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 Galactic Empires : Deck Construction and Strategy
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RobPro
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Posted: 08 March 2007 at 9:08pm | IP Logged Quote RobPro

It occured to me that, with a lack of certain cards available and an overabundance of others, it might be worthwhile to split things up into to formats.

Format 1: Just straight up Galactic Empires. No restrictions on anything. Use whatever you can get, play by the rules as they are in the rulebook, or whatever your play group feels comfortable with.

Format 2: I'm opposed to banning cards, but there are some cards right now that may be Strength 1, as they should remain for deckstocking, but are completely ludicrous to have as eight copies. Similarly, promo cards are very prohibitive for newers players to enter the game (as well as, you know, the fact the game is dead.)

I think it would be possible for a list of "restricted" (1-of's) that sound reasonable, and maybe limiting certain cards where 8 are legal to 4 copies, though those cards aren't particulalry hard to get... just disruptive during play.

Any thoughts? Does anybody still post here?


P.S. Expect my updated decklist soon!


Edited by RobPro on 08 March 2007 at 9:09pm
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Eaglepreacher
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Posted: 09 March 2007 at 4:01pm | IP Logged Quote Eaglepreacher

Havent had much to post about.  Some cards are way to strong and some argue that's why it's collectible.  For restricting cards too much to argue about, but it always has to be agreed upon by your group.  I think most of the promo terrain with shields always upsets the balance of a game.  Add to it some are also immune to certain card types and it really busts the gap.  Some have the promos and others don't.  One of the last times I played we solved the 'dont have issue'  by allowing proxy cards. eg we wrote on a T1 asteroid card T10 stephania or some other promo terrain.  When we played the T1 we either replaced it with the orginal card or a copy.  We made out own cards in this way as well.  OF COURSE we stocked it as the proxy cards not as a T1.
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RobPro
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Posted: 09 March 2007 at 4:36pm | IP Logged Quote RobPro

Yep, that's what we've been doing, mainly with Promo terrains. It's such a huge disadvantage not to have them! There are some that, while they may be alright on their own (as a 1-of), are simply nuts when multiple copies hit the board (a la 4 Reactionary Worlds.)
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MogwaiSC
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Posted: 09 March 2007 at 10:23pm | IP Logged Quote MogwaiSC

RobPro wrote:
There are some that, while they may be alright on their
own (as a 1-of), are simply nuts when multiple copies hit the board (a la 4
Reactionary Worlds.)


My Indirigan deck is built around this card actually, I've set it up with as
many anti-reaction cards as possible. It's usually effective, but sometimes
I get my butt seriously whooped too...

The proxy idea is a good one; I'll mention to the group I play with and see
what happens... The promo terrain really do increase the power of a deck
considerably, but there is a solution to the problem, a terrain field... you
can eliminate pretty much any terrain, even promo terrain, with a terrain
field and a Muse.
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RobPro
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Posted: 09 March 2007 at 11:37pm | IP Logged Quote RobPro

What is a "Muse"?
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ericbsmith
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Posted: 10 March 2007 at 6:13am | IP Logged Quote ericbsmith

RobPro wrote:
What is a "Muse"?
P1 Psycanti Muse and P1 Visonic Muse, from Powers of the Mind. They can use one Function of one Field, chosen when played. Unfortunately, being Psycanti and Visonic empire Psy cards they can only be used in a Psycanti or Visonic deck, but they make very effective slaughter cards when played to the right field and protected effectively.




Edited by ericbsmith on 10 March 2007 at 6:14am


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RobPro
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Posted: 10 March 2007 at 6:01pm | IP Logged Quote RobPro

Interesting!
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MogwaiSC
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Posted: 14 March 2007 at 3:03am | IP Logged Quote MogwaiSC

The thing that makes them disgusting is you play an A9 Accidental
Evolution on them to make them strength 10 and then they can kill one
planet of less than 10 strength every turn, regardless whether it's shielded
or has damage reduction. This effectively nullifies the benefits of the
promo terrain.

The key is protecting the Muse. I'm planning on building a new crew
attack deck specifically to kill Psys. It's going to have lots of Illnesses and
Insanities in it as well...
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Eaglepreacher
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Posted: 14 March 2007 at 10:39pm | IP Logged Quote Eaglepreacher

MogwaiSC, Why do you need to play the Accidental evolution on the muse? 

The muse when played chooses 1 Function of any strength  and that is the ONLY function the muse can use.  It can't change the function later.

I have'ntplayed psy's much but isn't psy damage considered cards damage?  and if so, then shields which can absorb card damage does negate some of the damage.

Robpro. after rereading your orginal post, here's a possibility also.  Rather than restricting the cards to one of in a deck, as a thought, try to restrict it as a persona, eg only one in play at a time.



Edited by Eaglepreacher on 14 March 2007 at 10:43pm
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RobPro
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Posted: 14 March 2007 at 11:51pm | IP Logged Quote RobPro

Well, then you get an issue with cards like Alliance Treaty or Accelerated Timeline, where you may have more than one in the deck but never more than one in play.

I'm not saying these cards should necessarily be the ones limited, but not all amazing cards are "permanents," so to speak.
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ericbsmith
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Posted: 15 March 2007 at 6:39am | IP Logged Quote ericbsmith

1) The errata for the Terrain Field says the strength 10 function doesn't do card damage - the text is correct, the terrain is simply destroyed.

2) A P1 Psy can be blown away with 1 point of phaser damage or killed by virtually any attack capable crew. ANYTHING which raises it's effective strength helps it survive longer.


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Eaglepreacher
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Posted: 15 March 2007 at 1:31pm | IP Logged Quote Eaglepreacher

Ok, Eric.  If you want to go with the card text then.  Why underneath does it give card damage of 10?  Plus acording to the card text it cannot destroy any terrain but only terrain of 4 or less.  The text does specifically state "10- destroy any terrain card of equal or lower strength than THIS card".  And the strength of the terrain field card is only 4.
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ericbsmith
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Posted: 15 March 2007 at 2:18pm | IP Logged Quote ericbsmith

Eaglepreacher wrote:
Why underneath does it give card damage of 10?  Plus acording to the card text it cannot destroy any terrain but only terrain of 4 or less.
Both of those were changed in the errata. The Terrain Field doesn't do card damage, it destroys a terrain outright, and it can destroy any terrain of equal or lesser strength than the function, not the card. The function is a Strength 10 function. You can find this bit of errata here:

http://www.bullington.us/galacticempires/docs/faqerrata.htm
or here:
http://web.archive.org/web/20050214000236/showcase.netins.ne t/web/tpeer/galactic/errata.htm


Edited by ericbsmith on 15 March 2007 at 2:20pm


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RobPro
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Posted: 15 March 2007 at 2:52pm | IP Logged Quote RobPro

Would putting a Muse on a B1 Pirate Outpost save it, or would the outpost's shields just intercept the damage?
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MogwaiSC
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Posted: 15 March 2007 at 9:13pm | IP Logged Quote MogwaiSC

On a Pirate Outpost you'd have to be a Pirate or Police unit to fire at it if I
remember correctly. That would provide some protection, but not insure
it couldn't be killed.

Eric, thanks for reminding me that Psy's can be targeted with weapons
fire... I keep forgetting that.
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Gekonauak
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Posted: 16 March 2007 at 6:31am | IP Logged Quote Gekonauak

You have to be a Pirate or Police unti to fire at the Outpost. Trick is, you aren't firing at the outpost, you are firing at the Psy ON the outpost.

The outpost would not protect the Psy in that case. In addition to that, while the shields on the outpost would protect the Psy, the shields on the outpost would still take damage even if the firing unit was not a Police or Pirate. They are not firing at the outpost, they are firing at the Psy, which is allowable.

Fun, huh?

Psy's are incredibly weak. The only way they have a chance is in a duel, or against opponents that the not know how devistating they can be if allowed to survive. In a multiplayer game, they should be purged before ANY other empire.
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Gekonauak
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Posted: 16 March 2007 at 6:31am | IP Logged Quote Gekonauak

Hey, post #100.
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RobPro
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Posted: 17 March 2007 at 2:02am | IP Logged Quote RobPro

Gekonauak wrote:
Hey, post #100.


Now you're as bad as the spambot. ;)
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MogwaiSC
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Posted: 18 March 2007 at 3:20pm | IP Logged Quote MogwaiSC

Okay, so you don't have to be a Pirate or Police unit to fire on a Psy on a
Pirate Outpost, cool.

Can Psy repair themselves by using economy as repair, or repair produced
by any terrain?

I know some Psy terrain specifically say the repair generated by that
terrain is only usable on Psys.

I'm just curious about how this works. I don't have my rulebook available
and I don't have time to dig it out.

Thanks.
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Gekonauak
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Posted: 19 March 2007 at 6:21am | IP Logged Quote Gekonauak

No, unless the terrain specifically states that it can repair Psys it cannot.

Economy can be used for healing damage to Psys.
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Galactus
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Posted: 21 April 2007 at 11:02pm | IP Logged Quote Galactus

People worry too much about promo terrain. You don't win the game by
killing terrain...you win the game by scoring sector headquarter damage.
Occassionally it is strategically necessary to neutralize a specific terrain...but
for the most part I focus on eliminating or bypassing ships. Having promo
terrain does help discourage "planet eaters"...players who get off on
depriving other people terrain...but there are plenty of ways to defeat promo
terrain if you want to waste the cards doing it. My favorite planet killing
tactic is the S7 Heavy Drone Bombadier with a heavy weapon refit and dual
launch tubes and a weapons officer = 15 points of terrain damage to each
planet in an opponent fleet. That should clear the decks!!
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Tarquon
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Posted: 23 April 2007 at 8:19pm | IP Logged Quote Tarquon

terrain field + freelance purist + galactic trade world (or other strength
enhancer). in any deck quite nasty.

Not the anti/pro-promo terrain debate again! There must be a thread that
already covers this...
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Galactus
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Posted: 29 April 2007 at 12:38am | IP Logged Quote Galactus

Addressing an earlier point on this thread...I have to patently disagree
with Geko's interpretation of the rule regarding crew on a Pirate Outpost.
That is just ludicrous to think you can pick off a crew from an entire base
without having to shoot at the base...That just blows....That makes no
sense whatsoever. You can't shoot planets out from under a base...so
why should you be able to shoot crew out from under a base. That is the
entire point of playing a base....TO PROTECT THINGS LIKE CREW, AND
PLANETS!!! Simple logic will lead you to this conclusion. I think people
are starting to think like republican lawyers in their interpretation of the
rules...."let's see how we can bend and twist this beyond recognition"....

Think....you can't fire at the pirate base because in essence...unless you
are a pirate...or the cops...you don't know the ff'ing base is even there!!!
So if you don't know if the base is there....how could you possibly know
that a crew is on the base???? Go figure it out...

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MogwaiSC
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Posted: 30 April 2007 at 11:03pm | IP Logged Quote MogwaiSC

But Psy are different. They can be targeted just like any unit because they
defend the Psy network.

There's no rule that says you have to shoot one unit before another when
they're at a common location; because psys can be targeted just like a
unit, you can shoot at them without having to first shoot the base. Yes,
the shields of the base will protect the psy, but the structure won't, you
don't have to kill the base to first get the psy.

Again, it's because they can be targeted with weapons fire, just like any
unit.
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Gekonauak
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Posted: 02 May 2007 at 6:51am | IP Logged Quote Gekonauak

People worry too much about promo terrain. You don't win the game by killing terrain...you win the game by scoring sector headquarter damage. Occassionally it is strategically necessary to neutralize a specific terrain...but for the most part I focus on eliminating or bypassing ships.

This was why these terrain were created. It use to be a tactic to deprive a player of resources. A very efficient tactic at that. It sucked being on the receiving end. Although I do think we made the terrain a tad TOO strong. There shouldn't have been any terrain that had two immunities. And we should've had terrain in the regular sets that were of comparable strength as well.
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Gekonauak
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Posted: 02 May 2007 at 6:59am | IP Logged Quote Gekonauak

GALACTUS -

That is just ludicrous to think you can pick off a crew from an entire base without having to shoot at the base...That just blows....That makes no sense whatsoever.

What? Are you trying to inject a little reality into a science fiction card game?!?

There are many bigger holes in this reality than that.

That is the entire point of playing a base....TO PROTECT THINGS LIKE CREW, AND PLANETS!!!

Well, actually, no. Bases are played to protect planets only. Unless somewhere on the base card specifically states that it protects crew in some way. The rulebook only mentions protecting the terrain.

So if you don't know if the base is there....how could you possibly know that a crew is on the base???? Go figure it out...

Think of it this way... You aren't firing your weapons on the Psy's physical location, but his astral projection.
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Galactus
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Posted: 02 May 2007 at 9:27am | IP Logged Quote Galactus

No....I don't want to think of it that way...I want to protect my PSY!!!! :)
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Galactus
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Posted: 02 May 2007 at 11:06am | IP Logged Quote Galactus

My main argument here is at the very least....the shielding on the base
should protect the psy...
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MogwaiSC
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Posted: 03 May 2007 at 12:08am | IP Logged Quote MogwaiSC

Oh fer Chris'sake...

Reread the thread... sheesh. If I remember correctly it has been ruled that
the shields do protect the psy but the base doesn't.
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Galactus
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Posted: 03 May 2007 at 12:12am | IP Logged Quote Galactus

blah,blah,blah oh exalted one....
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