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Deck Construction and Strategy
 Galactic Empires : Deck Construction and Strategy
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Gekonauak
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Posted: 02 January 2008 at 3:48pm | IP Logged Quote Gekonauak

What do you think is the worst empire? and why?

Not necessarily the least played, but the worst in terms of flavor, strength, etc.

And what suggestions would you have to make them better?
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Biegel
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Posted: 02 January 2008 at 5:01pm | IP Logged Quote Biegel

 In my opinion there is a tossup between Bolar and Krebiz. The art work in both need work. You have to buy a ton of Pirates to build a mediocra fleet in Bolar. As for the Krebiz I hate the ships.Maybe if they weren't so light. You still have the capsule problem. Odds of putting them together before your toast. I'm a newbee to play maybe if I stock them differently?But you still have to look at them UGH. They are so Stalinist and I'm a Trotskyite. Not Kosher just there. I am sure the art work in Bolar would have inproved given time as the later cards I have seem to be a little better.
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Guests
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Posted: 02 January 2008 at 10:15pm | IP Logged Quote Guests

I'll give you 1 out of 2 Biegel.

Krebiz is a terible empire.  The point of how they work is getting the ships to combine and work together.  They are so weak that CG had to begin making pre-combined ships.  Good call on the Krebiz. 

As for making them better, that is tough.  The Clydon have a better ruleset for ship combination, allowing more than one craft to be added to the larger ones.  Even a combined Krebiz ship causes no fear when on the table.  Most empires have an S9 or S10 ship that on it's own without improvement is a load to deal with.  The Krebiz need some stand alone ships, maybe like the Clydon Man O' War, which hit the table and have some teeth.

As for the Bolaar, I can't disagree more.  You have nearly the same general quantity of different ships to choose from as many major empires.  At face value Bolaar ships are not very special but their ability to integrate foreign technology is the key.  Add in crew cards that allow them exclusive techs and you can really have something.

I won't fight you about the Bolaar art though.

Imagine having your S7 Bolaar Dreadnought in play, add a Scorpiad Phaser Magnifier Refit and a Mechad Distorition Cannon Refit.  You now have a ship doing 5 damage to all target in a fleet along with 14 points of phaser fire.  Add a corporate shroud and you have an absolute beast of a ship.



Edited by Ashigaru on 02 January 2008 at 10:27pm
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werewolflht65
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Posted: 02 January 2008 at 10:25pm | IP Logged Quote werewolflht65

Ashigaru wrote:

I'll give you 1 out of 2 Biegel.

Krebiz is a terible empire.  The point of how they work is getting the ships to combine and work together.  They are so weak that CG had to begin making pre-combined ships.  Good call on the Krebiz.

As for the Bolaar, I can't disagree more.  You have nearly the same general quantity of different ships to choose from as many major empires.  At face value Bolaar ships are not very special but their ability to integrate foreign technology is the key.  Add in crew cards that allow them exclusive techs and you can really have something.

I won't fight you about the Bolaar art though.

Imagine having your S7 Bolaar Dreadnought in play, add a Scorpiad Phaser Magnifier Refit and a Mechad Distorition Cannon Refit.  You now have a ship doing 5 damage to all target in a fleet along with 14 points of phaser fire.  Add a corporate shroud and you have an absolute beast of a ship.



And one wicked Frayed Time Spindle target... :)


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Guests
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Posted: 02 January 2008 at 10:29pm | IP Logged Quote Guests

2 cards in 2 hundred; plus with prophets, anomaly portals, temporal corrections, etc - I'll take my chances.

Edited by Ashigaru on 02 January 2008 at 10:30pm
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RobPro
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Posted: 03 January 2008 at 2:18am | IP Logged Quote RobPro

The Krebiz, the Psy empires, and some of the promo Indirgians strike me as the weakest.

The Krebiz, well, Ashigaru broke down how I feel about them.

The Psy have a lot of cool options, its just difficult to pull them off if the people playing the game with you have ever played against a Psy fleet before. In a duel or a game with only a few people the Psy might do alright, but if you get into a 4+ person game, they're probably gonna be eliminated first.

As for the promo Indirgians, I don't really get the point behind the Infected Fleet Tribe, except as somebody's pet empire? I guess that's what the build your own fleet was for, anyways. Not every empire can be Council of Six. :)
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Biegel
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Posted: 03 January 2008 at 5:36am | IP Logged Quote Biegel

Ashigar I never constructed a Bolar Deck, the art I guess. Now that you made me think about it I will try to see if I can be creative in my own little below Zero world. I have 15 boxes of unopened Pirates, maybe I will try to put together a Bolar deck. Out of all the cards I have I only see about 2500 Bolar and most of them are from first print. The boxes are from a later print but I only opened a few of them. Thats probaly where the nicer cards came from. I never thought to try their ability to adapt.
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Gekonauak
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Posted: 03 January 2008 at 10:11am | IP Logged Quote Gekonauak

Bolaar and Vektrean both have the ability to use other empires equipment (as do the Leopan).

Vektrean get the command points and Bolaar get the pirate ability.

But, to be able to use other empire's weapons is key. Throw a E1 Phaser Overload Device or E1 Fuser Mechanism
to get double damage.

And it only gets better from there.

No, besides the artwork, the Bolaar should not be on this list. Besides Bolaar are only a MINOR empire. You are not suppose to run a deck of just them.

Edited by Gekonauak on 03 January 2008 at 2:35pm
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Gekonauak
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Posted: 03 January 2008 at 10:17am | IP Logged Quote Gekonauak

Krebiz, I would agree with.

It was an interesting concept.

The Clydon were an improvement on the Krebiz concept, and I think we should have just let the empire die instead of reviving Krebiz for Universe. The Clydon should have just taken their place. However, the Clydon are also not very good.

The J'Xar are the final metamorphosis of the ability, and they actually do finally work.



Edited by Gekonauak on 03 January 2008 at 2:34pm
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werewolflht65
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Posted: 03 January 2008 at 11:20am | IP Logged Quote werewolflht65

Very true. The whole idea of using a card play to combine and uncombine ships is ludacris.
I have no problems with the Bolaar artwork. I am an old school SFB player, and the Bolaar ships remind me of Orion Pirates.

Besides, I have two Bolaar decks, all with the Flagships, Command Ships and such, and it rips.
I am Captain Command Points no more.

Now, if you'll excuse me, I have a 64 Druid that is halfway to 65, and I want to be 70 by monday.


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Guests
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Posted: 03 January 2008 at 8:33pm | IP Logged Quote Guests

Are Psi decks really so weak?

They have never been popular around here, Seattle by the way.  I still have yet to craft myself a Psi deck.  I have pondered quite a few designs but still haven't pulled the trigger.  I do play a consistantly competitive dragon deck and think that you could do similar things with the Psi's as far as building their strength through ability cards. 

Maybe this should be a new thread but I'd like to hear some discussion on Psi strategy.  What has worked for people and what they have found to be significant weaknesses.

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werewolflht65
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Posted: 04 January 2008 at 7:10am | IP Logged Quote werewolflht65

I have a Psycanti deck, with the standard Luck/Occurrence base of defense, and it still gets hosed, be it in a duel or open table.

Ships die from combat; Psis die from weapons fire AND crew attacks.


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"Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
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Galaktische
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Posted: 04 January 2008 at 2:24pm | IP Logged Quote Galaktische

I think the Psy are very weak - at least in my hands they are.

Everytime I try to build a deck of them I find myself concentrating on how to protect the Psy's and that just seems like a way to lose.

I think that winning decks concentrate on ways to defeat the enemy and how to parry enemy combos. If you're concentrating on defending yourself then you're concentrating on losing.

Your defense is disrupting the enemy.

J--

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