My hidden base is better than yours

Title: My hidden base is better than yours
Author: Bradley "BadBrad" Augsburger
Date: Apr 30, 2001 Rating: 3.5


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Cards:

‘Starting (7)

Objective Hidden Base

Strike Planning

Menace Fades

Squadron Assignments

Heading for the Medical Frigate

Rendezvous Point

Chandrila (hidden base)

Systems (5)

Chandrila

Kessel

Sullust

Endor

Kiffex

Characters (14)

Dash Rendar

Chewbacca, Protector x2

General Calrissian

Captain Han Solo x2

Obi-Wan w/ Lightsaber x2

Luke w/ Lightsaber x2

Leia w/ Blaster Rifle x2

Orrimaarko

Tawass Khaa

Starships (15)

Gold Squadron Y-Wing x3

Red Squadron X-Wing x3

Green Squadron A-Wing x3

Red Leader in Red 1

Gold Leader in Gold 1

Tantive IV

Gold Squadron 1

Outrider

Spiral

Effects (9)

Grabber x3

Traffic Control

Bacta Tank

Do, Or Do Not/Wise Advice

Honor Of The Jedi

Yarna d al Gargan

Projection of a Skywalker

Interrupts (10)

Out of Comission x2

Control/Tunnel Vision x3

Rebel Barrier x2

Fallen Portal x2

The Signal ‘

Strategy: ‘

I think that most people out there know how to play a hidden base deck, but I will add a few personal strategy notes, if you care to read them.

Early Game

Turn one, pull a system, preferably Endor because the ds wont generate any force there. While your in there, look to see if General Calrissian is in there…if he is, pull him out too. I generally like to play defensively, so refrain from deploying as long as possible. The rebel fleet will help take care of early drains. Honor of the Jedi can be used as a starting, but only if you are deathly afraid of losing early force to visage. I generally like to pull systems in this order

Endor

Sullust

Chandrila

Kiffex

Kessel

Coruscant

When looking for systems early in the game, pay close attention to other cards in your reserve deck. If you see only one of the captain hans in in there, tunnel vision for the other. If you see your hidden base system is gone tunnel for that too. Im considering removing the squadron assignments for another contorl/tunnel vision. Please give me thoughts on this.

Midgame

I usually flip when I have the Super Falcon and the Outrider at two random systems. As of late, I have deploying an additional starfighter with the outrider. I do this because if they lat. damage outrider then I cant reduce their power. Hold as many starfighters as possible before you flip, because I hate having no ships in my hand when there is a beatdown possible. Also, be sure to get Yarna d al gargan down as fast as possible. Never overdeploy when you think that a possible beatdown could occur. Two starfighers and the falcon can give out at least 10 damage with good destiny draws, and as long as you are destroying their ships, there is no need to deploy several starfighters. It would be more beneficial to lay down one a-wing and one x-wing with the falcon against bossk in the bus and deal 10 damage, with starfighters remaining in hand to use to cancel drains with rebel fleet, than deploying them all at once an dealing 25 damage, with the possibility of ghhhk.

Endgame

If played right, all the endgame will be is a few characters at sites getting their force drains canceled by the objective, and you at 3 or 4 systems hitting them for 7 a turn. If it is a close game, take a few minutes to analyze the situation. Do the math in your head, and see if you can win the drain race. If you can, just sit there and let them come to you…if you cant win the drain race, spread out as thin as possible. Dont be afraid to leave an a-wing in front of the Conquest, chances are they wont have enough force left to deploy anything else, or they wont have any of their ships left. Remember, stopping a drain of 2 for just one turn can decide the outcome of a game. I would appreciate honest suggestions please. Thanks.