Strategy: Blast 'em! The deck has no protection or dice removal, so there are none of those complicated survival strategy decisions to make. It has virtually no shields and if I did happen to roll one on the E-11 Blaster I might decide not to resolve it, simply for not being thematic. Get Aftermath and/or Armored Support and/or Attrition in play early. They're important because your troopers WILL die, and the least you can do in their memory is benefit from their noble sacrifice. And they WILL miss their shots, because as we all know, Ben's insight in A New Hope that "only Imperial stormtroopers are so precise" is utter garbage. Upgrade TK-422 first, so he becomes the target and dies first. This is all part of the plan, because you want to bring him (or possibly his academy mate, TK-423) back with Endless Ranks, rather than an FN. Separatist Landing Craft is a bit of a red herring, I like that its dice become targets rather than your trooper or upgrade damage dice. But it's a red herring with potential, and Astromech is there to facilitate its special as a Plan B to get a reinforcement into play in the event your Endless Ranks are discarded away or out of reach resource-wise. It's a dodgy Plan B, but a fun one. The deck does also have lots of reroll ability, so Astromech is not a must to get the Separatist Landing Craft special going. But Endless Ranks is Plan A. With no defence, you need it. Starting health of 30 seems good, but with no defence, you get shot down as quickly as a ... stormtrooper. This deck can dish out decent damage though, and an early Strength in Numbers is a nice morale boost. Note this deck is designed for casual play with friends, not for tournament play. That's why, for instance, Rocket Launcher is there instead of a second Z6 Riot Control Baton, and the Separatist Landing Craft and Astromech instead of some other stuff that is more likely to be successful. Alternative deck name: Blankety Blank.