created by
auzi
![]() I use this objective to make a very straight forward battling deck. I try and flip the objective early so i have the extra battle destiny and use Take The Initiative to make large amounts of attrition on the ground (since ground is where the deck is the weakest). This on its own will not beat most decks because you will ultimately lose battles regardless of attrition because there is not a lot of power in the deck. Using All Wings Report In and Nar Shaddaa Wind Chimes gives the deck a second and third run in battle, and that is where the deck will hopefully make the opponent lose enough to turn the game around. |
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Subject: Posted: December 22, 2010 12:35 am
Very good but all I have to say is Kessel run, you should try and fit 2 or 3, you got the smugglers + the freighter's + K e s s e l + A q u a r i s , 5 parsecs, 5 force back. Also if you complete 2 kessel runs to flip watch your step it can not be flipped back, to complete a kessel run is very easy.
I would also try and I mean try and get a hyper escape or 2 in it. If your freighters gets attacked you get your force back twice as quick. A++ |
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auzi![]() ![]() ![]() |
Subject: Interrupt Posted: December 22, 2010 09:54 pm
True the deck is designed to make kessel run easy and painless, but i actually had some trouble getting it done and making it worth the trouble. Ultimately i settled on this as the final deck and so far it has fared better. But it could have been the dark side decks i was playing or bad luck, and kessel run may add more to it. Never been a big fan of hyper escape because it is not immune to sense and if you get caught with it being canceled you could lose a whole lot. If it does not get canceled though, it is super useful. It would not take much to fit some hyper escape in so i will probably put some in and see what happens. Thanks for your impute.
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