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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 03 March 2009 at 12:04pm | IP Logged
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-Bases. Multiplayer generally gives folks a slight delay in when they can expect to be attacked in earnest, so i threw together a Vek deck for our three-way multi games that played to that possible advantage. What i came up with is a ship-light, base-heavy deck that given time can crank out damage.
I intentionally omitted cards that modify phaser fire (refits, occurence boosts, etc) and play more to bases as the main offence as our multi-player games are still with a relatively-new player learning the ropes. I also tried incorporating cards that, while not useful in duels, would encourage table interaction in multi. This is what i came up with.
Comment, critique, threaten as appropriate.
Luck R/L1 Lucky Crew Action R/L2 Phaser Malfunction L3 Twist of Fate II x5
Equipment (Not happy with these choices) E1 Explosive Mine E2 Nuclear Mine R/E3 Emergency Power R/E4 Heavy Shuttlecraft E5 Anti-matter Mine x4
Hazard H1 Time Warp H2 Meteor Shower H3 Small Minefield H4 Cosmic Rays H5 Time Wave H6 Large Minefield H7 Time Wave H8 Grav Pocket(sp) H9 Tuforeous Dead Zone x2 H9 Time Intrusion x2
Monster R/M1 Sextaraan Web Crawlers M2/8 Temporal Snake R/M3 Money-Hungry Weasels M4/6 Temporal Snake M5 Astromorph x4
Crew (Don't have enough crew that synergizes with bases at present) C1 Sysop (Science Officer?) C2 Cyber-Programmer (Science Officer?) C3 Suark Breed C4 Lieutenant (not taking advantage of ability enough) R/C4 Science Officer (reserve possibility) C5 Captain C6 Rogue Couple x3 C7 Mystic Wanderer C8 Commodore C9 Rear Admiral C10 Legendary Officer
Base R/T/B 1/9 Vektrean Asteroid Outhouse x5
Terrain R/T/B 1/9 Vektrean Asteroid Outhouse T/H2 Plasma Field (staple in my reserve) T/B3 Vektrean Asteroid Satellite T3 Vacation Planet (possible reserve selection) T4 White Dwarf T5 Galactic Trade World x2 (best selection for economy in this slot) T/B5 Vektrean Asteroid Outpost x3 T/B6 Vektrean Asteroid Station x3 T7 Jozef x3 T8 Aesthetic Marine Recruit Depot x2 (to move hi-level crew if needed to save command points, admitted better choices here) T9 Vektrean Asteroid Starbase x2
Ships R/S1 Ship From the Future S2 Police Cutter S3 Ship of the Ancients S4 Local Police Ship S5 Vektrean Heavy Cruiser x4 S6 Vektrean Battlecruiser x2 (only got 2) S7 Vektrean Dreadnought x2 (only got 2) S7 Heavy Triage Cruiser x3 (Infected, Minor, Crew-proof) S10 Dread Savior (Exception)
7 L + 8 E + 12 H + 8 M + 13 C + 5 B + 20 T + 16 S = 89
I think Monsters and Equipment i can do better to craft for a multi-player game and use cards that affect multiple opponents, i may look at occurrences to do the same in place of equipment. The key for those choices is player interaction, any suggestions appreciated. Remember, this is meant to be multi but not die-hard competitive.
Thanks for reading.....Lobo
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Blacklassie Adept
Joined: 19 December 2003 Location: United States Posts: 99
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Posted: 21 March 2009 at 9:47am | IP Logged
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How did the deck perform in your multi game?
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Galaktische IRC
Joined: 27 June 2007 Posts: 354
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Posted: 21 March 2009 at 10:24am | IP Logged
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I played this deck in duel environment with the V6 deck that I posted last week. It did well against me but that might not have been a good test - the V6 deck was fairly weak.
Overall, I liked the design and I think it could be a tough opponent. I suspect we'll see it this Monday at a multi-player game we're trying to organize.
Or he may go Dragons, most of the new players seem to love the Dragons.
J--
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 23 March 2009 at 9:30am | IP Logged
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I woud scrap all that other equipment and just use R/E2 Repulsion Beams.
The more the better.
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 23 March 2009 at 9:51am | IP Logged
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-Update:
The R/T/B 1/9 are now in the Terrain slot due to the illegality of stocking them as Bases (Unless i get 5 exceptions for being pretty). I also cut down their number by a couple. In their place are B1 Eat at Joe's, B2 Warehouse, and B3 Planetary Shield (command point, grow to strength of terrain) x3.
For the equipment i only had two Repulsion beams but went with Tractor Beams to fill it out as they halve the volley and are solid defensive card even if i'm not playing the Jx'ar. Won't play this today, going with either Dragon or a sorta-normal ship deck with a twist, but may break this out if we multi next week. Thanks for the comments.....Lobo
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 24 March 2009 at 8:29am | IP Logged
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"The R/T/B 1/9 are now in the Terrain slot due to the illegality of stocking them as Bases "
Huh? why?
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 27 March 2009 at 2:12pm | IP Logged
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-To answer Gekonauak, because the Vek asteroid bases are "played and damaged as terrain". They are considered a base for all other purposes.
Since it doesn't say "played, damaged, and stocked as terrain" then for deck stocking purposes they are Strength 9 bases. i can't stock 5 strength 9 anything without having 1-8 as well (or without having a huge deck with that many exceptions). That's why, hope that's clear.
Lobo
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 27 March 2009 at 2:27pm | IP Logged
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Your explanation is quite clear.
However, not entirely accurate. We wouldn't have put a T on the card if we intended you to only stock it as a Base.
Edited by Gekonauak on 27 March 2009 at 2:28pm
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 19 April 2009 at 5:10pm | IP Logged
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Gekonauak wrote:
I woud scrap all that other equipment and just use
R/E2 Repulsion Beams.
The more the better. |
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Agreed.
Why don't you have the T/B9's? And if you have a T/B10 by all means,
put it in.
If you want to play base-heavy, you should use base commanders and
tac-officers, both make the base they're on protect your SHQ. Tac
officers are particularly useful as they let you pull a card from your
active fleet back to your hand at the end of the turn.
Oh, and another thing that's incredibly useful in a Vektrean deck,
particularly since you've already got a Legendary Officer, slap an A1
strategy and an A8 Duo-Brain on him. That way he makes 8 command
points and give you an extra card play. Put him on a Main Bridge, or on
a Command Central and he'll give you two extra plays.
Edited by MogwaiSC on 19 April 2009 at 5:14pm
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 19 April 2009 at 5:27pm | IP Logged
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-As i said above Mogwai no more repulsions so i stick with tractor beams.
The T/B9's are in the deck list above, always have been. They're in there.
I would use Base Commanders and Tactical Officers if i had them. I don not.
I would probably not use the A1 and A8 combo, but i only have the A1 and no A8. Add that to being part of a strategy that uses a card that i only get 1 copy of for the entire deck, not very efficient. Also, i thought the A1 Strategy card consumed command points, so the officer would not be making 8?
But thanks for the suggestions, i do appreciate the feedback.
Thanks again, much obliged.
Lobo
Edited by Lobo on 20 April 2009 at 7:57am
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 20 April 2009 at 9:44am | IP Logged
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You can still make use of the A1 with the legendary officer without the
duo-brain, you just don't get as many command points in doing so. Also,
the Command Central is actually better if you have one for him to go on, it
nets you 5 command points, and two card plays.
Don't assume that a single card is going to be useless, the name of the
game is draws and plays. Anything you can add to a deck that gives you
another draw or play makes your deck that much stronger. Vektrean decks
should be heavy on command to begin with, making the A1 that much
better of a choice to include in your deck.
Edited by MogwaiSC on 20 April 2009 at 9:46am
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Galactus1 Admin Group
Joined: 01 October 2003 Location: United States Posts: 118
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Posted: 26 November 2009 at 11:55am | IP Logged
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Excuse me....but what about a quartermaster? At the very least just one
would do. Also..there are two Hazard cards you should have with a base
heavy deck...R/H7 Stellar Gas Cloud....just in case you get in trouble...hit
your terrain with that...with a base that has a base commander on it...now
they can't hit your base and they can't hit your sector HQ until they get rid
of the hazard.
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