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What Goes Up…
Now can come down with the Dark Side's new "elevator" units.
In Space, the 4 Trade Federation Core Ships dominate, but could use the support of Interceptors by way of the TIE Fighter DS-61-9. It's also a reasonably fast unit, but for a truly impressive Synchronized Systems play, some faster units will be required. I've decided to add a couple of pilots to the deck for some speed and Critical Hit, so I need to include several units for them to pilot. The safest place for them to be is aboard a Geonosian Defense Fighter. Their 3 health can keep a pilot alive and their 60 speed is right where I want to be. Even better would be some inherent Critical Hit to take advantage of the Synch's +3 power bonus. The best unit for the job is Tyranus's Solar Sailer (A) with its Crit 2. The extra 3 dice will nearly ensure you get the Crit and then it can retreat to avoid any reprisals. To further boost its speed and to a add a bit of protection, the new Tyranus's Solar Sailer (B) can stack to get the (A) version up to 70 speed. Once the arena is in the bag, the Reserves ability can be used to prevent a point of damage to a Character unit. The elevator units will be priority targets for the Light Side. The deck needs them to live long enough to get some use out of their special ability. To protect them I've included a single Neimoidian Shuttle (A). If they get a bit too close to being taken out, for 2 Force the Shuttle can retreat them to safety. As long as an elevator unit has 1 health left, it can be discarded to switch to the other arena the following turn. The Ground is anchored by 4 Trade Federation Core Ships and will similarly need some speedy support. The best way to do this is with Luxury Airspeeder. Not only are they fast enough to be useful for the Synchronized Systems, but even without the Synch they boost speeds by +10 each, with could be crucial in a battle of heavyweights. For the Synch, the better partner is Zam's Airspeeder (A) with its Crit 3. I decided against using Zam's Airspeeder (B), but when there's a pilot for the unit it could be added in. Finally, in order to make up for the lost build points that happen when you make the arena switch, the Tatooine Hangars are a great asset. They'll sometimes allow the Core Ship to switch to a Battle Freighter for just the 1 build point it takes to get the Freighter into your build zone. The Hangars are tough enough to hang on for a turn if you're waiting for a Battle Freighter to elevator on down to Ground. The Character arena doesn't have much that can help the elevator units beyond gaining some extra build points or perhaps a Capital Ship pilot. I originally tried the deck with just some utility units in Character, but soon found that I needed to put up a fight there, especially when I was consolidating the elevator units into one arena (and crushing the Light Side). The utility units didn't cut it, so I switched them all out for some units that could fight and get some mileage out of the Synchronized Systems as well. The easiest way to get a super-fast unit in Character is through stacking. Darth Maul is the fastest Character around, so he makes perfect sense. The new Darth Maul (E) has a great ability for this deck: Pay 1 Force Maul gets +20 speed until end of turn. With that version on top and a few Force, nothing's going to attack before he does. Combine him with a walking target like Infantry Battle Droid for a Synch attack and the Light Side will be reeling. The Infantry Battle Droid usually gets knocked out before it ever gets a chance to perform its Overload attack, but with Maul leading the charge, he can deliver a quick 11 attack dice. To create a truly excellent combo, the suicidal Overload can be negated by the Reserves ability of Tyranus's Solar Sailer (B) and the Droid will be safely retreated to head back into Character next turn. Finally, for a bit of extra help in Space, a couple of TIE Fighter Elite Pilots can push the starfighters up to speeds the Light Side won't be able to match. With a pilot onboard, a Synch there should find you with 2 units at 80 speed with the pilot's Crit 2 having a great chance of triggering.
Here's what the deck looks like all put together…
Strategy Advice
This deck is fun to play, as you'll never find yourself with a bunch of units sitting in one arena wasting away. The elevator units are a great way to keep the Light Side guessing. After you've played the deck a few times against the same opponent, try adding 2 Twilight of the Republics to the deck. Being able to build last will throw them off again, just when they thought they had your strategy beat. | ||||||||||||||||||||||||
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