will definitely get a revival once CC Occ works its way into my hands. I have one Twilek (had it listed as Signal -d'oh!) but maybe more are needed.
See also
Sources
- Dark Troopers (DEAL) (Wayback, 20051102154456)
- GPN Star Wars Decks page 40 (Wayback, 20050430203312)