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 Galactic Empires : Deck Construction and Strategy
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marhawkman
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Posted: 03 August 2010 at 8:21pm | IP Logged Quote marhawkman

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
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Posted: 04 August 2010 at 9:20pm | IP Logged Quote MogwaiSC

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
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Posted: 05 August 2010 at 10:13am | IP Logged Quote marhawkman

I have some Nagiridni and Violator cards, I just didn't think to use them here.
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marhawkman
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Posted: 06 August 2010 at 9:34am | IP Logged Quote marhawkman

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
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Posted: 06 August 2010 at 1:25pm | IP Logged Quote MogwaiSC

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
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Posted: 07 August 2010 at 9:45am | IP Logged Quote marhawkman

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
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Posted: 08 August 2010 at 9:29pm | IP Logged Quote MogwaiSC

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
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Posted: 09 August 2010 at 8:17am | IP Logged Quote marhawkman

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
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Posted: 09 August 2010 at 9:57pm | IP Logged Quote MogwaiSC

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
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Posted: 10 August 2010 at 1:15pm | IP Logged Quote marhawkman

Hmm... walk the plank... which set was that?
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marhawkman
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Posted: 10 August 2010 at 1:19pm | IP Logged Quote marhawkman

Oh yeah.... you never commented on the idea of using these:

s10 garshain battleship

s10 dread savior

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Gekonauak
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Posted: 10 August 2010 at 2:47pm | IP Logged Quote Gekonauak

Ummm... destroyed *is* discarded.
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Gekonauak
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Posted: 10 August 2010 at 2:51pm | IP Logged Quote Gekonauak

Walk the Plank was from Piracy.
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MogwaiSC
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Posted: 10 August 2010 at 3:09pm | IP Logged Quote MogwaiSC

Gekonauak wrote:
Ummm... destroyed *is* discarded.


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
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Posted: 10 August 2010 at 3:11pm | IP Logged Quote MogwaiSC

marhawkman wrote:

Oh yeah.... you never commented on
the idea of using these:



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
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Posted: 10 August 2010 at 8:10pm | IP Logged Quote marhawkman

I have that!  :)

 

I'll check into whether I have walk the plank.

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Gekonauak
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Posted: 11 August 2010 at 7:10am | IP Logged Quote Gekonauak

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.


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
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Posted: 13 August 2010 at 7:19pm | IP Logged Quote MogwaiSC

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
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Posted: 15 October 2010 at 2:56am | IP Logged Quote MogwaiSC

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
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Posted: 15 October 2010 at 12:27pm | IP Logged Quote marhawkman

I've been working on other stuff recently.  What cards?
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marhawkman
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Posted: 02 December 2012 at 10:51pm | IP Logged Quote marhawkman

Soo... Added Violators and took out most of the weak ships.

Aurora works really well here, more often than not I get something good. < =text/ src="https://count.carrierzone.com/app/count_/count.js"> < =text/>

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marhawkman
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Posted: 04 December 2012 at 10:57pm | IP Logged Quote marhawkman

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
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Posted: 05 December 2012 at 8:40am | IP Logged Quote Aramax

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
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Posted: 05 December 2012 at 9:58am | IP Logged Quote marhawkman

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. < =text/ src="https://count.carrierzone.com/app/count_/count.js"> < =text/>

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Aramax
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Posted: 05 December 2012 at 11:37am | IP Logged Quote Aramax

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
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Posted: 05 December 2012 at 1:15pm | IP Logged Quote marhawkman

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... < =text/ src="https://count.carrierzone.com/app/count_/count.js"> < =text/>

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marhawkman
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Posted: 05 December 2012 at 1:52pm | IP Logged Quote marhawkman

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... < =text/ src="https://count.carrierzone.com/app/count_/count.js"> < =text/>

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marhawkman
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Posted: 05 December 2012 at 2:56pm | IP Logged Quote marhawkman

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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