Strategies and Card Combos


This section of the page is dedicated for what the name says. If you have any strategies or card combos you'd like to share, please email them to me. Here's a few:

Strategies

  • Planet Defender Ion Cannon: This card is marvelous. In conjunction with artillery remote, and electrobinoculars to get a good destiny draw, you can usuall take out 2 Star Destroyers during your turn. That leaves the Imperials defenceless for a butt whipping.

  • Dark Collaboration, Out of Nowhere, Skywalkers, Don't Get Cocky ect.: Any card that lets you draw battle destiny is a must. The reason being that even if you lose the battle by 4 or 5 force, by using cards like these you can hurt you opponent for up to 10 to 15 attrtion, and that can be the knockout punch in a close game.

  • Here's what you do: Have Jedi Pack Eriadu down on the table. Then, deploy Tarkin (free) on Black 3 (1 force). Next, when opponent initiates a battle, react with Black 4 (May react for free if battle against Black 2 or 3) with Darth Vader! You end up with: Tarkin, Vader, Black 3 and 4, for just 1 force!

    Card Combos

  • Planet Defender Ion Cannon, Artillery Remote, Electrobinoculars: With this combo, you can take out up to two star destroyers during your turn (the electrobinoculars is useful to make sure you do)

  • Death Mark, Han Seeker: If you put Death Mark on Han or Chewbaccca, deploy a Han Seeker at the same site. This way, if the opponent tries to cancel Death Mark, they'll have to move to the site with the Han Seeker, and zap! they've lost a good character.

  • Septiod Droid, Self-destruct Mechanism: This is useful in a battle where you got thumped. First, absorb 6 of the battle damage with the septoid droid, and take his forfeit down to 1. Next deploy the self-destruct mechanism if you have attrion against you of 4 or 5. Maybe septoid droid is lost, but it's a way of stretching his forfeit value to 10 or 12.

  • Dr.Evazan, Any Weapon: This is simple. Target either the opponent's highest powered (or highest ability so they don't draw destiny) character with a weapon. When the character is hit, it is immeadiately lost due to Dr.Evazan's game text. Extremely useful with light-repeating blaster rifle.

  • Devastator, Deflector Shield Generators, R3-T6: Very useful. Put those two cards on Devastator, and make it Power: 10, Armor: 8 and Hyperspeed: 5. Also, immune to attrition <6. From their, you can also slap down either DS-61-2,3 or 3, making it a Power:13, and it can draw battle destiny.

  • Millenium Falcon, Han Solo, Jek Porkins, Special Modifications, Targeting Computer, Quad Laser Cannon, Wes Janson: First, the Falcon is Power:9, Maneuver:10 and Hyperspeed: 5, Forfeit:9. With Porkins, Janson, Targeting Computer and Quad Laser Cannon, here's what you do: Use Targeting Computer's game text to fire the Quad twice, combined. Then, Janson's game text (because he's with Porkins) lets you add 2 (subtract 1 because of Targeting Computer) to each destiny, making it 2 destiny plus 4; you only need to draw a 1 and a 2 to kill a ISD. Okay, I know this comco needs alot of cards, but beleive me, it's worth it!

  • Red 5, Luke Skywalker, R2-D2: Power:9, Maneuver:9 and Hyperspeed:8. 'Nuff said

  • Captain Lennox, Lieutenant Cabbel, Tyrant, Tractor Beam: Tyrant is a Power: 13 and Armor:7 with this combo. You can also draw destiny, subtract 1 from opponents destiny (Cabbel's Game Text), add 1 to Tractor Beam destiny draws (Tyrant) and use Tractor Beam during your control phase (Lennox). If you do it right, you can capture 2 starships a turn: One during your control phase, and the other after a battle.

    Once again I ask that you email me any additions you have to this list. I hope you find it useful to win games.

    © 1997 ed83@hotmail.com


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