 |
 |
![[CCG - Main]](/images/ccg/leftnav_local_off.gif) |
 |
![[CCG - More]](/images/ccg/leftnav_more_off.gif) |
 |
|
|
 |
|
|
 |
|
|
 |
![[Poll]](/images/ccg/local_poll_top.gif) |
 |
 |
There are no polls currently operating in this sector. Please check back soon.
 View Poll Archives |
 |
 |
 |
 |
|
 |
 |
|
 |
 |

Fear the Squadrons!
by Josh "Red 84" Radke
Dantooine Base Operations is dangerous deck for one reason: no one expects to see it played.
Granted players think that about several objectives, but unlike those others Dantooine Base Ops
is actually good. In order to have a successful DBO deck, you have to have at least six squadrons
in the deck. You also have to be able to flip the objective by the fourth turn or you could
run into trouble. The deck's other major weakness is it's low Force generation. However, this
is usually balanced since most Dark Side decks are using a lot of locations which help
get you the Force you need. Once you get the objective flipped, make sure you get those squadrons
down as fast as possible. If it looks like the opponent is going to give you trouble on the ground
you'll have to reinforce that first. Believe it or not, this deck's greatest strength lies in
Mantellian Savrip which allows you to soak up damage on the ground while you're concentrating on space. It is important to remember that once your squadrons are down, they are very hard to get rid of...unless your opponent is playing with Concussion Missiles. They add 1 to your Force drains and they are immune to attrition less than 4. In my experience, a lot of players ignore me either on the ground or in space. That is this deck's biggest advantage. It must be played on both fronts, or it will hurt. If the opponent ignores me in space, they get Force drained for a lot--especially when I get Coruscant and Kiffex down. If they ignore me on the ground, I can Force drain down there, use Figrin D'an, and generally keep the objective flipped (which subtracts 1 from each of their drains). If you are attacked on the ground you've got plenty of punch. The pilots are all deploy of 2 for 2 power and 5 forfeit. Insurrection adds 2 to their forfeit as well which lets you absorb a lot of damage. And don't forget that the opponent has to pay +2 to deploy their Imperials there. I also have two Nightfalls and 2X droids to give my characters +2 power. If they manage to flip your objective back, just deploy that fourth site and control it to flip it back (most players that have come to Dantooine rarely occupy more than one
site at a time.
Starting:
Dantooine Base Operations
Dantooine
Heading For The Medical Frigate
Insurrection
Battle Plan
Menace Fades
Locations:9
Coruscant
Kiffex
Raltiir
Dantooine
Roche
Spaceport Docking Bay
Forest
Swamp
Jungle
Characters:16
Obi-Wan With Lightsaber
Luke With Lightsaber
Leia With Blaster Rifle
Han With Heavy Blaster Pistol
Chewie With Blaster Rifle
Red Leader
Wedge Antilles
Biggs Darklighter
Derek 'Hobbie Klivian
Tycho Celchu
Colonel Salm
Orrimaarko
Colonel Cracken
Figrin D'an
2X-3KPR x2
Starships:12
Home One
Independence
Liberty
Tala 2
Y-Wing Assault Squadron x2
X-Wing Assault Squadron x4
B-Wing Assault Squadron
Lando in Millennium Falcon
Weapons:5
X-Wing Laser Cannon x2
Intruder Missile
Enhanced Proton Torpedoes
Concussion Missiles
Effects:10
Battle Plan
Insurrection
Mantellian Savrip
Menace Fades
Nightfall x2
Scramble
Slayn & Korpil Facilities
The Time For Our Attack Has Come
Traffic Control
Interrupts:7
Sense
Alter
Heading For The Medical Frigate
Power Pivot
Slight Weapons Malfunction
Star Destroyer!
The Signal
Objectives:1
Dantooine Base Operations
Back to Deck Simulators
 |
 |
|