Swcironecg Cabbel's Cannibals (IO)
swcironecg Cabbel's Cannibals (IO) is a Dark constructed list published on Game Players Network.
Deck info
- Player: swcironecg
- Published: 22 June 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS2
- Side: Dark
- Starting Card: Imperial Occupation
- Strategy: Imperial Occupation
- GEMP Importable deck: Download (omits Commander Praji (V) (Virtual Set 2: Our Most Desperate Hour), Imperial Reinforcements (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)
Introduction
This is an updated version of my Lennox's Legions deck. The section at the bottom of
Decklist
Strategy
FIRST TURN: Pull Walker Garrison and the 3rd marker from your deck with You May Start Your Landing. Pull Blizzard 4, then deploy it to the 4th marker, using its gametext to deploy Veers or Igar (whichever one the cards in your hand, deck, and force pile point to being able to get out the matching vehicle for) aboard from your reserve deck. Deploy the 3rd marker. Deploy a docking bay (preferably not Echo, you don't want to give your opponent places to deploy and extra activation).
SECOND TURN: Pull another walker from your deck (hopefully the one that matches the pilot you pulled with Blizzard 4). Deploy it to the 4th marker, move the pilot aboard, then move it to the 3rd marker. Deploy a docking bay.
THIRD TURN: Pull an AT-AT Cannon from your deck and deploy it aboard the walker.
FORTH TURN: Pull Target The Main Generator. With Veers/ Igar at the 3rd marker your destiny is +4 (+5 if you control one of the Hoth sites, +6 if both, another +1 if using Tempest 1 to target, another +1 if using the Electro-Rangefinder). You should be able to blow away the generators on this turn or the next. Use saved up force to deploy a Star Destroyer or walker, using Prepare For A Surface Attack to pull the other. Deploy the Echo Docking Bay (if power generators blow away).
FITH TURN: Play Walker Garrison if you can. Deploy pilots aboard walkers and destroyers if you didn't last turn.
MID-GAME: Spread out on Hoth to maximize damage with Walker Garrison and You May Start Your Landing. Deploy 2-3 Star Destroyers to Hoth, depending on how strong your opponent's space is, with a few pilots aboard. Make sure that none of your walkers are left too weak to stand up to an attack. Deploy We're In Attack Position Now, then maneuver your commanders and generals on the ground to maximize direct damage. Use EPP Vader to make hit and runs, retrieving Imperials with Imperial Domination (V).
DETAILS: Blowing away the generator can be done faster if you have some of the cards you need in your starting hand, which you usually will. If Veers/ Igar is in your starting hand, pull a walker if you don't already have one, then deploy and move both to the 3rd marker on your second turn. Having the AT-AT Cannon or Target The Main Generator in your hand also helps, and if you have the opportunity, use the objective's game text to pull Death Squadron.
There are two big walker combos:
Blizzard 1 w/ Veers Tempest 1 w/ Igar
Each has around 9-10 power, some immunity to attrition, and draws two battle destinies.
Getting pilots out is important. Come With Me can pull any imperial. Use it to pull Praji, and then you can get two pilots a turn (three if Praji is aboard the Devastator). Field Promotion can pull Imperial Command, which pull an Admiral or General. If you pull Piett, he can pull a Commander or We're In Attack Position Now. We're In Attack Position Now, combined with Death Squadron, makes imperial deploy -2 (-3 if an admiral) to Hoth, and if you have Come With Me deployed on a pilot at Hoth, you can deploy any imperial cheap from your deck, then shuttle them down to the surface to pilot the walker of your choice. Lennox is important for reducing deploy costs for Star Destroyers, which is helpful when using Prepare For A Surface Attack, since deploying a walker and a Star Destroyer in the same turn can get expensive.
Imperial Domination limits destinies, retrieves imperials, and don't forget to take imperials into hand when drawn for destiny, as it may make the difference between blowing away the generator or hitting that snowspeeder.
Defensive Fire is an anti-speeder cards. Use Defensive Fire to get in the first shot, and with destiny +4, hopefully shoot down Luke. Defensive Fire is also more versitile than other cards like Crash Landing, which is why I decided to use it instead. Imperial Artillery can add on some extra direct damage whether through controlling a battleground site or hitting a character, and it's a used 7. Trample is good for dealing with undercover spies, or just any character that gets in the way.
NOTES: Walkers and destroyers have been cut down since the last version for a more impressive effect/ interrupt package. Imperial Supply helps get some quick activation. Imperial Reinforcements... there are lots of Imperials in this deck, need I explain? Masterful Move combo pulls Ghhhk to protect from a suprise beatdown (might swap for Monnok), and Image Of The Dark Lord (V) to further reduce drains. It also cancels the Celebration cards. Twi'lek Advisor to help pull effects. Sniper combo helps shoot down speeders, more versitile than crash landings, and also works well when Vader goes on his rampage. Breached Defenses (V) can potentially shut-out Lightside's most common space package: Han, Chewie, And The Falcon. Imperial Arrest Order pulls the docking bays for activation and battleground sites on Hoth to get around Honor Of The Jedi. Also boosts forfeit of many characters. Cabbel is good forfeit fodder, forfeit=6 with IAO, and reduces battle destiny by 1.
See also
Sources
- Cabbel's Cannibals (IO) (Wayback, 20051102154456)
- GPN Star Wars Decks page 22 (Wayback, 20050430203312)