Duel of the Fates: IVIaceWindu VS Grand Admiral Shaun
Battle Report By: Trent McCrow

The familiar snap-hiss greets the bearer of the elegant Lightsaber as he ignites the deadly weapon and raises it to the ready position. His opponent’s weapon already raised, poised to attack. In their quiet solitude the hum of their Lightsabers consumes them as they gather the living Force, preparing for the coming conflict. Attack. Block. Twirl. Fein. Strike. The Duel of the Fates has begun…

From the release of Attack of the Clones the SWTCG has been promoted as a way to replay all those epic battles from the movies, and true it is that in the early days of the SWTCG this was so. As more and more expansions were released the good old epic battles saw less and less play as more competitive, non-themed decks rose to become the cream of the crop. So today I bring you a battle report of one such epic battle.

On the 9th July 2006, two players pitted their decks against one another. The theme: Rebels VS Imperials. Now that the stage is set let’s meet the participants and their decks:


‘Grand Admiral’ Shaun Valjin

This will be an interesting battle, as my original Rebel deck takes on Trent ‘IVIaceWindu’ McCrow’s constructed Imperial deck. Due to my limited collection the deck I am using might seem different to others, but it works for me. My deck revolves around Rebel Control Officer, as almost my entire deck has the Rebel subtype. Space and Character are my strong arenas and I hope to gain victory with them. Ideally I will get Rebel Control Officer and Rebel Escape Squad out as soon as possible to provide a build bonus and give my Rebels a boost. As I said before...this will be most interesting!! I look forward to it! Mwah huh huh!

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Trent ‘IVIaceWindu’ McCrow

I’ve known Shaun for a long time and I have been playing SWTCG against him for almost as long. I have constructed an Imperial Theme deck especially for this match and although we are playing with weaker then normal decks I know it will be a close match and I will not let Shaun’s tactics get to me. I pretty much have the Ground arena sorted as the Dark Side has always been strong there. Light Side should have space so it is up to Vader and the troops to bring it home for me in the Character arena.

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Set Up

Dark Side Draws 7 cards:

Stormtrooper Squad, Snowtrooper Squad, Elite Stormtrooper Squad, TIE Fighter DS-3-12, Snowtrooper Guard, Darth Vader (J), Stormtrooper Assault.

Light Side Draws 7 cards:

Pilot’s Speed, Hero’s Dodge, Rebel Blockade Runner, Chewbacca (E), Rebel Hangar, Blaster Pistol, Shield Generator

Light Side Mulligan Pilot Speed and drew Rebel Crew Chief


Dark Side Setup

Deploy

Draw

Stormtrooper Squad

Imperial II Star Destroyer

Snowtrooper Guard

Painful Reckoning

Imperial II Star Destroyer

Snowtrooper Squad

Elite Stormtrooper Squad

Stormtrooper Squad

Darth Vader (J)

Darth Vader (G)

Darth Vader (G) (under J)

TIE Fighter DS-55-6

TIE Fighter DS-3-12

Darth Vader (K)

TIE Fighter DS-55-6 (1 build in build zone)

TIE Fighter DS-3-12

Light Side Setup

Deploy

Draw

Rebel Crew Chief

Escape Pod

Shield Generator

Rebel Escape Squad

Rebel Escape Squad

Rebel Control Post

Rebel Control Post

Tatooine Hangar

Tatooine Hangar

X-Wing Red Ten

Chewbacca (E) (5 build in build zone)

Rebel Squad

 


Turn One

Ready Phase

Dark Side Gains 4 Force (4 total)

Light Side Gains 4 Force (4 total)

Build roll: 2 

Command Phase

Dark Build: 3 build

Draw: Stormtrooper Commander

The Dark Side player plays Imperial II Star Destroyer’s activated ability and places 2 build counters on TIE Fighter DS-55-6 and deploys it to the Space arena.

The Dark Side player places 3 build counters on Stormtrooper Squad and deploys it into the Ground arena.

Light Build: 4 build

Draw: Rebel Trooper

Light Side player places 1 build counter on X-Wing Red Ten, plays Rebel Crew Chiefs activated ability to place 1 build counter on X-Wing Red Ten and then deploys it into the Space arena (Tatooine Hangar in the Ground arena)

The Light Side player places 1 build on Rebel Hangar and deploys it into the Character arena.

The Light Side player places 2 build on Rebel Squad and deploys it into the Ground arena.

Dark Side player doesn’t retreat.

Light Side player doesn’t retreat.

Trent’s Commentary

Well Shaun got out his Rebel Escape Squad and Tatooine Hangar so this turn I will focus my attacks on those units so I can get rid of their build combination for the Space arena. Shaun was also able to deploy Rebel Hangar into the Character arena which he will most likely use to remove damage from Rebel Escape Squad or Tatooine Hangar. I’m a little concerned of his build advantage so I need to shut that build engine down!

Battle Phase

Space Battle

·  TIE Fighter DS-3-12 attacks X-Wing Red Ten with 2 power and rolls 1 Hit which results in 1 damage.

·   X-Wing Red Ten attacks TIE Fighter DS-55-6 with 3 power and rolls 0 Hits which results in 0 damage.

·  TIE Fighter DS-55-6 attacks X-Wing Red Ten with 2 power and rolls 1 Hit which discards X-Wing Red Ten

·  Rebel Escape Squad attacks Imperial II Star Destroyer with 5 power and rolls 4 Hits which results in 4 damage.

·   Imperial II Star Destroyer attacks Rebel Escape Squad with 5 power and rolls 5 Hits which results in 5 damage.

Ground Battle

·    Light Side player uses Rebel Hangars ability and removes 2 damage counters from Rebel Escape Squad.

·   Dark Side Player plays Painful Reckoning in the Ground arena (0 Force left).

·   Elite Stormtrooper Squad attacks Tatooine Hangar with 4 power; which is Intercepted by Rebel Squad (LS 2 Force left). Elite Stormtrooper Squad rolls 2 Hits which discards Rebel Squad

·   Stormtrooper Squad1 attacks Tatooine Hangar with 4 power and rolls 3 Hits which discards Tatooine Hangar.

·  Stormtrooper Squad2 attacks Rebel Control Post with 4 power and rolls 0 Hits which results in 0 damage.

·  Shield Generator attacks Stormtrooper Squad1 with 2 power and rolls 2 Hits which discards Stormtrooper Squad.

·  Rebel Control Post attacks Stormtrooper Squad2 with 2 power and rolls 2 Hits which discards Stormtrooper Squad.

Character Battle

·  Darth Vader (J) stack attacks Rebel Crew Chief with 5 power and rolls 4 Hits. Light Side player plays Hero’s Dodge (LS 1 Force left) which results in 2 damage.

·  Snowtrooper Guard attacks Rebel Crew Chief with 4 power and rolls 2 Hits which discards Rebel Crew Chief.

Arena Check

Space Arena: Contested.

Ground Arena: Contested

Character Arena: Dark Side

Shaun’s Commentary

It went OK. I got Rebel Escape Squad out with Rebel Control Post, Tatooine Hangar and Rebel Squad so I’m fairly happy. Trent may be able to win this one, but I will never surrender! Mwah huh huh!

Trent’s Commentary

I was able to achieve a lot in this first turn. I took out the Tatooine Hangar and damage the Rebel Escape Squad. Things are looking good for the rest of my campaign against the Rebels and my battle trickery might give me edge.


Turn Two

Ready Phase

Untap all units.

Dark Side gains 4 Force (4 total)

Light Side gains 4 Force (5 total)

Build Roll: 6

Command Phase

Dark Build: 7 build

Draw: Vader’s TIE Fighter (B)

Dark Side player places 2 build counters on Vader’s TIE Fighter (B).

Dark Side player plays Imperial II Star Destroyer’s activated ability and places 2 build counters on Vader’s TIE Fighter (B) and deploys it to the Space arena.

The Dark Side player places 4 build counters on Snowtrooper Squad and deploys it into the Ground arena.

Dark Side player places 1 build counter on Darth Vader (K) and stacks him underneath Darth Vader (J).

Light Build: 7 build

Draw: Lull in the Fighting

The Light Side player places 3 build counters on Chewbacca (E) and deploys him into the Character arena.

The Light Side player places 4 build counters on Rebel Blockade Runner.

Dark Side player doesn’t retreat.

Light Side player doesn’t retreat.

Shaun’s Commentary

I was able to deploy Chewie (E) to keep Character Contested. His Retaliate will be invaluable against Trent’s armoured Vader, though I fear next turn Vader will destroy Chewie. I might lose the game after turn three but I plan to deploy Rebel Blockade Runner to mess up Trent’s plans. I remain opportunistic.

Trent’s Commentary

I’m glad that last turn Shaun didn’t use Rebel Control Post’s ability, as now that Vader’s TIE is in the Space arena I can lock it down. This might prove to be a fatal error on Shaun’s behalf.

Battle Phase

Space Battle

·   TIE Fighter DS-3-12 attacks Rebel Escape Squad with 1 power and rolls 0 Hits which results in 0 damage.

·   Dark Side player plays Vader’s TIE Fighter (B)’s activated ability (3 Force left).

·  Vader’s TIE Fighter (B) attacks Rebel Escape Squad with 3 power and rolls 3 Hits which discards Rebel Escape Squad.

Ground Battle

·   Elite Stormtrooper Squad attacks Rebel Control Post with 4 power and rolls 1 Critical Hit which results in 2 damage.

·   Snowtrooper Squad attacks Rebel Control Post with 3 power and rolls 1 Hit which results in 1 damage.

·   Shield Generator attacks Snowtrooper Squad with 2 power and rolls 1 Hit which results in 1 damage.

·   Rebel Control Post attacks Snowtrooper Squad with 2 power and rolls 1 Hit which results in 1 damage.

Character Battle

·   Darth Vader (J) stack attacks Chewbacca (E) with 6 power.

·   Light Side player plays Chewbacca (E)’s Retaliate (2 Force left).

·  Darth Vader (J) stack rolls 2 Hits which results in 2 damage.

·   Chewbacca (E)’s Retaliate rolls 4 Hits. The Dark Side player plays Darth Vader (J)’s damage prevention ability (0 Force left) which results in 2 damage.

·   Snowtrooper Guard attacks Chewbacca (E) with 4 power and rolls 3 Hits which results in 3 damage.

·   Chewbacca (E) attacks Darth Vader (J) stack with 5 power and rolls 0 Hits which results in 0 damage.

Arena Check

Space Arena: Dark Side

Ground Arena: Contested

Character Arena: Contested

Trent’s Commentary

I’m glad to finally be rid of the Grand Admirals build engine and was pleased that I could severely wound Chewie. So far my Ground units have not taken Ground as Shaun’s Rebels have buried themselves in their trenches but hopefully on turn three I will achieve victory over the Rebel Scum!


Turn Three

Ready Phase

Un-tap all units.

Dark Side gains 4 Force (4 total)

Light Side gains 4 Force (6 total)

Build Roll: 3

Command Phase

Dark Build: 4 build

Draw: TIE Fighter Pilot

The Dark Side player places 4 build counters on Snowtrooper Squad and deploys it into the Ground arena.

Light Build: 3 build

Draw: Deflectors Activated

The Light Side player places 2 build counters on Rebel Blockade Runner and deploys it into the Space arena.

The Light Side player plays Chewbacca (E)’s ability and removes 1 damage counter from Rebel Control Post.

Dark Side player doesn’t retreat.

Light Side player doesn’t retreat.

Battle Phase

Space Battle

·   TIE Fighter DS-3-12 attacks Rebel Blockade Runner with 2 power and rolls 0 Hits which results in 0 damage.

·   TIE Fighter DS-55-6 attacks Rebel Blockade Runner with 2 power and rolls 1 Critical Hit which results in 3 damage.

·   Dark Side player plays Vader’s TIE Fighter (B)’s activated ability (3 Force left).

·   Vader’s TIE Fighter (B) attacks Rebel Blockade Runner with 4 power and rolls 1 Hit which results in 1 damage.

·  Rebel Blockade Runner attacks Imperial II Star Destroyer with 4 power and rolls 1 Hit which results in 1 damage.

·   Imperial II Star Destroyer attacks Rebel Blockade Runner with 6 power and rolls 2 Hits which discards Rebel Blockade Runner.

Ground Battle

·  The Light Side player plays Rebel Hangars ability and removes 2 damage counters from Rebel Control Post.

·   Elite Stormtrooper Squad attacks Rebel Control Post with 4 power and rolls 4 Hits which discards Rebel Control Post.

·  Snowtrooper Squad1 attacks Shield Generator with 2 power and rolls 2 Hits which results in 2 damage.

·   Snowtrooper Squad2 attacks Shield Generator with 2 power and rolls 0 Hits which results in 0 damage.

·   Shield Generator attacks Snowtrooper Squad1 with 2 power and rolls 1 Hit which results in 1 damage.

Character Battle

·         The Light Side player plays Lull in the Fighting.

Arena Check

Space Arena: Dark Side

Ground Arena: Contested

Character Arena: Contested

Shaun’s Commentary

I played Lull in the Fighting… the game continues… Mwah huh huh! I have a plan that might get me back into the match! I plan to use Deflectors Activated and hopefully add Rebel Trooper to assist Chewie.

Trent’s Commentary

Argh! Shaun used some of his battle trickery by playing Lull in the Fighting to postpone his doom. Thank goodness WOTC coast got something right when it restricted stalling cards. If he gets up to more battle trickery he might claw his way back into the game but I doubt it.


Turn Four

Ready Phase

Un-tap all units.

Dark Side gains 4 Force (7 total)

Light Side gains 4 Force (10 total)

Build Roll: 1

Command Phase

Dark Build: 2 build

Draw: Ground Assault

The Dark Side player places 2 build counters on Ground Assault and completes it.

Light Build: 1 build

Draw: Gondola Speeder

The Light Side player places 1 build counters on Rebel Trooper.

Dark Side player doesn’t retreat.

Light Side player doesn’t retreat.

Battle Phase

Ground Battle

·   The Light Side player plays Rebel Hangar’s ability and removes 2 damage counters from Shield Generator.

·   Elite Stormtrooper Squad attacks Shield Generator with 5 power and rolls 3 Hits and 1 Critical Hit which discards Shield Generator.

Character Battle

·   Darth Vader (J) stack attacks Chewbacca (E) with 6 power.

·   Light Side player plays Chewbacca (E)’s Retaliate (7 Force left).

·   Darth Vader (J) stack rolls 3 Hits which discards Chewbacca (E).

·   Chewbacca (E)’s Retaliate rolls 6 Hits. The Dark Side player plays both Darth Vader (J)’s damage prevention abilities (1 Force left) which results in 3 damage.

Arena Check

Space Arena: Dark Side

Ground Arena: Dark Side

Character Arena: Dark Side 

Shaun’s Commentary

Damn that Ground Assault!! It claimed my Shield Generator! Vader Killed Chewie (who was able to do some impressive Retaliate). Well it was a good game like all the others I have played against Trent.

 


Post Battle Thoughts

‘Grand Admiral’ Shaun Valjin

Ah, just as Count….. *cough cough*….. I predicted! An interesting battle it was. In my usual fashion, I put up a lot of resistance and drew the game for around four turns, though I lost. The tide could have been better for me if my Rebel Control Officer was out. I was defeated during the fourth turn because I rolled a 1 build roll. If I had an extra build I could have deployed Rebel Trooper or completed Deflectors Activated. Ideally a 4-6 build roll would have helped me survive. I’m happy with the outcome, though it would have been better if I won…well the game is to be enjoyed! Congratulations Trent ‘IVIaceWindu’ McCrow! May the Force be with you! (And me!)

Trent ‘IVIaceWindu’ McCrow

It seems today the Force was with me. Some of my rolls were totally awesome and my Hit rate was very high today. Unfortunately Shaun had no luck with his attack rolls which made the game a lot easier then it should have been. Shaun’s Draw seemed to fail him as well, though it was to be expected with such a diverse deck. In the early stages of the match I was worried that the Grand Admiral’s mastery of tactics would bring some unwelcome surprises, as he does more often then not. I was able to eliminate his build engine early on and it all went downhill for Shaun from there. From that moment on I focused my attention on eliminating all the Rebel Scum. In the end I wound up with a clean sweep of all three arena’s, which was unexpected, and I’m sure Shaun will want to put this match behind him so I won’t tease too much! J I totally enjoyed playing against him and look forward to the next time we meet in battle. Once again I have restored peace to MY EMPIRE!

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About the Author
After working in the Graphical Design Sub-Committee for the FOTR set Trent has moved on to the Card Development Sub-Committee and is working as an associate on the IDC's next project. He just recently moved to the Public Affairs Sub-committee. He is a member of Rebelbasers.com and is currently the organizer of the DCCR.

   
     
         
 
 


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