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Subject Topic: Arrrghh... LOBO WINS! Post ReplyPost New Topic
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Galaktische
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Posted: 20 August 2007 at 10:14pm | IP Logged Quote Galaktische

Lobo - Dragons 1.5       Galaktische - Psychanti 0.5

(1 win for Lobo and a called game whose winner wasn't obvious.)

Which means I didn't draw a single Psychanti in the entire first game - not one. the only offensive force I could muster was a Psybot and some bases.

In the second game I faired a bit better drawing two whole Psys that I could get into play. I spent most of the game under the effect of a penal colony I couldn't get rid of. I did manage to get both of my Custom Planet 'Chronos' into play - which makes a very nice place to park Psys on. I even manged to make one of them defend the psy network for a bit. We had to call this game before its conclusion and I don't know how it would turn out. Lobo had just triggered two temporal snakes (M6/4 and M2/8) which was going to help me a fair amount. Still I think it was very close.

In the games we've played so far the O1 Time Skips and H1 Time Warps have played a central role. I like the cards, but they seem kind of a crutch. I decided to not use any in this deck and tackle Lobo's Time cards using other methods. I manged to get two time snakes against his fleet and had a Time Keeper or two in my deck but never saw them.

How do the rest of you counter the Time Skips/Warps? Do you normally include them in your decks or not?

I don't think the Psys will fair very well against a regular ship based fleet. The ship fleet have similar damage output to the Dragon but be harder to kill... Still I'm going to keep playing the Psys... they just seem fun.

Tune in next week when we find out how many Psychanti miss their appointment with the 'Infected Tribe'

J--

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Gekonauak
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Posted: 21 August 2007 at 7:57am | IP Logged Quote Gekonauak

I spent most of the game under the effect of a penal colony I couldn't get rid of.

Huh? why not? just discard the terrain it was on and you are rid of it.

In the games we've played so far the O1 Time Skips and H1 Time Warps have played a central role. I like the cards, but they seem kind of a crutch.

Yep, the O1 should NEVER have been created. The H1 is broken enough. (happened before I started working for the company for those keeping track, so did the C5/5)

I would suggest playing with 8 of each until your opponent starts playing with cards that stop time cards.
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RobPro
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Posted: 21 August 2007 at 9:53am | IP Logged Quote RobPro

A la R/C 9 Sir Thomas Seth - Grand Time Keeper?
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Galaktische
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Posted: 21 August 2007 at 11:21am | IP Logged Quote Galaktische

I spent most of the game under the effect of a penal colony I couldn't get rid of.

Huh? why not? just discard the terrain it was on and you are rid of it. 

You're right I could have discarded the terrain but at the moment it had my only working Psy on it and I had no way to move it. Later when I got the Psy moved I had no other Psy to play in the command slot that would give me and I hoped to use the terrain for other purposes.

Both of these decks struggled and neither were very effective but they were closely matched and thus fun to play.

I like the idea of the time cards (O1/H1) but they are very powerful and could use some balancing. Still they tend to counter themselves when included. I just get tired of taking Time Skips and Time Warps so I tried to oppose them with Time Snakes and Time Keepers.

Thanks for pointing out the option.

J--

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Lobo
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Posted: 21 August 2007 at 1:18pm | IP Logged Quote Lobo

-The good news is that i won, the bad news is that i should not have. I have a mental block designing a deck to kill a particular type of deck, so i left many anti-ship cards in my dragon deck that had no use or purpose as Galaktische had no ships. So at least 20 of the 100 cards in my dragon deck were dead draws for these last two games. Shield Fiend? Useless. Astromorph? Useless. Warp Engine Breach? Useless.

Once Galaktische hones this deck i doubt i can get another win as having to destroy the planet shields first before targeting Psy is a pain. Although with a ship fleet it may be easier (possibly more phaser at my disposal) the custom/promo terrain make the Psy tough targets.

The infected deck i plan on playing next time was not designed with many Monsters or Hazards to scale back my draws to useful ships, crew, bases, and terrain. I had some success with an anti-psy monster in the dragon deck but am unsure whether i will include that or look for some other theme to run with the H/M/L cards. The most likely scenario will have me play the Infected deck as designed for game one then probably bring 5-10 anti-psy cards to swap out for game two just to see if it helps. I am heading out of town later this week but will post both the updated Dragon and Infected decks next week.....Lobo

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ericbsmith
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Posted: 21 August 2007 at 1:34pm | IP Logged Quote ericbsmith

Galaktische wrote:
You're right I could have discarded the terrain but at the moment it had my only working Psy on it and I had no way to move it.
I highly recommend that you get your hands on a Psycanti Fighter (or maybe 2-3, but 1 is all you need). In most decks with crew the Empire Fighters are extremely useful, but in a Psy deck they're mandatory IMO. Put it in your Reserve Fleet and you can always have transportation available during the game. At the end of any turn you do not use all 3 card plays you can discard it back to your hand, and save it for reactionary play. OBSCENELY useful card if you ask me.


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RobPro
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Posted: 22 August 2007 at 1:48am | IP Logged Quote RobPro

RobPro wrote:
A la R/C 9 Sir Thomas Seth - Grand Time Keeper?


This card kills Time Skips/Warps. He's been known to frequent reserve fleets in my playgroup. :(
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Eaglepreacher
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Posted: 22 August 2007 at 1:41pm | IP Logged Quote Eaglepreacher

shield fiends still take down planetary shields.  Also against psys use O4 floods to eliminate terrain output , O2 psy mutations reduce a psy to 1 point.   Are psy cards affected by cards that affect crew cards?
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Galaktische
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Posted: 23 August 2007 at 9:28am | IP Logged Quote Galaktische

Yes, Psy are affected by anti-crew cards.

:(

J--

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werewolflht65
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Posted: 08 October 2007 at 12:18pm | IP Logged Quote werewolflht65

Hmmm, R/C-4 Marine comes immediately to mind... Other then Dream State and various Insanity cards, and a few monsters that think crew are...tasty...
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werewolflht65
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Posted: 09 November 2007 at 7:29am | IP Logged Quote werewolflht65

Lobo wrote:

-The good news is that i won, the bad news is that i should not have. I have a mental block designing a deck to kill a particular type of deck, so i left many anti-ship cards in my dragon deck that had no use or purpose as Galaktische had no ships. So at least 20 of the 100 cards in my dragon deck were dead draws for these last two games. Shield Fiend? Useless. Astromorph? Useless. Warp Engine Breach? Useless.

Once Galaktische hones this deck i doubt i can get another win as having to destroy the planet shields first before targeting Psy is a pain. Although with a ship fleet it may be easier (possibly more phaser at my disposal) the custom/promo terrain make the Psy tough targets.

The infected deck i plan on playing next time was not designed with many Monsters or Hazards to scale back my draws to useful ships, crew, bases, and terrain. I had some success with an anti-psy monster in the dragon deck but am unsure whether i will include that or look for some other theme to run with the H/M/L cards. The most likely scenario will have me play the Infected deck as designed for game one then probably bring 5-10 anti-psy cards to swap out for game two just to see if it helps. I am heading out of town later this week but will post both the updated Dragon and Infected decks next week.....Lobo



Shield Fiend-Worthless???

Dude, re-READ Shield Fiend... That is a Psy decks worst fear, especially if the deck uses lots of Promo Terrain.

Any CARD with shields is affected by the Fiend. It is a VERY powerful level 3 monster.


Edited by werewolflht65 on 09 November 2007 at 7:31am


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Lobo
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Posted: 09 November 2007 at 9:29am | IP Logged Quote Lobo

-See, this is what i got for using older versions of the card that said "ship" instead of "card".

Silly cards, Trix are for middle-aged men with beer bellies and an unhealthy obsession with Wilford Brimley.....Lobo

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werewolflht65
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Posted: 09 November 2007 at 10:17am | IP Logged Quote werewolflht65

Let me see how many of the newer versions I have...

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werewolflht65
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Posted: 18 November 2007 at 6:23am | IP Logged Quote werewolflht65

Time Skip and Time warp are broken, yes, but a better idea would have been this card:

R/O/H-1: Space-Time Warp: A pocket of subspace has been warped by a passing temporal anomaly.
-Played to any stack of cards.
-Stack of cards is considered out of play for one player turn.
-When played in Reaction, can only be played to your fleet.
-With regards to deck stocking, this card counts as BOTH an Occurrence AND a Hazard.




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