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 Galactic Empires : Deck Construction and Strategy
Subject Topic: Contagious: Another Infected Deck Post ReplyPost New Topic
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Lobo
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Posted: 12 September 2007 at 12:11pm | IP Logged Quote Lobo

-For comments and suggestions, i post my infected deck as it sits today. I'll be playing it monday. I like the Infected ships because they have nice shields and cheap engagement costs. I understand the firepower is not up to some other races, so this version includes some R/E fighters and shuttles to back up the phasers and heavy weapons of the S cards.

Ship:

  • S1 Ship From the Future
  • S2 Paramedic Patrol ERV
  • S3 Emergency Response Escort
  • S4 Local Police Ship (Possible Reserve Fleet Choice)
  • S5 Light Triage Cruiser
  • S6 Light Evac Carrier x3
  • S7 Tranoan Dreadnought x2
  • S7 Heavy Triage Cruiser
  • S8 Heavy Evac Carrier x2
  • S9 Super Heavy Trauma Cruiser x2
  • S10 Dread Savior

Terrain (still looking at these):

  • T1 Expanding Universe
  • T/H2 Plasma Field
  • T3 Planet: Crystal Planet (Possible Reserve Fleet Choice)
  • T4 White Dwarf x2
  • T4 Small Planet: Reactionary World
  • T5 Planet: Galactic Trade World
  • T5 Planet: Custom Military Reservation
  • T6 Planet: Shrouded Planet
  • T7 Planet: Water World
  • T8 Planet: Massive Ore Planet
  • T8 Planet Turel V: Infected World x2
  • T9 Shinnicera x2

Equipment:

  • R/E1 Terrain Attack Shuttle
  • E2 Phaser Refit
  • R/E3 Shuttlecraft x2
  • R/E4 Heavy Shuttlecraft x4
  • R/E5 Fighter x4
  • R/E6 Distortion Generator x2

Crew:

  • C1 Tax Collector
  • C2 Ordinance Officer
  • C3 Cryogenic Convict
  • C4 Cyber Mage x2 (Possible Reserve Fleet Choice)
  • C5 Captain
  • R/C6 Time Assault Team
  • C7 Mystic Wanderer
  • C8 Not-so-Supreme Leader
  • R/C9 Temporal Engineer x2

Base:

  • B1 Pirate Outpost x5

Occurence:

  • R/O1 Time Skip x5

Hazard (Considering adding a few more)

  • H1 Dust Cloud
  • H2 Meteor Shower
  • H3 Pulsar
  • H4 Cosmic Rays x2 (Limited on dealing with crew in this deck)

Monster:

  • R/M1 Sextaraan Web Crawlers x3 (more?)
  • R/M4 Time Keeper x2

The Count: (76) = 16S + 15T + 14E + 11C + 5B + 5O + 5H + 5M

The Plan: As usual, i just wanted to try something i hadn't used before. In this case, more than 5 equipment cards. As the deck gets bigger (i really want the thing at 70 or under, part of why i'm posting) i get more nervous. Obvious plan is to get the Cyber Mage down on turn two, preferrably on the Crystal Planet where it is safe from weapon destruction, and get enough draws to have a hand full of reactions to bug opponent with early on.

My initial thoughts were to cut down equipment to 5 Terrain Attack Shuttles, limit the crew to a few C2 Ordinance Officers, and put in 15 or so Hazard cards as i may get more bang for my buck out of those versus the Equipment cards. Reason i left the Equipment in as they can funciton in reaction, not many of my Hazards do that. Dunno, i'll be playing this version (or something close to it) Monday, we'll see how it goes.

Comments, threats, etc appreciated, have a good week everyone.....Lobo

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RobPro
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Posted: 12 September 2007 at 2:11pm | IP Logged Quote RobPro

I'd recommend a C8 Spiritual Leader instead of the Not-so-supreme as he's sort of an "all purpose monster dispatcher."

Also, you could go with 1x H1 Time Warp and 4x R/H2 Time Traps if you want. Works good for protecting your stacks on opponent turns, or getting rid of theirs for a player turn on yours.

I would suggest the C6 Cybermage over the C4, and instead have you try a C4 Temporal Engineer. He works great to dig a card deeper in the deck, and when combined with the C8 Spiritual Leader you can duplicate his draw card ability, so he'll be drawing you 2 extra cards, of which 1 goes on the bottom and the other into the hand. If that doesn't tickle you, an R/C4 Marine, if only for defending your locations against crew attacks, is usually a good call.

It wouldn't hurt to throw a T3 Vacation Planet into your deck, that makes the C7 Mystic Wanderer plus 5 nasty.

I'd suggest dropping the T/H2 for a R/T2 Asteroid thingy, to help protect a ship for an extra turn. I do see why it's there though, non-weaponfire damage to kill dragons. I might say to use hazards exclusively for this, since you need to have a terrain base that supports your ships/crews more.

I'd suggest dropping the T5 Custom Military Reservation to add another Galactic Trade World, unless you don't really find you need the economy or the boost to crew much.

I like your ship choices, but I'd suggest adding a single D1 Scintillating Dragonness. She can keep you alive for 1-2 turns past when you'd normally have been toast, it's a tactic that has worked fairly well in my playgroup.

I noticed you included 2 exceptions, but you only have enough cards in your deck for one (they are 1 every 50 cards). I'd recommend using an R/M 9 Luck Demon or an R/M 8 Occurence Fiend as they give you more bang for your buck than the Time Keepers.

A possible suggestion might be using an exception for an A6 double agent or an A6 promotion. A C4 Temporal Engineer + promotion in the reserve fleet is instant card advantage, and a double agent means your opponents cybermage becomes yours, too.

Just something to think about, stuff I've been looking at too.


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Lobo
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Posted: 12 September 2007 at 2:32pm | IP Logged Quote Lobo

-Quick Note: The exceptions were unintentional. Every hard copy of the rules i have said 3 exceptions no matter deck size. I see it now on Smith's webpage, but i didn't consider that official as it seemed to have been created/updated/whatever after the company went caput.

I do see mention of a Galactic Whatever magazine ruling...seriously folks, can a company not keep their rules in one place ;^)

Thanks for the comments, i'll let you know how it goes Monday.....Lobo

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Galaktische
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Posted: 12 September 2007 at 3:01pm | IP Logged Quote Galaktische

The other advantage of the D1 dragon is that it doesn't consume a command point - being the first ship played of a minor race.

Since, Lobo was good enough to post his Infected Deck I'll post my J'xar deck that will play against it on Monday. Then you can see the pitiful level of play in Oklahoma. :)

J--

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Galaktische
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Posted: 12 September 2007 at 3:10pm | IP Logged Quote Galaktische

Never mind, you can't put a Dragon in because you already have Tranoans.

You may have to see their traditional enemies... :)

J--

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Lobo
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Posted: 18 September 2007 at 8:35am | IP Logged Quote Lobo

-I lost. After i cut out the equipment, trimmed down the crew and added some luck cards, the deck ran just as i had hoped. Unfortunately, even after slamming two S9's on the table by Turn 3, i couldn't follow the fast start to win it.

The Luck cards worked well, probably better than the equipment would have, and i didn't miss the crew at all. The only problem was that the J'xar deck my opponent played made command points. Enough to have 4 or 5 big ships out at a time even with bases on his terrain.

I was able to use a R/H5 Time Trap to decent effect against a big terrain stack, got a Temporal Mechanic out on Turn 2 to help keep my hand fresh, and was not want for terrain or ships. But without extra command points (i have a few ships in deck that produced them but not enough) i wasn't able to get enough firepower out to put his ships aside to get at the HQ. Time Skips also helped but never had more than one at a time when i needed two.

I will likely write down the deck as i played it for future reference, but will likely move on to either my Dragon deck or perhaps go with a Scorpead or P.O.T. deck, possibly using Infected as the minor empire. The Dragon deck will receive the Luck cards i used last night to fill it out, and if i go P.O.T. or Scorpead i may go ahead with the Equipment cards above. That's it from me, have a good week and thanks for reading.....Lobo

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Galaktische
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Posted: 21 September 2007 at 8:58pm | IP Logged Quote Galaktische

Here is the J'Xar deck I'm playing against Lobo. The key to this deck is card cycling I'm looking for cards with 'comes into play' abilities. I'm concentrating on offensive abilities. The cycling ships are too small to bother to defend - their defense is getting gated back to the hand.

Lobo is really good at attacking my terrain so I have some cards to defend against that. I also refuse to play with 8 Time Skips and 8 Time warps - though I'd be more competitive that way. I just hate the way those cards dominate deck lists.

I'm also looking for the standard GE advantages: increased card draw, increased card plays, and lots of command points.

  • Bases
    • B1 Planetary Shield
    • R/B2 Planetary Shield
    • B3 Heavy Planetary Shield x3
  • Crew
    • R/C1 Science Officer
    • C2 Helmsman (like a 1-shot Transgate)
    • C3 Suark Breed (needs to be replaced)
    • C4 Cyber Mage (card play & draw)
    • C5 Quartermaster (card draw)
    • R/C6 Time Assault Team x3 (comes into play dmg!)
    • C7 Tactical Officer (allows card cycling)
    • C8 Groupie (buffs and protects the Cyber Mage)
    • R/C9 Temporal Engineer x2 (card draws I can cycle)
    • C9 Noble Sovereign x2 (an awesome card!)
    • C10 Primordial Warrior
  • Equipment (gating them cycles their phasers)
    • R/E1 Terrain Attack Shuttle
    • R/E2 Transport Shuttle
    • R/E3 Phaser Fighter
    • R/E4 Heavy Shuttlecraft
    • R/E5 J'Xar Fighter
  • Hazards
    • H1 The Old Switcheroo
    • R/H2Warp Funnel Cakes
    • H3 Space Time Rift
    • H4 Temporal Repetition
    • H5 Hyperspace Vortex
    • H6 Large Minefield
    • R/H7 Interstellar Plasma
    • H8 Anti Time Mine Field
  • Luck
    • R/L1 Lucky Crew Action
    • R/L2 Time Hiccup
    • L3 Lucky Targeting
    • R/L4 Miscommunications
    • L5 Weapons Security
    • L6 Artifact Scepter of Time
    • L7 Artifact - Star Gate x3
  • Occurrences
    • R/O1 Time Skip
    • O2 Future Transmission
    • O3 Tight Manuevers
    • O4 Mutiny Ship
    • O5 Time Expansion
    • O6 Technological Breakthrough
    • O7 Surprise Attack x3
    • O8 Repeat Fire
    • O9 Catastrophic Repetition
  • Ships
    • S1 J'Xar Armed Jumpship
    • S2 J'Xar Minesweeper x2
    • S2 J'Xar Troopship x4
    • S3 J'Xar Heavy Jumpship
    • S4 J'Xar Scout
    • S5 J'Xar Assault Cruiser
    • S6 J'Xar Command Cruiser x2
    • S7 J'Xar Battlecruiser x3
    • S8 J'Xar Dreadnaught x2
    • S9 J'Xar Battleship x2
    • S10 J'Xar Flagship
  • Terrain
    • T1 Planetary Storm
    • T/H2 Plasma Field x2
    • T3 Asteroid Belt
    • T4 White Dwarf x2
    • T5 Custom Planet 'Patrice'
    • T5 Moon System
    • T6 Gorgochok System
    • T7 Custom Planet 'Jozef'
    • T7 Water World
    • T7 Free Trade Zone
    • T8 Custom Planet 'Chronos' x2
    • T8 The Scandig System
    • T9 J'Xar Transgalactic Gate x2
    • T9 Custom System 'Vinciennes'
    • T10 Super Massive Star


Edited by Galaktische on 21 September 2007 at 9:03pm
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RobPro
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Posted: 21 September 2007 at 11:48pm | IP Logged Quote RobPro

Would you mind posting this deck in it's own thread, along with some combos you like to use that might not be obvious?

Off the top of my head, 2 of your Crew need to be in play on a base to function, and all your bases are kind of flimsy. I'd suggest adding 2x T/B9's or 3x T/B7's (if you can get/proxy them)

And as for C3, check out the Media Personality. The only printing I have of her is in New Empires.


Edited by RobPro on 21 September 2007 at 11:52pm
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