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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!
Download this deck and other deck articles
for LackeyCCG here.
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.

Download this deck and
other deck articles for LackeyCCG here.

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
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Deploy
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Draw
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Stormtrooper Squad
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Imperial II Star Destroyer
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Snowtrooper Guard
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Painful Reckoning
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Imperial II Star Destroyer
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Snowtrooper Squad
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Elite Stormtrooper Squad
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Stormtrooper Squad
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Darth Vader (J)
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Darth Vader (G)
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Darth Vader (G) (under
J)
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TIE Fighter DS-55-6
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TIE Fighter DS-3-12
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Darth Vader (K)
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TIE Fighter DS-55-6 (1
build in build zone)
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TIE Fighter DS-3-12
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Light
Side Setup
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Deploy
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Draw
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Rebel Crew Chief
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Escape Pod
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Shield Generator
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Rebel Escape Squad
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Rebel Escape Squad
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Rebel Control Post
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Rebel Control Post
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Tatooine Hangar
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Tatooine Hangar
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X-Wing Red Ten
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Chewbacca (E) (5 build
in build zone)
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Rebel Squad
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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
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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!
Thoughts
or comments? Visit the message board thread for this article here.
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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