Zach Vader Death Squadron V2.0

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Zach Vader Death Squadron V2.0 is a Dark constructed list published on Game Players Network.

Deck info

  • Player: Zach Vader
  • Published: 19 July 2003 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS2
  • Side: Dark
  • Starting Card: Set Your Course For Alderaan
  • Strategy: Set Your Course For Alderaan
  • GEMP Importable deck: Download (omits Darth Vader (V) (Virtual Set 1: Legacy), Admiral Motti (V) (Virtual Set 2: Our Most Desperate Hour), The Empire's Back (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)

Introduction

This is the first version of a modification of a deck I used to play (classic - no objective) called Death Squadron. It needed a rehaul as surival without an objective is impossible now. The deck is very tight and even as such a bit hard to get everything out, but with a little luck, your destroyers deploy very cheap and you retrieve force just for deploying one. And with high immunity you probably won't lose one once it's on the table.

The published list has 59 cards.

Decklist

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Admiral's Order

Epic Event

Strategy

Basic Strategy: Pull as much Death Star stuff as necessary to get ready to blow up Alderaan. After blowing up Alderaan, you have another shot (possibly two) at blowing up other planets if you see fit. Between Chiraneau, Fear Will Keep Them In Line, and your objective flipped, you should force drain them to death.

Notes:

1) This is a fleet deck, so focus on space. There is Mara and possibly Vader if you really need to go to the ground, but otherwise, stick to space.

2) If possible, spread out the deployment of your fleet, as you get 3 force back per ship deployed AFTER you blow up Alderaan.

3) Character combo’s are great in this deck, your own and some of yours with opponents.

4) A Dangerous Time does not seem like an important card, but it’s average destiny, easy to circulate, and I have used this in an older version of this deck without an objective against an Episode I deck, and it was this card that kept me alive for 20 turns.

5) Projective Telepathy, again, is average destiny, easy to circulate, and can hamper an opponent in the process.

6) Tarkin’s Orders is great for a fleet deck as if you can’t focus on the ground, but control the system, then you can still cancel a force drain, track the card, and draw it again. Plus it’s good destiny.

7) Vader’s Anger could make or break a battle where you’re trying to eliminate a Jedi, and it is great circulation and destiny so using it anyway might not hurt.

8) Voyeur is great for activation, either way.

Slim: Yes, I prefer Classic. And I pull my death star sites with the objective, and systems with the flipped objective. I know most people don't flip it, but if you look at all the cards that work with this objective flipped, I think the extra cards necessary to flip it more than make it worth it. If Alderaan is blown up, which I can do within the first 5 turns of the game, my Star Destroyers deploy -2 at the Death Star (-4 if I have my admirals there), I retrieve 3 force per deploy, and just by spreading my fleet out, I make them lose from 7-9 per turn PER SYSTEM. I would take this deck more seriously than you think. It's not the best, but I have always loved using fleets as the Dark Side (I mean come on, it's their thing, and it didn't work for them either if your memory serves you well) and I'm just trying to figure out the best way to make a Dark Side Fleet deck work, and this is the best I can think of. And I can pull my admirals with Flagship (V). I really don't see any slack with the strategy I have. And the odds of seeing a MBO deck pop up are slim to none. And I could always blow up Yavin 4 if it did you know, then there'd be no bonus =)~

Shewski: Again though, I've never had a problem activating, pulling systems or destroyers (I can deploy both from reserve deck). Many of the cards allow me to pull stuff. And since this deck is completely designed around space, I not only like having such a large fleet (I've considered throwing the Visage in too) but having the extra immunity so I am almost guaranteed to keep it and detract my opponents. And the reason I don't have lower parsecs is Chiraneau only has 2 parsec leeway either way, as does Fear..., so I just plant the Death Star and Chiraneau at parsec 6 and drain the hell out of them. I have the super laser by turn 2 guaranteed so moving the Death Star isn't an issue. And as far as moving around, 3 of my destroyers have Hyperspeed 5, so mobility is not an issue (wasn't addressed, just stating now as I had not before). And again, this is designed to actually FLIP the objective (and quickly), which makes my destroyers deploy -2 to the Death Star, and if I have my 2 Admirals there it's -4. I also have enough combo cards that if I truly need to dislodge a ground force, it could be done with minimal loss (that could be recovered). And yes, MBO is a big threat, but I don't have the room. And I like Darth Vader (V) so Death Star Assault Squadron is not an option. Plus, even if blown away, I'd still probably have Alderaan gone which allows me my retrieval of 3 force per star destroyer, so I don't think I'd be ought of the game. If anything, they'd be screwing themsevles because they'd lose their major force drain spot. Anyway, I AM looking for suggestions as I love fleet decks, and they've really lost their flare it seems. I mean come on, I can't be the only one who likes big (100+ power) star fleets, can I?

See also

Sources


References