Ral Ops

Title: Ral Ops
Author: Ryan "heinekin" Hase
Date: May 14, 2000 Rating: 4.0


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Cards:

‘Objective Ral Ops

Interrupts (8) Imperrial Barrier x3 (this card rules) Monnok x2 (1 is never enough) Ghhhk Evader Twi’lek Advisor

Effects (9) Wrong Turn (oh @#$% that’s tech) Reactor Terminal Security Precautions Presence of the Force Battle Order Inperial Arrest Order There Is No Try Secret Plans (awesome card) Bad Feeling Have I (no brainer)

Imperials (19) Mara Jade Officer Evax DS-61-3 DS-61-2 Grand Moff Tarkin Darth Vader DLOTS Lieutenant Cabel Lieutenant Arnet AT-ST Pilot x3 Admiral Ozzel Liuetenant Commander Ardan Lieutenant Watts The Anti Numbers Guy for endor(u no wut I mean) Sergeant Torent (HOLY FUCK IS THIS SHIT TECH OR WHAT? This homo is the grand master tech of them all)

Creatures (1) Bubo (die spies die)

Vehicals (8) Temp Scout Temp Scout 3 Temp Scout 4 Temp Scout 5 Temp Scout 6 Bliz Scout 1 Bliz 2 Temp 1

Starships (5) Dreadnaught x2 Boba in Ship Bossk in Ship Dengar in Ship

Locations (11) Ralltiir Death Star Coruscant Endor Kashyyyk Dag Cave Death Star War Room Forest Swamp Jungle Docking Bay ‘

Strategy: ‘

Oh kay then, it’s simple to see what I’m doing here, get out 3-4 sites and put up at-st’s and at-at’s to hold the ground. Since this deck is all about reacting, holding the ground is easy as hell. Once sites are secured, fight anywhere with the +3-4 destiny and clean up. OK, if you didn’t see the super tech already, here’s the deal. Get out Death Star and have it orbit ralltiir asap. Once you get Torent to the war room drains are +1 at ralltiir. Booooooya Bad Feeling + Wrong Turn is sooooo painful that’s it’s tech. Obi for 10? Then he’s imp barriered? Ouch, SHIAT…..pain….tech ‘