Explosive Racing Action ala peach

Title: Explosive Racing Action ala peach
Author: Robert "Peachykeen" Fletcher
Date: Feb 20, 2002 Rating: 4.0


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Cards:

‘Objective (1)

Rebel Strike Team / Garrison Destroyed

Starting (8)

An Unusual Amount Of Fear

Endor System

Endor Rebel Landing Site (Forest)

Tatooine Podrace Arena

Anakin’s Podracer

Podrace Prep

Strike Planning

Boonta Eve Podrace

Locations (2)

Endor Back Door

Endor Bunker

Characters (18)

Chewbacca Of Kashyyyk

Colonel Cracken

Corporal Kensaric

Corran Horn

General Crix Madine

Han With Heavy Blaster Pistol x2

Lando Calrissian, Scoundrel x2

Leia With Blaster Pistol x2

Luke Skywalker, Jedi Knight x2

Obi-Wan With Lightsabre x2

Orrimaarko

Qui-Gon Jinn With Lightsabre x2

Starships (1)

Home One

Interrupts (24)

A Jedi’s Resilience x4

Out Of Commission x3

” “ & Transmission Terminated x2

Rebel Barrier x3

The Signal x3

Throw Me Another Charge x4

Too Close For Comfort x2

We Wish To Board At Once x3

Effects (3)

Drop

Goo Nee Tay

The Shield Is Down

Weapons (1)

Explosive Charge

Epic Events (2)

Deactivate The Shield Generator

I Did It

Strategy: ‘

Shields (10)

play whichever suits your area best…

UPDATE thanks everybody for the constructive feedback…low reviews suck, but low reviews with wise advise are better than mindless fives. anyways, the consensus seems to be that Corporal Midge NEEDS to be in all RST deck…fair enough. REMOVE colonel cracken, REPLACE WITH corporal midge. …perhaps i’ll drop a barrier for another explosive charge…thanks again everybody


this is the boom-race deck i build based on the design played by Scott Lingrell at RCon. Mad props to him for coming up with the best version of a boom-race deck. HOWEVER, i have altered the deck template he played to suit my own playstyle and to match the meta of my area. lemme explain some of the differences

The Signal x3, We Wish To Board At Once x3, The Shield Is Down instead of The Shield Is Down x5, The Signal x2 Lingrell played 5 TSID because he preferred force conservation (not having to pay the three to fetch the effect)…I don’t mind paying the three. DS has been force screwed ever sense they hosed Mobilization Points, so most games the DS player will provide you with AT LEAST two force…PLUS you are less vulnerable to monnok…and the effect grabbers also fetch Thrown Back for even more protection

epp han instead of General Solo IMHO, General Solo is not that good. by contrast, epp han is THE MAN you can pull chewie with crix, drop han to the party and have two destiny. PLUS you don’t waste both of your Strike Planning general ’yanks’. oftentimes what will happen is that gen crix will get killed, retrieved when you win the podrace, then downloaded a SECOND TIME via strike planning so he can come back and kick some more ass…this is loads of fun

why so few explosive charges?

because one charge is enough. this deck is eazy peezy to track…with Drop and all the high destiny used interrupts, you really should have no problem blowing the bunker. if the DS commits CrAzY heavy mains to the bunker…worst case senario is they get to hold a site that you have no icons at and they’ll need modifiers to drain you there. but oftentimes epps + jedi resilience + insane destiny = mad beatdowns.

wassup with all of the OOC’s???

they rock the house. this was the most innovative part of Lingrell’s original deck and it’s gravy. if the people in your area are already wise enough to grab this the first time you use it, perhaps think about taking all but the combo OOC’s out and putting something else fun and annoying in it’s place. if the ppl in your parts donno whazzup with this deck, then it can be quite frightning. the OOC’s can demolish your opponent’s plan by placing crucial characters OOP early (or en masse when you win the pod race).

why podracing?

lots of direct damage and retrieval is lots of fun if dark side pod racing is popular in your area, maybe drop some OOC’s for some podracing tech…or maybe drop the whole podracing bit and play the close air support / tala twin version of RST (the DONE RIGHT version looks mighty solid).

GAME PLAY

1) grab all your stuff ASAP

2) coyly place cards out of play when possible

3) win the podrace (don’t forget to save force to retrieve)

4) either protect your own sites or attack your opponent (like i said before, resilience + epps)

5) mid to late game set up a strike team to blow the bunker

this deck is wacky fun and a bit different from the everyday lightsabre combat.

PLEASE PROVIDE HELPFUL SUGGESTIONS SO THAT I MIGHT IMPROVE FUTURE ITERATIONS OF THIS DECK

thanks for reading ‘