Ack-attack-ack-ack-ack-ack v2

Card draw simulator
Odds: 0% – 0% more
Derived from
Ack-attack-ack-ack-ack-ack 0 0 0 1.0
Inspiration for
SUPER Ack-attack-ack-ack-ack-ack 0 0 0 3.0

GrantZilla1979 47

You oughtta know by now - game plan is simple. Get guns and aim for a blowout All In or Hit and Run-It's a Trap! play before you die. Easy enough, right? ...Guys?

The only upgrades that redeploy are the twin Holdout Blaster - AND they don't inherently synergize with the big Hit and Trap salvo shot - but we're getting around this with Rearm to an extent.

Launch Bay is good when you can get it out, as always, but the singleton Outpost can pull weight here, if for no other reason than the focus side of the dice, which helps All In focus chains. Promotion and Scout help here, and can also be Rearm-ed to give you some more options.

The troops are there to be cannon fodder, so let them do what mooks do.

Target prioritization is pretty much always the yellow character first, to turn off 'Spot yellow' cards, followed by blue, then red.

If you're tired of faffing about with control cards and playing footsie with your opponent, sleeve this one up and give it a try.

New version cuts battlefield control-dependent cards and adds discard support and a few silver bullets.

1 comment

Hennessy 40

As a long term mono red player I have few questions regarding your deck and card selection. I have to admit, I do not have much experience with double Trooper variant, I played eLeia instead more often, but with current enlarging health pool of villain decks mainly because of Bala/Jango/Trooper, I am changing my mind to start with this version of red deck.

1) Have you tried Survival Gear? If so, why you did not included it. Do you find your healthpool usually sufficient or the card overpriced? I used to run it instead of Scouts, because you have very limited upgrade slots in 2 character fragile deck anyway. 2) Regarding the Echo Base. Do you claim often with 3 characters? If not, why not to play something not slowing your deck (mos eisley spaceport to return promotion or rebel war room as these two usually do nothing in most decks). 3) Apart from Troopers, you have quite low dice removal / messup. Dodge/Block? I also found Comlink as quite handy as it really can save your back as you can overwrite it if you do not have resources to play it normally (definitely better than Daring Escape imo).

Regarding the gameplay. What is the reason behind the supports? They are there for Jango denial or for midgame pressure (LB can really swing the tide of battle, however it reqires almost full turn of resource collection). Do you find Outpost usable?

Last one: artillery decks are quite clear, however how you play against blue decks? I suppose burst Qui-Gonn down asap for hero decks and mess around with the 2 dice Sith for villain? Do you dump down Its a Trap or use it for resources (thats the other thing - if you have Survival Gear, you can Trap for stupid amount of shields).

Thank you for your reply in advance.