Swcironecg Lennox's Legions (IO) UPDATED
swcironecg Lennox's Legions (IO) UPDATED is a Dark constructed list published on Game Players Network.
Deck info
- Player: swcironecg
- Published: 31 May 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 Darth Vader (V) (Virtual Set 1: Legacy), Commander Praji (V) (Virtual Set 2: Our Most Desperate Hour), Admiral Motti (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)
Introduction
To Imperial command personnel: The Rebellion must be crushed! Minor acts of sedition are to be ignored. The destruction of the Alliance is your primary goal.
The published list has 59 cards.
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 Vader aboard from your reserve deck. Deploy the 3rd marker.
SECOND TURN: Pull another walker from your deck. Deploy it to the 4th marker, move Vader aboard, then move it to the 3rd marker.
THIRD TURN: Pull an AT-AT Cannon from your deck and deploy it aboard the walker Vader is piloting.
FORTH TURN: Pull Target The Main Generator. With Vader at the 3rd marker your destiny is +7 (+8 if you control one of the Hoth sites, +9 if both, another +1 if using Tempest 1 to target) and you should have no trouble blowing away the generators. Deploy a marker site from reserve, the Mountains are the best. Use saved up force to deploy a Star Destroyer or walker, using Prepare For A Surface Attack to pull the other. Deploy a good pilot, like Veers or Igar, to one of the walkers, and shuttle Vader up to the Star Destroyer.
FITH TURN: Play Walker Garrison if you can. Deploy another marker site. Deploy pilots aboard walkers if you didn't last turn. Shuttle Vader up to the Star Destroyer if you haven't already.
MID-GAME: Spread out on Hoth to maximize damage with Walker Garrison and You May Start Your Landing. Deploy 2-4 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 and Presence Of The Force, then maneuver your commanders and generals on the ground to maximize direct damage.
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 Vader 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. When you go looking for a walker for Vader to pilot, Tempest 1 is the best because it adds one to its weapon destiny.
There are three big walker combos:
Blizzard 1 w/ Veers Tempest 1 w/ Igar Blizzard Walker w/ Marquand and Watts
Each has around ten 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). Flagship can pull Admirals and Field Promotion. 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 and Motti are 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.
Presence Of The Force is very important. Deploy it to give yourself three battlegrounds to occupy to get around Honor Of The Jedi, which can't reduce your You May Start Your Landing Damage due to No Escape, but can still reduce your force drains at non-battlegrounds, which is most of Hoth. It also gives you one more battleground site for We're In Attack Position Now damage. Ice Storm can slow down a character attack, and if you need to use it more than once, use your objective to pull it from your lost pile when you deploy a walker. Expand The Empire can be used on the 3rd marker (my choice) to add to force drains and weapon destinies, or the 6th marker to reduce deploy costs (not as good since walkers can't go into the Wampa Cave). 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 and Close Call are anti-speeder cards. Use Defensive Fire to get in the first shot, and with destiny +4, hopefully shoot down Luke. Close Call can cause redraws that might make that harpoon destiny go all wrong for your opponent, or it can just subtract three from the destiny, which should protect you from Dual Laser Cannons and might make the harpoon miss. Defensive Fire and Close Call are also more versitile than other cards like Crash Landing, which is why I decided to use them 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. A Dark Time For The Rebellion pulls the two Caves, which provide some much needed activation. Trample is good for dealing with undercover spies, or just any character that gets in the way.
RESPONSES:
Darth Hoth: I know my deck looks similar to yours (which is a great deck), but I am telling the truth when I say that I had my deck's rough design planned out before I saw your deck. I would drop the caves, but I really like having the extra activation. As for Crash Landing, I might make room for it, but I find Walker Barrage too difficult to pull off to be much use, though if I had another Trample I might include that.
UPDATED: Executor and Hoth: Wampa Cave have been removed in place of Stop Motion (V) and Cold Feet. Executor is too expensive for this deck in my opinion, and I am begining to agree that I don't need the extra activation from the Wampa Cave.
See also
Sources
- Lennox's Legions (IO) UPDATED (Wayback, 20051102154456)
- GPN Star Wars Decks page 24 (Wayback, 20050430203312)