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From: Donald Lowe 

Use scanning crews to put a bunch of Rebels into the used 
pile.  Then, use Trinto Duaba and draw a low destiny.  If you draw a one, 
watch all those main characters go to the lost pile!  Keep a lot of 
characters in your own deck, as they have low destiny.

Don Lowe


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Luke2438@aol.com Thu Jun 20 13:55:53 1996

---Imperial Fleet Deck---

Locations:
Death Star War Room (Starting location)
Death Star Docking Bay
Death Star Docking Bay Control Room

Tatooine
Tatooine Docking Bay

Yavin 4
Yavin 4 Docking Bay

Starships
Imperial Class Star Destroyer or Devastater
TIE Fighters x7
TIE Scouts x4

Characters
Vader or Darth Vader
Death Star Troopers x2
Stormtroopers x9
Imperial Trooper Gaurds x4
Imperial Pilots x3

Devices
Stormtrooper Backpack x2
Stormtrooper Utility Belt x7
Fusion Generator Supply Tank

Weapons
Blaster Rifles x11
Blaster x2

Interupts
Scanning Crew x2
Dark Manuevers x3
Imperial Reinforcements x2
Overload
Counter Assault
Alter

By Jeff Toker and Ben Schneider



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From rhodson@pb.net Tue Jun 11 14:59:32 1996
Return-Path: 
From: rhodson@pb.net

I love your web site!  I am a beginner SW:CCG player(well, I've been playing 
since Dec.,but barely) and am wondering a good deck for an advanced beginner.  I 
have Han, Leia, and Red Leader.  I am trading for Luke.  As for the combos, here 
they are.

Mos Eisley+ Crash Site Memorial+ X-34+ Spaceport Speeders
Get a crapload of force every turn! And do it again! And again! And again!

Han Solo+ Han's Heavy Blaster+ Yavin 4: Jungle + Warrior's Courage+ I've Got A 
Bad Feeling About This AND\OR Don't underestimate our chances
I call this the "Smuggler's luck combo" Han's power is now 5 (I think), immune 
to attrition, targets for free, and target's forfeit is zero!! Also, if opponent 
has initiated a battle, add Solo Han!

Thanks!

Mike Hodson


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From: JAYSON ZILKIE 

BIGGS + Red 3 + R2-X2

good manuever + power

Jayson



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From: RWMR54B@prodigy.com (MR DANIEL P ABBE)

Well, my composition changes often. Whenever I pick up something 
cool(alot of the time), I stick it in. Right now, it has no theme, 
but after I complete my set (hopefully) I will try to make a theme 
deck, like the DSP deck.


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From: RWMR54B@prodigy.com (MR DANIEL P ABBE)


Okay, here's one: Death Star Plans+Vehicle with good landspeed like X-
34+R4-E1+Figrin D'an Okay, put death star plans down, then use 1 
force to move your vehicle (as I said, X-34 works best, you'll see 
why) over to the site, and then move to a Yavin 4. you then get all 
of thos force back! But wait! The fun's not over yet! On your next 
turn, use Figrin D'an to get the Plans back! It keeps on going and 
going and going...(Use X-34 because it has good landspeed. r4-e1 adds 
landspeed too, and he can drive it by himself!)

--Dan Abbe


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From: jdivuolo 

Subject: not realy a combo, but hey, its a killer-cool thing to do (DARK- the FUNNER side!!!)

put weak force on DARK Dantooine
have many ISDs w\ TIE advanced on them in range of Dantooine
when opponent initiates battle, WHAM!!!- react with ISDs and TAs
your power BIG- opponents power little(font .5)


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From zvortex@mcl.ucsb.edu 
Subject: Corrections in SW:CCG Combos


Okay, here is stuff you need to include:
(A lot of the info is from the FAQ included)
The Light Repeating Blaster Rifle currently needs EG-6 to work.
A character can only battle and force drain once per turn, thus 
eliminating the multiple teleport and force-drain/attack combo.  Also, 
you can't use interrupts in the middle of baddle that aren't battle-specific.
You've written "Nabrum" instead of Nabrun many times.  You can't teleport 
to the Death Star except to the Docking Bay, thus eliminating the Death 
Star Plans combo.

Don Lowe

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From mrbrain@ao.net Tue Apr 16 20:30:38 1996
Return-Path: 
From: mrbrain@ao.net

Restraining bolt+Droid Detector
Ouch did I see 3po there

Wuher+Cantina
Bye bye droids


Josh

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From: ace 

Corrections to Combos :

 few of them, however, that are illegal (according to the official 
SWCCG FAQ)  Here is an example:
>CZ-3 (react cards) + Dont underestimate our chances 
>Put CZ-3 on a site + say Leia then play dont underestimate our
>chances then play a *bunch* of rebel troopers From: Donald Lowe 

CZ-3's ability requires that opponent "just initiated a battle".
Don't underestimate our chances requires that oppoent "just initiated
a battle".  According to the official FAQ, if you use one of those two, 
then you can't use the other because after you use one, the battle was 
not "just initiated" anymore.

Most of the problems in the combos on your page involve this error, or 
the rule that: you may not play an interrupt during a phase that does
not specifically modify that phase.  For example, you can't declare a 
battle and then use Nabrun Leids/Ellis Helrot to transport because those 
interrupts don't specificially modify a battle, and thus cannot be used 
once a battle has been initiated.  Just thought I'd let you know... if 
I were you, I would make sure and remove the illegal combos, especially 
if you want people to come to your site for combo reference.  Nice page 
though!

-- Kevin Lambert --


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From dunnt@server.centaf.af.mil Mon May  6 08:04:38 1996
From: "Todd A. Dunn" 

M'iyoom Onith + Set for Stun + Kintan Strider
Have M'iyoom out, play Set for Stun on a (one dot) character to send it 
to their hand, use M'iyoom's game text, play Kintan to bring back one 
of your own.
	
	Beggar + It Could Be Worse
Have Beggar in play, use ICBW and use all of opponent's Force when you 
get drained, lose the Beggar if more than 1, opponent has no force to 
defend on your next turn during a battle (firing weapons, etc.).


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Subject: Killer Dark Deck of mine.
From jdivuolo@monmouth.com Mon Apr 29 15:38:48 1996

Title:  The Dantooine Trap, with other little odds and ends.

	This is my Dark deck, everyone.  This is an expensive deck to build, i know, but 
it's expense is not what wins it games.  It is the strategy that can be created through 
it.  First i'll list all of the cards in it, then i'll explain some traps, tactics and 
great stradegies that can be applied to it.

The Deck!

Locations:

Dantooine
Kessel
Tatooine
Tatooine:Mos Eisley
Yavin 4
Yavin 4:Jungle
Death Star:Docking Bay 327
Death Star:Central Core
Death Star:War Room
Death Star:Detention Block Corridor

Characters:

Darth Vader
Grand Moff Tarkin
General Tagge
Admiral Motti
DS-61-2
Imperial Trooper Guard
Imperial Pilot x2
Stormtrooper x5
Dr. Evazan
Wuher

Starships:

Devastator
Imperial-Class Star Destroyer x2
Black 3
TIE Advanced x1 x2
TIE Fighter x5

Weapons and Devices:

Caller
Restraining Bolt
Assault Rifle
Han Seeker
Dark Jedi Lightsaber x2
Boosted TIE Cannon x2
Ion Cannon x2
Turbolaser Battery

Interupts and Effects:

Moment of Triumph
Tallon Roll
Dark Maneuvers
Lone Pilot
Look Sir, Droids
Reactor Terminal
Send a Detachment Down
Gravel Storm
A Disturbance in the Force
Molator
Trooper Charge
Vader's Eye
The Empire's Back


Strategy tips:

	The best way to beat an opponent is through strategy, not through mere power.  
While this deck is quite powerful, if used strategically, it can be Devestating(like the 
Devestator).
	The first location that i get out on the table sets the mood of the game.  I 
either play Mos Eisley or Kessel, either if i feel like battling on land, or in space.  
Most of the times, however, I start with Kessel because I like space battles better and 
I cause more damage in space.Then I begin setting my favorite trap. What I do is I 
deploy an ISD to Kessel first, and then I get Tarkin on it.  Tarkin works very well at 
Kessel- The other ISDs deploy for 6, and the TIE Advanced deploy for free, along with 
the regular TIES.  I leave one ISD with 3 TIEs on it at Kessel, put one ISD with 2 TIEs 
at Tatooine and one ISD at Yavin 4 with 2 TIEs on it.  I put one measily(or so the enemy 
thinks) at Dantooine, and just have it force drain for 1 every turn untill the opponent 
puts one of his own ships there, untill he makes his fatal error of initiating a 
battle...Before that,I put the two Ion cannons each on one ISD, and the Turbolaser 
battery on the other ISD.  I put the Boosted TIE cannons on the two TIE A's. I then just 
sit back and wait untill he initiates a battle at Dantooine with a very small force to 
get rid of the TIE.  When he does this, in a very Shwartzeneggar-like voice i say, "BIG 
MISTAKE", and move all three of my ISDs with there accompaning TIES to Dantooine as a 
react.  In a game against one of my friends, he did this, and he had a Corvette with 
Luke on it,  and a y-wing with Pops on it at Dantooine.  After I moved there, him not 
having any weapons to fire at me with, I disabled the Corvette with one of the Ion 
cannons, and TOASTED it with the Turbolaser battery.  I then fired the second Ion at the 
y-wing, but it missed, but i fired on it with both TIE cannons, missing with the first, 
but taging it with second. He had power of 12 with the Corvette with Luke and the y-wing 
with Pops. MY power total consisted of one ISD(8) + another one with Tarkin and one 
Imperial Pilot(12) + the Devestator with the other Imperial Pilot(11) + 5 regular 
TIES(5) + 2 TIE A's(4) + Black 3 with DS-61-2 on it(4) totaling 44!  Plus, I had the 
Molator on the table, so I converted 6 of my 18 ability to power to bring it up to 50.  
I then drew a destiny of 2.  He drew drew destiny of 3, so i ended up only losing one of 
the TIE A's. His power total was 15, and mine was 52-difference of 37. He had to forfeit 
the two ships, so they, plus Luke and Pops' forfeit brought that down to 16- still a lot 
of cards to lose, plus he lost good characters and ships.  This pretty decided who would 
win the game.
	Man!! What a long explaination!  But that's only one of the good features of 
this deck.  Another good stradegy is to deploy Darth Vader to the Yavin 4 Jungle.  Give 
him one of the Dark Jedi Lightsabers.  Then just leave him there.  He battles at power 
of eight- I bring it up to 10 by changing 2 of his ability to power with the Molator, 
does a 2 point force drain when left alone, draws destiny, has a weapon that can cut 
everyone down, is ammune to attrition, and has ability so high that there is a very good 
chance no weapon will harm him.  If he does get into trouble though, just use Vader's 
eye on him to help him out!  To make this really work, i wish i had Expand the Empire 
and Presence of the Force cards toincrease the force drain.  If you have these, and or 
Dark Jedi Presence, go for it and see how it helps.  
	After getting all your ships out with the deploy -2 bonus of having Tarkin at 
Kessel, put him on the ground, and throw the other Dark Jedi Lightsaber on him- He's 
nowhere as good as Vader, but he does well.
	There are a lot of combos that  can be done with this deck, most known is the 
Dark Maneuvers/Tallon Roll combo- use this with Black 3 with DS-61-2 on it.  
	Anyway, the main idea of this card is to strategically use many of the cards 
together in combinations, or just in droves.  Besides the ones I laid out and explained, 
there are probably more in here than iv'e noticed.  If you see any good ones i missed, 
e-mail me at jdivuolo@monmouth.com and tell me about them.
	Also, I am looking to trade my light side cards and some of the DARK ones that i 
don't use.  Some rare ones i am willing to trade are Luke Skywalker, Noble Sacrifice, On 
the Edge, Tactical Recall, and others- I also have a ton of light side ships(8 frekin' 
corvettes!!) that i am willing to trade. Some Dark Side cards that I am looking for are:
Tatooine:Cantina,Djas Purh,The Prophetess,Dark Jedi Presence x2,Presence of the Force 
x2, Disarmed,Light Repeating Blaster Rifle,Tonnika Sisters,Expand the Empire,Vader's 
Custom TIE, Vader's Lightsaber,Lone Warrior,Myo, ISDs x3, TIE As x5, Ion Cannon x3, 
Turbolaser Battery x3,Boosted TIE cannons x4,and 4 Dark Jedi lightsabers.
	If you have any or all of these cards I am looking for, and are willing to trade 
them, please e-mail me at jdivuolo@monmouth.com and we can talk.
	In the Mean time, May the (Dark side of the) force be with you and long live the 
Empire! 

-Mike D.

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