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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 03 August 2010 at 8:21pm | IP Logged
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unfortunately it's very Incomplete....
Ships: s1-8 Bolaar patrol ship s2-4 Bolaar ultra-light raider s3-4 Bolaar light pirate raider s3-4 Bolaar medium raider s4-1 Bolaar boarding cruiser s4-4 Bolaar cargo express s4-4 Bolaar stealth raider s5-2 Bolaar heavy cargo express s5-1 Independant pirate raider s6-1 armed tug s6-3 Bolaar battlecruiser s6-1 Bolaar pirate raider leader s7-2 Bolaar dreadnought s8-2 Bolaar flagship s9-1 renegade ship s9-1 lone wolf dreadnought s10 indirigan battleship s10 indirigan supercarrier
ability: a2-2 slick bargainer a3-4 deviant a5-4 aurora borealis a6-3 pirate currency a6-3 gaia seperation a7-1 urbanization a7-1 Bolaar negotiator a9-1 accidental evolution a10 artificial landmass
base: b7-1 academy b10 dyson sphere
crew: c4-4 pirate captain c6-3 slave trader c8-2 assassin c8-2 general c10 legendary pirate captain
equipment: e1-1 the club e3-4 armor system refit e3-4 clydon energy armor e4-4 multipurpose phasers (is this actually useful?) e6-1 Bolaar fighter e6-3 deflection/transfer device e6-3 supercomputer
monsters: m3-1 cyber beast
terrain: t1-1 nagiridni pirate outpost t5-4 pirate system t5-1 planet: custom military reservation t5-1 custom planet: Patrice t5-1 system: mad jack's hole t5-1 twin moons t6-1 planet: command central t7-1 custom planet: Jozef t7-1 system: fantasy system t8-1 Bolaar covert system t8-1 custom planet: chronos t8-1 system: Neumannia t9-1 planet: Unstable planet t10 custom system: angel's treasure
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 04 August 2010 at 9:20pm | IP Logged
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Don't mess with the patrol ships... they don't soak up enough
damage to justify the card plays they'll constantly consume.
If you can get some more Nagaridnis or Violators, use them,
they're a great compliment to Bolaar. Currently my best deck is
Bolaar and it can be fierce, just ask Galactus... :D It's one of the
few decks I've built that can consistently compete with some of
the travesties he builds.
Use more of the generic S6 and S7 independent pirates if you have
them, the S5's cost too much to give you much of a return in
firepower and damage they can soak up.
Lose one of the C4 pirate captains, and pair the remaining three
up with your deflection transfer devices, they'll engage the device
for free on a Bolaar ship and if you get one on one of the S8's it's
fearsome...
Multipurpose phasers are a mixed blessing, in my opinion not
much of a return in terms of the card space they take up. You
also need to load up on Luck cards for defense... I never build a
deck without 8 L3 Unlucky Targetings in it, cuts any volley in half.
I don't think I've ever built a deck without at least 30 luck cards in
it... I always run a good 30% R cards for defense in just about any
deck.
You can also use R/E2 Tractor Beams for defense, and paired with
an R/E3 Emergency Power they're VERY effective at protecting your
ships.
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 05 August 2010 at 10:13am | IP Logged
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I have some Nagiridni and Violator cards, I just didn't think to use them here.
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 06 August 2010 at 9:34am | IP Logged
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Okay which of these do you think would help?
s10 garshain battleship
s10 dread savior
s8-2 lone wolf battlecruiser
s9-1 lone wolf dreadnought
s6-1 nagiridni pirate boarding cruiser
s7-1 nagiridni pirate cruiser
s8-3 nagiridni pirate battlecruiser
s9-3 vacater dreadnaught
s7-2 vicious six command cruiser
s7-3 vicious six heavy cruiser
s7-1 violator's pirate
s8-1 violator's pirate
s9-1 violator's pirate
s10 pirate battleship
Yeah you mentioned several by category, but I'm not sure exactly which ones I'd need.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 06 August 2010 at 1:25pm | IP Logged
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Go with the Lone Wolves by all means; they're exempt from the
having to fight other tribes requirement.
I personally prefer the Violators, but Galactus likes the Nagaridni's
because of the extra heavy weapons they carry, whereas my
preference for Violators is because of their extra phasers
compared to Nagaridnis. It depends on what you want to do with
your deck.
Bolaar have the E8 phaser capacitor and the E8 multipurpose
phasers so I tend to prefer more phasers than heavy weapons with
Bolaar. Also, make use of their foreign tech ability; you can come
up with some pretty nice equipment combos because of it. And if
you're willing to stock a few Alien Tech Experts or Spy Tech's, you
can use exclusive tech as well and come up with some even nastier
stuff...
I am quite fond of using an E9 future ship on a big Bolaar
ship and then slapping something that's exclusive tech on it that
makes it particularly fearsome. I'm also a big fan of the Corporate
E9 shroud, and the lesser E6 and R/E3 ones as well. An E9 Shroud
and an E6 Deflection Transfer Device together make a pretty
fearsome combination; I've won games by getting those two onto
an S8 Bolaar Flagship or S8 Bolaar Battleship before.
Hope that gives you some food for thought; Bolaar are my favorite
race... :-)
Edited by MogwaiSC on 06 August 2010 at 1:26pm
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 07 August 2010 at 9:45am | IP Logged
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Hehe... Sounds like a mean vicious trick. :) And all in good fun....
What about the others? You didn't mention anything about vacators Vicious six or the first 2 s10s...
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 08 August 2010 at 9:29pm | IP Logged
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I'm not fond of Vindicators... not a very full tactical organization
for them. In my mind that limits their usefulness because of the
lack of more than one kind of S7, S8, and S9. Vicious Six have
more or less the same problem, although they do also have an S7
Command Cruiser, but they're very hard to come by...
I personally use Vinciennes and Violators in my Bolaar deck; they
are actually the same tribe, so don't have to fight with each other.
That gives you 4 more S8s and S9s to stock, and the Vinciennes
S10. Along with S8 Lost Pirates, S8 Ship of the Ancients, etc. I
have 12 S8s in my Bolaar deck.
You should also consider using Ecniv as well, you can put three in
a deck because he's C7, and he allows the use of exclusive tech on
any ship he's on. If you're going to go the alien technology route
with Bolaar, he's a must have in addition to Spy Techs and Alien
Tech Experts. I personally prefer the Spy Techs because they have
the spy substitution ability but that can be a mixed blessing. Also
make sure to take advantage of the Bolaar Pirate Captains, put one
on a ship with a Shroud and a Deflection transfer device, and you
don't have to pay for either, as long as it's a Bolaar ship. :D
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 09 August 2010 at 8:17am | IP Logged
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I'm not fond of Vindicators... not a very full tactical organization for them.
---Vacaters? I don't have many of them anyways.
In my mind that limits their usefulness because of the lack of more than one kind of S7, S8, and S9. Vicious Six have more or less the same problem, although they do also have an S7 Command Cruiser, but they're very hard to come by...
---I have 2 already. :) Should I use them?
I personally use Vinciennes and Violators in my Bolaar deck; they are actually the same tribe, so don't have to fight with each other. That gives you 4 more S8s and S9s to stock, and the Vinciennes S10. Along with S8 Lost Pirates, S8 Ship of the Ancients, etc. I have 12 S8s in my Bolaar deck. ---I don't have vinciennes. :( and I only have 1 each of the Violators.
You should also consider using Ecniv as well, you can put three in a deck because he's C7, and he allows the use of exclusive tech on any ship he's on.
---I'll have to see if I can find some.
If you're going to go the alien technology route with Bolaar, he's a must have in addition to Spy Techs and Alien Tech Experts. I personally prefer the Spy Techs because they have the spy substitution ability but that can be a mixed blessing. Also make sure to take advantage of the Bolaar Pirate Captains, put one on a ship with a Shroud and a Deflection transfer device, and you don't have to pay for either, as long as it's a Bolaar ship. :D
---Yes... I will have to add shrouds.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 09 August 2010 at 9:57pm | IP Logged
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Barring anything else, use them for now.
Yes, I meant Vacaters, not Vindicators, sorry... :P
One thing I like to do to is throw in some R/A4 Walk the Plank...
whenever an opponent causes a pirate card to be discarded, not
destroyed mind you but discarded, you get to discard a card
from his hand at random. If it's equal or lower strength to the
Walk the Plank, the Plank goes back into your hand. I've used
them with particular effectiveness as since they're ability cards, not
many things can stop them; an R/L7 Anomaly Portal, R/L7
Temporal Correction are the only things I can think of off the top
of my head, or a Reactionary World. Other than that, can't think of
much else.
Edited by MogwaiSC on 09 August 2010 at 9:58pm
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 10 August 2010 at 1:15pm | IP Logged
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Hmm... walk the plank... which set was that?
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 10 August 2010 at 1:19pm | IP Logged
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Oh yeah.... you never commented on the idea of using these:
s10 garshain battleship
s10 dread savior
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 10 August 2010 at 2:47pm | IP Logged
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Ummm... destroyed *is* discarded.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 10 August 2010 at 2:51pm | IP Logged
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Walk the Plank was from Piracy.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 10 August 2010 at 3:09pm | IP Logged
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Gekonauak wrote:
Ummm... destroyed *is* discarded. |
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Yes, but the card text says "discarded" so I take that to mean it can
apply to more than just ship cards.
For example, you use a marine to kill my Bolaar PIRATE Captain,
you've caused me to discard a PIRATE card, therefore I play the Plank
in reaction.
Edited by MogwaiSC on 10 August 2010 at 3:10pm
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 10 August 2010 at 3:11pm | IP Logged
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marhawkman wrote:
Oh yeah.... you never commented on
the idea of using these: |
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Just make sure you have a T6 Former Indirigan Homeworld in play
to use these ships, otherwise they'll end up having to fight with
any other tribes in your fleet. In our group, if you don't put some
serious protection on that terrain, it won't last more than a few
turns because everyone else wants to get theirs into play.
Edited by MogwaiSC on 10 August 2010 at 3:12pm
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 10 August 2010 at 8:10pm | IP Logged
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I have that! :)
I'll check into whether I have walk the plank.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 11 August 2010 at 7:10am | IP Logged
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MogwaiSC wrote:
Yes, but the card text says "discarded" so I take that to mean it can
apply to more than just ship cards.
For example, you use a marine to kill my Bolaar PIRATE Captain,
you've caused me to discard a PIRATE card, therefore I play the Plank
in reaction. |
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Yes, that is true, but I wanted to make sure you knew it worked for when you destroyed a pirate ship as well. 'Cause your sentance could be interpretted that it is ONLY discarded. (Through some Spy function, etc.)
It is both. Anytime I force one of your Pirate cards to go to the discard pile.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 13 August 2010 at 7:19pm | IP Logged
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I was going by the title words, and by extension it would apply to
Bolaar as they are pirates by definition.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 15 October 2010 at 2:56am | IP Logged
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Hey, any progress on your deck to report?
If you want I can provide you a care package of a few cards that will
help you fill out your deck.
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 15 October 2010 at 12:27pm | IP Logged
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I've been working on other stuff recently. What cards?
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 02 December 2012 at 10:51pm | IP Logged
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Soo... Added Violators and took out most of the weak ships.
Aurora works really well here, more often than not I get something good.
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 04 December 2012 at 10:57pm | IP Logged
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Ok... I decided to try making a "complete" version.... not sure how well it worked.
ability: a1 lunar eclipse a2-2 slick bargainer a3 deviant a4 walk the plank a5-4 aurora borealis a5-3 mental inspiration a6-3 gaia seperation a6-3 pirate currency a6-3 gaia seperation a7 Bolaar negotiator a7 urbanization a8 duo-brain a9 accidental evolution a10 artificial landmass
base: b1 anti-starcraft b1 commercial outpost b1 personal base b1 pirate outpost b7 academy b10 dyson sphere
crew: c1 used spaceship dealer c2 helmsman c3/6 buffy the time knight slayer c4-4 cyber mage c4-4 pirate captain c5-2 exogeologist c6-2 cyber mage c6 slave trader c7 criminal judge c7 electronic warfare specialist c7 mystic wanderer c8-2 assassin c8-2 general c9 marauder c10 legendary officer c10 legendary pirate captain
equipment: e1 terrain attack shuttle e2-2 transporter e3 armor system refit e3-2 clydon energy armor e3 shuttlecraft e4 heavy shuttle craft e4-4 multipurpose phasers e5 pirate fighter e6 Bolaar fighter e6-3 deflection/transfer device e6 osciillating transporter e6-3 supercomputer e7 extreme phaser refit e8 psybot e8 starburst accelerator e9 future ship e9 unit overhaul e10 hypercube
fields: f1-3 electro-field t/f2 access field t3-2 field of minor wilding
monsters: m1 sextaraan web crawlers m2 snare vines m3 cyber beast m3 shield fiend m4 minor luck demon m5 astromorph m6-2 pirate's parrot m7 cyber mites m8 time defiler m9 luck demon
Ships: s1-1 Bolaar patrol ship s2-4 Bolaar ultra-light raider s3-4 Bolaar light pirate raider s3-4 Bolaar medium raider s4-1 Bolaar boarding cruiser s4-4 Bolaar cargo express s4-4 Bolaar stealth raider s5-2 Bolaar heavy cargo express s5-1 Independant pirate raider s6-1 armed tug s6-4 Bolaar battlecruiser s6-3 Bolaar pirate raider leader s7-2 Bolaar dreadnought s7-3 violator's pirate command ship s8-2 Bolaar flagship s8-2 violator's pirate dreadnought s9-1 lone wolf dreadnought s9-1 renegade ship s9-2 violator's pirate battleship s10 Gohest's pirate ship
terrain: t1 nagiridni pirate outpost t2 asteroid shield t2 forgotten planet t3 alternate universe t3 dragon egg t3 pirate nebula t4 distant sun t4 white dwarf t5 dependency world t5-3 pirate system t5 planet - custom military reservation t5 custom planet: Patrice t/f5 positron field t5 system: mad jack's hole t5 twin moons t6 planet - command central t6 system - scholar's retreat t6 website t7 free trade zone t7 pirate alcove t7 planet - collector's world t7 custom planet: Jozef t7 sensor planet t7 system - Argo t7 system: fantasy system t7 undiscovered system t8 custom planet: chronos t8 paranoid planet t8 system - aesthetic marine recruit depot t8 Bolaar covert system t8 system: Neumannia t8 scandig system t9 planet: Unstable planet t9 shinnicera t9 system - vinciennes t10 custom system: angel's treasure t10 super-massive star
So... any ideas on how to improve it?
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 05 December 2012 at 8:40am | IP Logged
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Id replace a lot of the lower # bolar w/ independant
ships,also you dont have ANY luck cards,luck should ALWAYS
be your 3rd letter.you also have too many letters going all
the way up,you need to concintrate on no more than 4-5.
too many A cards,A should never be very important to a deck
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 05 December 2012 at 9:58am | IP Logged
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Well... I might put in more R/E defensive cards, but I'm trying to maximize the use of Aurora Borealis. I built it so that I almost always get a free card put into play from Aurora. (and I hate relying on luck cards)
I could pretty easily scrap all A cards that are a6 and higher though. Most just don't make much difference. Gaia Seperation is nice though.
And yeah, most of the monsters really don't matter. The only one I really cared about is the Parrots.
what do you think about the equipment selection? I'm thinking about simply dumping all of the adapted tech, I don't really use it.
What cards are there, besides actual P psys, that can use Cyber psy effects naturally? I'm using Psybot and Mental inspiration for that right now.
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 05 December 2012 at 11:37am | IP Logged
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Scrap the super computers,if you rally want command points
stick w/ crew,other than that fine.
If your only playing against your own decks then you keep
the L out of all of them,but the game will play a little
differant
The C% Psyper mage can use fields too
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 05 December 2012 at 1:15pm | IP Logged
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I have so many ships that generate command point I've never felt the need to use one of the computers.
I thought the c5 could use Cyber disciplines, now to find one...
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 05 December 2012 at 1:52pm | IP Logged
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which types of effects did you have in mind for luck cards?
Draw effects? Removal effects? Protection effects?
I'm thinking of putting in some of the R/E6 cards that make a ship immune to weapons fire for one turn. Kinda like how I put in the r/E10 Hypercube. And maybe some time capsules...
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 05 December 2012 at 2:56pm | IP Logged
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Ah, I finally found where I put the C5 cards.
Hmm.. I also found some e4 Psybots. Not sure about using them though. They can only use functions up to strength 4. Electro-Field is 1/3/5/9. Access Field is 3/5. Field of Minor Wilding is 1/5/7/9. Positron Field is 2/6. Soo... it'd be of some use but not much, it's limited to the first function of most of the fields. The E8 can use all but the most powerful functions. The C5 is less limited, and can be easily augmented with an automaton.
There's also Arduous study, but.... that a7 card can only be played on P psys..
What about C5 clan boss? Or is the stipulation of his effect only working on lower strength ships too much?> >
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Edited by marhawkman on 05 December 2012 at 4:06pm
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