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 Galactic Empires : Deck Construction and Strategy
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Gekonauak
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Posted: 23 October 2007 at 10:20am | IP Logged Quote Gekonauak

How often do you use your Reserve Fleet?

At the beginning of the game, to get your intitial cards out? And maybe once more throughout the game, because you had to stick a useful card in there to get your MUST have?

Do you most of the time just ignore the fact that it is there after the initial swap?
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werewolflht65
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Posted: 23 October 2007 at 11:57am | IP Logged Quote werewolflht65

Cards come and go into my reserve fleet like it was a flea market. With cards like Twist of Fate and Reserve call up, I have so much action at my reserve fleet, my friends say it gets more action then I do.

Which is probably true. :)


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RobPro
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Posted: 23 October 2007 at 1:16pm | IP Logged Quote RobPro

I use it throughout the game.

If I've done a reserve fleet call-up, I'll stick two of the weaker cards in my hand into the reserve fleet to take up those empty spaces so I'll be able to draw more cards.

Sometimes I don't need anything in the beginning because I have a good opening hand, but after a few turns I might like to see that extra ship/terrain/card draw engine.
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Matchbox
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Posted: 23 October 2007 at 2:01pm | IP Logged Quote Matchbox

i usualy put a ship, terrain, cybermage. just becasue in case my intial cards dont give me either i can get protection right away, and the mage for the obvious extra card paly at the begining of the game. but normaly i very rarely will use it after that, unless im shipless and need one

Edited by Matchbox on 23 October 2007 at 2:02pm
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Aramax
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Posted: 24 October 2007 at 8:02am | IP Logged Quote Aramax

Ill build decks around my reserve fleet
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Drakmoore
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Posted: 24 October 2007 at 9:32am | IP Logged Quote Drakmoore

He does, I've seen it. Its weird seeing a bunch of decks orbiting a reserve fleet......Ba! Dum! Bump! 

But seriously, he does they are pretty good too.
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werewolflht65
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Posted: 24 October 2007 at 11:06am | IP Logged Quote werewolflht65

::smirks::

If you know in advance how many players will be in the game, it is easier to pick and chose a reserve.

Normally, depending on the deck, I go with a T-6 or 7 terrain and a Vektrean Battle Cruiser, at least for duels.

Open table (re:Multi-player) I usually go with the above plus a Marine, a Fighter, and a Miscom.


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RobPro
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Posted: 24 October 2007 at 12:29pm | IP Logged Quote RobPro

In my group, with 5 player games, a certain Council of Six member -always- puts A5 Wizard's Ring, R/M9 Luck Demon, R/M8 Temporal Conscience, and R/O5 Stolen Technology in his Reserve fleet. I think the last card is usually an S7.
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werewolflht65
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Posted: 24 October 2007 at 9:21pm | IP Logged Quote werewolflht65

Now there's someone fixated on stopping the Mega Draw. It would fold up like a house of cards in a hurricane against my Mechad Monster deck... Not much room in a 175 deck when 55 are monsters...

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RobPro
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Posted: 24 October 2007 at 10:00pm | IP Logged Quote RobPro

C8 Spiritual Leader with economy-generating terrain > Monsters. :-D
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werewolflht65
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Posted: 25 October 2007 at 6:33am | IP Logged Quote werewolflht65

Anytime....

Crew...HAHAHA! By the time the crew is out and useful, there's no Eco-Terrain left in your fleet...

But, I digress... We'll just have to wait until April to see who would win.

:)


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Gekonauak
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Posted: 25 October 2007 at 8:40am | IP Logged Quote Gekonauak

Not much room in a 175 deck when 55 are monsters...

Which is why my C1, C2, and C3 are all Science Officers.
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werewolflht65
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Posted: 25 October 2007 at 10:53am | IP Logged Quote werewolflht65

And my C-4 is a Marine... Looks like he'll live through those combats.. For a change. :)

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Gekonauak
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Posted: 25 October 2007 at 11:33am | IP Logged Quote Gekonauak

I guess he can use a transporter from the surface of a planet (or possibly a base).
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werewolflht65
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Posted: 25 October 2007 at 1:26pm | IP Logged Quote werewolflht65

Hmm, Aesthetic Marine Recruiting Depot comes immediately to mind...

:)


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Gekonauak
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Posted: 25 October 2007 at 1:48pm | IP Logged Quote Gekonauak

all the more reason to make sure you don't have any ships protecting your SHQ.
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werewolflht65
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Posted: 25 October 2007 at 2:53pm | IP Logged Quote werewolflht65

Hmm, did I mention that it was a MECHAD monster deck?? Yeah, way up there where I was describing the decks I have.

Mechad ships take a lot of abuse before they go away...


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Gekonauak
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Posted: 25 October 2007 at 3:46pm | IP Logged Quote Gekonauak

Well, that is why my deck is built on bypassing of the ship.
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werewolflht65
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Posted: 25 October 2007 at 4:50pm | IP Logged Quote werewolflht65

Ahh, a Time Skip/Warp junkie... ::looks over his shoulder:: Sir Thomas? Would you mind handling the Time issues please?

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MogwaiSC
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Posted: 25 October 2007 at 11:10pm | IP Logged Quote MogwaiSC

Anyway...

To get this thread back on track...

I build my decks to accomodate a core of cards I have set aside to use for
my reserve. For example; I only put 3 C5 Quartermasters and 2 C6
Cybermages in each deck so I have the option of putting another in my
reserve.

I also pick my reserves as a function of both my chosen deck, and my
opponents. My Vektrean deck is one of, if not my most formidable decks;
for the reserve for that I typically use a B8 Manufacturing Plant, a T5
Military Reservation, something like a Quartermaster or a Cybermage, and
a Promotion.

In general, my reserve typically has a terrain and a base, some kind of a
crew, and an ability of some type.

Edited by MogwaiSC on 25 October 2007 at 11:11pm
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werewolflht65
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Posted: 26 October 2007 at 7:05am | IP Logged Quote werewolflht65

I only have to ask this: Is your Vektrean deck an "E" deck?
My Bolaar deck uses transport shuttles and such but I don't run the B-8 to go get them back from the discard pile. I just run the Bolaar Fighter. It never goes away.

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MogwaiSC
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Posted: 26 October 2007 at 10:37am | IP Logged Quote MogwaiSC

Yes,

My Vek deck is heavy on E cards. For example, I have 8 R/E2 Repulsion
Beams, 8 R/E 3 Shroud Webs, and 4 R/E 4 Multipurpose Phasers in it. I
use the Manufacturing Plant on the Military Reservation to buy back the
repulsion beams, the shroud webs, and the multipurpose phasers. It's
also heavy on economy and terrain that produces repair, so it's
relatively easy to buy them back.

Edited by MogwaiSC on 26 October 2007 at 10:37am
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werewolflht65
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Posted: 27 October 2007 at 8:09am | IP Logged Quote werewolflht65

I am experimenting with a variant E deck for a Vek Deck. I'll report on how it plays later.

Also, Verc showed me a combo last night that I should have spotted on my own: Leopan ships, with the C-8 Technologist, and a Mechad E-5 Distribution Node.
EMF AND armor... Owww, my head...


Edited by werewolflht65 on 27 October 2007 at 8:11am


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RobPro
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Posted: 27 October 2007 at 9:19am | IP Logged Quote RobPro

Isn't there a rule that says no matter how you try to trick it out, no ship can ever have both EMFs and Shields?
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MogwaiSC
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Posted: 27 October 2007 at 10:07am | IP Logged Quote MogwaiSC

I think the distribution nodes specifically say "only played to a Mechad
ship". If that's the case, it won't work; the node card can only be played to
a Mech ship because card rules always supersede the rule book. But, I
don't play Mechs, so I don't know for certain if the cards do indeed say
that.
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werewolflht65
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Posted: 27 October 2007 at 10:21pm | IP Logged Quote werewolflht65

Yes, the cards do say that. Hmm, ok. That scratches that combo. Thanks Paul. :)

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MogwaiSC
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Posted: 27 October 2007 at 11:05pm | IP Logged Quote MogwaiSC

Hey, no problem.

And by the by... here's my Vektrean Deck. I revised it and it's 276 cards
including the reserve (we typically always allow a 4 card reserve,
regardless of the number of players until we get more than 4, which
almost never happens).

No. Type Str     Description
1     T    &nbs p; 3        Vacation Planet
4     T    &nbs p; 4        Reactionary World
2     T    &nbs p; 5        Military Reservation
3     T    &nbs p; 5        Galactic Trade World
4     T    &nbs p; 5        Storage Moon
4     T    &nbs p; 5        Neutron Star
3     T    &nbs p; 6        Binary Star
3     T    &nbs p; 6        Command Central
3     T    &nbs p; 7        Free Trade Zone
3     T    &nbs p; 7        Massive Asteroid
3     T    &nbs p; 7        Vektrea System
3     T    &nbs p; 7        Jozeph
2     T    &nbs p; 8        Massive Ore Planet
2     T    &nbs p; 8        Paranoid Planet
2     T    &nbs p; 8        Chronos
2     T    &nbs p; 8        Salt Water World
2     T    &nbs p; 8        Neumannia
2     T    &nbs p; 8        Turrel V
2     T    &nbs p; 9        Blookerak
2     T    &nbs p; 9        Shinnicera
2     T    &nbs p; 9        Vinciennes
1     T    10&n bsp;       Angel's Treasure
1     T    10&n bsp;       Stephania

21% Terrain

1     B    &nbs p; 1        Military Outpost
1     B    &nbs p; 2        Border Post
2     B    &nbs p; 3        Heavy Planetary Shield
1     B    &nbs p; 4        Police Headquarters
1     B    &nbs p; 5        Penal Colony
3     T/B   6 & nbsp;     Vektrean Asteroid Station
2     B    &nbs p; 7        Spiritual Temple
2     B    &nbs p; 8        Manufacturing Plant
2     B    &nbs p; 9        Starbase
2     B    &nbs p; 9        Custom Planetary Shield
2     T/B   9 & nbsp;      Vektrean Asteroid Starbase
1     B    &nbs p;10       Dyson Sphere
1     T/B 10       Vektrean Asteroid Flagstar

8% Bases

1     R/S    1& nbsp;      Ship from the Future
2     T/S    2& nbsp;      Vektrean Asteroid Freighter
5     S    &nbs p;  3        Vektrean Destroyer
4     S    &nbs p;  4        Vektrean Light Cruiser
3     S    &nbs p;  5        Independent Pirate Cruiser
3     S    &nbs p;  5        Gray Death Command Destroyer
4     S    &nbs p;  5        Vektrean Heavy Cruiser
3     S    &nbs p;  6        Independent Pirate Cruiser
3     S    &nbs p;  6        Protest Ship
3     S    &nbs p;  6        Police Ship
3     S    &nbs p;  6        Vektrean Spy Cruiser
3     S    &nbs p;  6        Vektrean Battlecruiser
3     S    &nbs p;  7        Colony Ship
3     S    &nbs p;  7        Gray Death Command Cruiser
3     S    &nbs p;  7        Vektrean Dreadnought
2     S    &nbs p;  8        Lost Pirate Ship
2     S    &nbs p;  8        Gray Death Battlecruiser
2     S    &nbs p;  9        Renegade Ship
2     S    &nbs p;  9        Gray Death Dreadnought
1     S    &nbs p;10        Explosive Ore Carrier
1     S    &nbs p;10        Gray Death Battleship
1     S    &nbs p;10        Intrepid Wanderer

21% Ships

2     R/E    1& nbsp;       Civilian Transporter
8     R/E    2& nbsp;       Repulsion Beam
4     R/E    3& nbsp;       Shroud Web Device
2     R/E    4& nbsp;       Multipurpose Phasers
1     E    &nbs p;  5        Surface Probe
3     R/E    6& nbsp;       Tactical Fighter
3     R/E    6& nbsp;       Vektrean Fighter
3     E    &nbs p;  7        Extreme Phaser Refit
1     E    &nbs p;  8        Tractor Beam
1     E    &nbs p;  9        Future Ship
2     E    &nbs p;  9        Adamantine Hull
1     E    &nbs p; 10       Subspace Stabilizers

11% Equipment

1      C   &nbs p;   1      &nb sp; Sysop
2      C   &nbs p;   2      &nb sp; Cyber Programmer
1      C   &nbs p;   3      &nb sp; Media Personality
3      R/C   4& nbsp;       Marine
2      C   &nbs p;   5      &nb sp; Quartermaster
3      C   &nbs p;   6      &nb sp; Mercenary
2      C   &nbs p;   6      &nb sp; Cybermage
3      C   &nbs p;   6      &nb sp; Base Commander
3      R/C   &n bsp;6       Marine Major
3      C   &nbs p;   7      &nb sp;Tactical Officer
2      C   &nbs p;   8      &nb sp;First Sergeant
2      C   &nbs p;   8      &nb sp;Commodore
2      C   &nbs p;   9      &nb sp;Marauder
2      C   &nbs p;   9      &nb sp;Admiral
2      C   &nbs p;   9      &nb sp;Senior Admiral
1      C   &nbs p;  10      Legendar y Officer
1      C   &nbs p;  10      Primordi al Warrior

13% Crew

1      T/A   &n bsp;1       Shameless Argonian
3      A   &nbs p;    2       Handheld Weapon
4      A   &nbs p;    3       Admiral's Rear
4      A   &nbs p;    4       Planescape
3      A   &nbs p;    4       Assault Rifle
1      A   &nbs p;    5       Aurora Borealis
2      A   &nbs p;    6       Promotion
3      A   &nbs p;    7       Defended Territory
2      A   &nbs p;    8       Spiritual Guidance
2      A   &nbs p;    9       Accidental Evolution

9% Ability

1      R/L   &n bsp; 1       Lucky Crew Action
1      R/L   &n bsp; 2       Phaser Malfunction
8      R/L   &n bsp; 3       Unlucky Targeting
4      R/L   &n bsp; 4       Miscomm unication
1      R/L   &n bsp; 5       Defensi ve Override
3      R/L   &n bsp; 6       Lucky Maneuver
3      R/L   &n bsp; 7       Tempora l Correction
3      R/L   &n bsp; 7       Anomaly Portal
2      R/L   &n bsp; 8       Demigod Diversion     
2      R/L   &n bsp; 8       Targeti ng Error     
2      L   &nbs p;    8       Frayed Time Spindle     
2      L   &nbs p;    9       Accerlated Timeline     
2      L   &nbs p;    9       Discard Equivalency     
1      L   &nbs p;   10      &n bsp;Galactic Armageddon     

13% Luck

2      R/M   &n bsp; 8      Temporal Conscience     
2      R/M   &n bsp; 9      Luck Demon     

1% Monsters (4 exceptions, 1 free)

8      R/O   &n bsp; 1       Time Skip     

3% Occurrences

272 Total Cards, +4 for Reserve; 11 Entities.

Edited by MogwaiSC on 27 October 2007 at 11:22pm
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werewolflht65
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Posted: 27 October 2007 at 11:14pm | IP Logged Quote werewolflht65

Ok, I see it as a bit on the large side, but I just have to ask: Why so big? Why do you need 8 Unlucky Targeting?
And how do you get 4 exceptions, when the rules say three max?


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MogwaiSC
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Posted: 27 October 2007 at 11:33pm | IP Logged Quote MogwaiSC

The rules allow one exception for every 50 cards. That gives me 5.
That's from Universe 2.0

The unlucky targetings, just like the rest of the R cards, are there to
protect me.

I've come to like to "topload" my decks... e.g. of my ships, 40 are S6 or
bigger. Of my terrain, 32 are T6 or better, and even then, some of my
T5's, like the Galactic Trade Worlds and the Military Reservations, take
1/2 damage from heavy weapons. I also have my 6 Vektrean bases, the
T/B10, the 2 T/B9's, and the 3 T/B6's which I put the tactical officers
and the base commanders on so they protect the sector HQ and are
harder to kill. They're particularly nice because I like to put the E7
phaser refits on the T/B6's (8 free phasers a turn), the Adamantine Hulls
go on the T/B9's, and the Subspace Stabilizers go on the T/B10.

I also put the Marines on the the Gray death S7's and S5's which have
transporters, and the two Marauders go on the S9's or S8's and I
typically promote them. The Mercenaries go on the Vek dreadnoughts
with the Vek fighters, and the tactical fighters go on the colony ships.
The objective is to kill crew, protect my terrain, and if I can get one of
my Vek bases in play with a commander or tac officer gives me another
layer of defense. The admirals all have Rears, and they go on my
important bases, like my manufacturing plants or the B9's from hell.

Edited by MogwaiSC on 27 October 2007 at 11:35pm
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werewolflht65
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Posted: 27 October 2007 at 11:49pm | IP Logged Quote werewolflht65

I dunno, it just seems really bloated to me. But hey, if you can shuffle it, more power to you.

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