Martin/Maarten Raltiir ops 
Cards	

Objective (1) 
Raltiir opperations/ in the hands of the empire 

Locations (12) 
forrest 
raltiir 
jungle 
space port dockin bay 
swamp 
courscant 
kashyyyk 
meditation chamber 
ice plains 
Death Star 
wampa cave 
dagobah cave 
Weapons (1) 
vaders lightsaber 

Characters (16) 
Darth Vader, Dark lord of the sith 
Darth Vader 
Lieutennant commander Ardan 
lieutennant cabbel 
officer evax 
admiral ozzel 
DS-61-2 
IG-88 with Riot Gun 
Navy trooper vesden 
lieutennant arnet 
AT-ST pilot X4 
Grand Moff Tarkin 
Mara Jade 

Vehicles (6) 
tempest scout 1 
tempest scout 2 
tempest scout 3 
tempest scout 5 
tempest scout 6 
blizzard scout 1 

Starships (5) 
devastator 
bossk in hounds tooth 
vaders personal shuttle 
Boba Fett in Slave 1 
Zuckuss in Mist Hunter 

Effects (7) 
Bad feeling have I 
Imperial arrest order 
battle order 
Crush the Rebellion 
Oppressinve enforcement 
security precautions 
there be hell to pay X2 

Interrupts (11) 
Alter X3 
Twi-Lek Advisor 
Trample X2 
Omni Box 
Shocking Revelation 
Imperial Barrier 
Evader X2 


Strategy	

HOW TO BEAT CERTAIN DECKS 
Opperatives. 
Start Battle Order. Opperatives should be handeled by first 
flipping your objective quickly, then trying to flip his objective 
back asap. once you do, he stands no chance. Since you will not 
give away much force, opperatives will have a hard time go get 
around battle order. The AT-ST's are very useful reacting around 
on the opperative planet preventing drains and posible beatdown. 

Raltiir opperatives 
Start battle order. Some say this deck has a weekness to raltiir 
opperatives. I dont think so. He converts your raltiir and starts 
farm. you got a battleground system now, so try go get there early,
try not to get any capital starship there to prevent landing claw.
do not deploy any site to raltiir, just deploy your 2/0 locations.
When LS deploys locations, convert them. LS will have very bad 
activation, you wont give him a single extra force. Get your AT-STs
out. Draw untill you have lots of characters, then try to flip your 
objective. LS will have to move away from you a lot, and if they 
want to drain, its 3 force. If there are 8 locations (maximum) on 
raliit, LS will be activating 10 force, and you will have converted
4 of his sites. A quite easy win if i may say so. 

Hidden Base 
Start Bad Feeling Have I. This will prevent a beatdown on raltiir, 
mains deploy +4. Now you will have no problems to flipp your 
objective. Get security precautions, and clear him from space with 
your superior destiny draws. drain him in space, and on raltiir. 
Battle order will hurt him too. Tramples will clear undercover 
spies.Hidden base shouldnt be a problem. 

Any kind of tatooine start 
Start oppressive enforcement. Play defensive, flip your objective,
 protect raltiir. Get imp. arrest order. Track something and get to
 his planet and beat him of with Vader and AT-STs. Grapple his 
Sense (if any) and then use your alters to cancel sense, and to 
alter all his stuff. You will also have a smaller drain on Raltiir 
each turn, unless he gets there. 

YCEPBD/OBD 
dont give him any alien. LS can eihter choose by freeing han right 
away to cause force loss or by waiting. If he frees Han right away,
kill him by trample, IG-88, Choke Vader. This shouldnt be to hard.
If he doesnt, play defensive, protect the flip and get the cards 
you will need when he flipps. 
MWYHL/SYIC 
Start Bad Feeling have I. This effect will most certainly stay on 
table for remainder of game. He cant afford beatdown, and it slows 
the deck down if he plays with Yoda (and training). Get to dagobah 
with mara jade or Vader, with your destiny bonus, he wont fight you
and you can drain there. Drain slowly on Raltiir, and track your 
0s and 1s to be able to alter any disturbing effects. 

Celebration decks 
flipp your objective, and then Battle him off his celebration 
planet. This shouldnt be a problem with Bossk adding destiny and 
you adding to destiny draw. Since you give force drain -1, you 
maybe not even need to clear his charactes at the sites. 

Throne room start 
start Crush the rebellion, then play the same way you play mains. 

EXPLAINATIONS OF SOME CARDS: 
Navy trooper Vesden - anti odds that cant get grappled, visored 
visioned and may even inflict some damage. He is a character, so he
is not complete useless what deck i even play, and he helps 
flipping the objective. I have alters if they should play demotion 
on him. Also, one is enough for odds protection. If you see odds, 
then get your at-st pilots out, they are destiny 3. When you search
your deck, you will see when he is in your force pile, and then 
just draw. When you flip you can also search for him ofcourse. 

Vaders personal shuttle - This card is amazing. use togeather with 
Bossk in Tooth to draw 2 destinys, or with any other starship to 
provide ability and room for another pilot. Shuttle +pilot is 4 
force to draw destiny. Moves for free. Also, if Vader is aboard i 
may even prevent a destiny draw. Cannot be targeted by landing claw. 

Alter - I heard some complains about those. The alters are game 
winners for sure. Togeather with oppressive enforcement, the alters
cancels sense, and with sense grapped i have control with the 
alters. Also, what LS deck doenst use effects? POAS, order to 
engage, Kessel run, Savrip, Our most desperate hour, Baccta tank, 
S-foils, maneuvering flaps... even against MWYHL you can still 
track your 0s and 1s (with the objective) to make them work. 

WHY I DONT USE THOSE CARDS: 
Igar/Tempest 1 - I rather use chickenwalkers and AT-ST pilots. 
The are Faster, they can react and they have better destiny. 
Sure, they are a nasty combo, but the chickens are better in this 
deck. 

Imperial Decree - Why do i need this one? With the -1 drains, 
i dont need it for that sake, and i have the evaders against 
revolutions. Its hard to control 2 planets, since landing claw is 
quite common. I will beat opperatives without this card 

Landing claw protection - If landing claw shows up, then move the 
clawed ship to raltiir and keep the starfighters at the 
battleground you need to control. Against opperatives, dont deploy
capitals at all (unless you really need them). 

Resistance - Vesden is enough against odds, and no one will drain 
me for more than 2.. or 1! 

POTF - this deck doesnt need drain potential, drain on opponents 
sites instead, if you need to drain. The are also easily canceled 
by clashes or alter. 

Sense - The idea is to grapple sense and cacel them with alter. I 
dont need sense to cancel alter, since there is only one alterable
effect in - bad feeling have i. Not many scarry interrupts i need 
to get rid of either (i got the grapplers against those). 


This deck is a monster, a machine. It may not look at it when you 
see the card list, but i see no real weaknesses. Me and Maarten did
really good with it in our regionals, in worlds and after. Give it 
a try!! 
/Martin Akesson