I’ll Start My Landing When I’m Good And Ready

Title: I’ll Start My Landing When I’m Good And Ready
Author: Dennis "Denethor" Jeffris
Date: Jun 9, 2001 Rating: 3.5


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Cards:

‘Starting (5)

Hoth Ice Plains

Prepared Defenses

You May Start Your Landing

Imperial Arrest Order

Fanfare

Locations (7)

Hoth Wampa Cave

Hoth North Ridge

Hoth Defensive Perimeter

Hoth Echo Docking Bay

Executor Docking Bay

Coruscant Docking Bay

Death Star II Docking Bay

Characters (22)

Mosep

Emperor Palpatine

Dr. Evazan & Ponda Baba

Lord Vader

Darth Vader, Dark Lord Of The Sith

Darth Vader With Lightsaber

Darth Maul x2

Prince Xizor

Jodo Kast

Boba Fett With Blaster Rifle

Commander Igar

General Veers

Janus Greejatus

Sergeant Narthax

Sergeant Major Bursk

Grand Moff Tarkin

DS-61-2

Djas Puhr

Aurra Sing

AT-ST Pilot

Grand Admiral Thrawn

Starships (5)

Devastator

Chimaera

Bossk In Hound’s Tooth

Zuckuss In Mist Hunter

Dengar In Punishing One

Vehicles (11)

Tempest Scout 1

Tempest Scout 3

Tempest Scout 6

Tempest 1

Blizzard Scout 1

Blizzard 1

Blizzard 2

Blizzard Walker x3

Imperial Walker

(substitute the Tempest Scouts for Imperial Walkers or Dune Walkers, since I don’t have any more AT-ATs)

Interrupts (3)

Voyeur

Twi’Lek Advisor x2

Effects (7)

Ice Storm x2

There’ll Be Hell To Pay

Search And Destroy

Oppressive Enforcement

Mobilization Points

Expand The Empire ‘

Strategy: ‘

Well this deck doesn’t use any Walker Garrisons cause I don’t have them, and they take too long to set up. However, if you replace the Tempest Scouts with Imperial Walkers, take out Voyeur and put it in. Anyways…

Expand the Empire is the coolest card I’ve ever seen in SWCCG. Put it on Defensive Perimeter between Docking Bay and North Ridge (or Ice Plains, whatever) and drain at all of them… 2 from Docking Bay, 3 Defensive, 1 North/Ice. So that’s 6 from drains. While you occupy North, Ice, and Defensive so that’s 3 from You May Start damage. 9 a turn from relatively safe locations? Sweet. That is, if you can get the Walkers out, but with 11 AT-ATs, it shouldn’t be hard (I really need more, stupid Tempest Scouts). This deck also activates tons of force (you need to to deploy the beasts). Use your characters to beat the hell out of him in places, and the 2 Destroyers to hold a cruicial system. Also, if they aren’t playing Don’t Do That Again or The Camp, then you can deploy to the 3 non-battleground docking bays and activate loads. Any suggestions (or trade offers with Walker Garrison) would be greatly appreciated. Thank you, enjoy. ‘