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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 10 May 2004 at 3:01pm | IP Logged
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I was wondering how a Mechad deck has stereotypically been built and
what it has been known to include. I'm working on one myself, but I
started playing relativly recently, and since the game has been out of
creation for about five-six years? I was wondering if I could glean any
advice on card combo-ery.
I managed to get sixteen boxes of Primary off ebay pretty cheaply, and
I bought six Universe boxes off a friend of mine, so thats what I've
been working with.
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 29 May 2004 at 5:56am | IP Logged
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hey Rob
the standards I use are distribution nodes, tram refits for ship destruction. A C8 mechad overlord is good for charatcter elimination and an E8 mechad interface essentially gives you a duplicate ship with good and bad... both needs engaded doubling your point requirements, and if one is destroyed both are. BUt the good is the ENTIRE stack is doubled. The card is best played on a stack not just a ship. You can double a S7 if you want at the cost of a E8 card but for that it is better to have another S7 because both wont be destroyed. But an S7 pimped up with shields and weapone refits and even characters, are doubled for the price of one card. Also get terrain and bases which have lots of energy too charge your shield nodes.E3 and E6 reserve powers are good and B3 & B8 power generation Bases help for power. A B8 power gen on a Huge star can give you 30 energy.
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korric Acolyte
Joined: 09 December 2003 Location: United States Posts: 14
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Posted: 30 May 2004 at 9:07am | IP Logged
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I'm not a fan of tram refits personally. I prefer generic heavy weapon refits so that I can add distortion cannons. Mechads have a little weaker offense than some empires, but their defense is amazing. I agree that distribution nodes are key. I use 2 E9 nodes, 4 E5 nodes, and 3 to 8 E1 nodes depending on the deck particulars. Load up on energy producing terrain (the T10 Supermassive Star and T5 Stars are nice). I don't have a B8 Power Generation Base, and I find the B3 to be a bit too fragile to rely on. I usually go for wide range offense (as in distortion cannons), so I try to augment that with things like the H10 Akru Supernova or anything else that spreads damage over a lot of targets. By doing a lot of non-weapons volley damage to everything (remember that distortion cannons are not a weapons volley), it's then pretty easy to finish targets off with phasers.
So yeah, to me it's pretty much about augmenting the distribution nodes and the distortion cannons.
Edited by korric on 30 May 2004 at 9:08am
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Geko IRC
Joined: 12 December 2003 Location: United States Posts: 257
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Posted: 01 June 2004 at 6:06am | IP Logged
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I second the motion to use Heavy Weapon Refits for the distortion cannons. I'd also use Tranoan ships from Time Gates as a minor empire. That and Hazards or Monsters to augment the non-weapon damage.
__________________ Andrew Smith
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 05 June 2004 at 7:09pm | IP Logged
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These suggestions have been really helpful, and I was wondering if
there are any card combs that work pretty well towards perpetuating the
existence of a Mechad deck in a multiplayer game?
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 06 June 2004 at 11:54am | IP Logged
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For something truly disgusting that will be extremely effective, but also
get people very pissed off at you try the following:
Play any type of vacation planet, then put a C7 Mystic Wanderer on it
along with a C8 Mechad overlord. If you can, put a C6 Clone on either the
Wanderer or the Overlord. Or, you can put an A6 Promotion on the
Overlord so he can kill twice a turn. You'll automatically kill any
opponent crew they try to put into the game. This will be a big advantage
for you, but, you'll probably piss everyone else off so much they'll all
come after you.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 18 June 2004 at 12:41am | IP Logged
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One other thing about Mechads; I remember seeing a deck list for
Mechads somewhere where it was built with a lot of boarding parties,
marines, etc. and shuttles. The idea was that most people don't expect
that in a Mechad deck, and it also makes up for their relatively poor
offensive capability.
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Geko IRC
Joined: 12 December 2003 Location: United States Posts: 257
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Posted: 22 June 2004 at 6:10am | IP Logged
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Poor Offensive capabilities? Have you ever faced Distortion cannons backed by Tranoan phasers?
__________________ Andrew Smith
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 23 June 2004 at 9:59am | IP Logged
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I think I just might try a boarding party mechad deckery...
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Geko IRC
Joined: 12 December 2003 Location: United States Posts: 257
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Posted: 24 June 2004 at 5:49am | IP Logged
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Back when Mechads were new, and played more often. A friend of mine created a killed Mechad deck focusing on Tranoans and planet destruction (with the promo terrain this will be a little harder).
He use to be able to take on two players at once. Depriving one player of his resources, while shooting the other players ships.
If you are creating a Mechad boarding party deck don't forget the Mechad Virus Fighter from Invaders, it goes back to the hand when discarded.
__________________ Andrew Smith
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Tufor Devoted
Joined: 04 July 2004 Location: Netherlands Posts: 57
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Posted: 15 July 2004 at 3:25pm | IP Logged
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A point about the heavy weapons refit. Can you actually
add distortion cannons (a specialty weapon) with a
simple heavy weapons refit? AND if so, why were E6
distortion cannon refits added in advanced tech?
We always played that the normal weapons refits did not
function on specialty weapons.
__________________ I don't want much, just to be complete
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Geko IRC
Joined: 12 December 2003 Location: United States Posts: 257
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Posted: 16 July 2004 at 5:36am | IP Logged
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Yes, you can add distortion cannons via heavy weapon refits. The Distortion Cannon Refits allow you even more distortion cannons.
__________________ Andrew Smith
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 17 July 2004 at 11:38am | IP Logged
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If you can find them B6 Mechad Power Bases are a great addition. I
believe they're from Invaders.
Edited by MogwaiSC on 17 July 2004 at 11:40am
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 17 July 2004 at 12:02pm | IP Logged
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Hrm, I don't really have access to Invaders, but I'll look for those cards on ebay sometime.
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 24 July 2004 at 2:58pm | IP Logged
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sorry Geko, your point of the distortion cannon refit giving morre refits is 100% untrue. The E6 heavy weapon refit gives +2 while the E6 distortion cannon refit only gives one. Both cards do still limit ships to 3 heavy weapon refits and bases unlimited.
Tufor, on the E6 Hvy weapon card it states on the bottom that if a ship has multiple weapon types owner chooses type refitted. The only advantage I can see in the distortion cannon refit card is that other races may add these to thier arsenal using techs. the card is exclusive technology which means a vek ship with engineer can now use the refit then add two more with a hvy weapon refit for three distortion cannons.
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Geko IRC
Joined: 12 December 2003 Location: United States Posts: 257
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Posted: 26 July 2004 at 5:44am | IP Logged
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Yes, but instead of having 4 cards in your deck that give you weapons mounts, now you can have 8 cards. It won't give a particular ship more refits, you are correct, but it can give your FLEET more refits, and the ability to find them faster.
Good point on the second use of the card. Except I don't think he would need another Refit card to get three Distortion Cannons. He already has Specialized Weapon Mounts. I think (I'm working from memory here) these can duplicate the cannons.
Edited by Geko on 26 July 2004 at 5:45am
__________________ Andrew Smith
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 26 July 2004 at 6:13am | IP Logged
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the second card was meant to increase thenumber to the number of maximum refits allowed, Eg the distortion cannons adds +1 as distortion and a hvy weapons adds +2 more for the max allowed for the ship. OK here's a question..How can ...argonians for example use distortion cannons..if it is possible?
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Geko IRC
Joined: 12 December 2003 Location: United States Posts: 257
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Posted: 26 July 2004 at 6:17am | IP Logged
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Argonians Can't.
Vektrean, Boolar, and Leopans can.
__________________ Andrew Smith
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 26 July 2004 at 9:26pm | IP Logged
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Could an E6 Distortion Cannon refit turn Specialized Weapons mounts into Distortion Cannons?
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Geko IRC
Joined: 12 December 2003 Location: United States Posts: 257
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Posted: 27 July 2004 at 5:32am | IP Logged
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I believe so.
__________________ Andrew Smith
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 27 July 2004 at 5:44am | IP Logged
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Yes they do. check under the rulebook section where it explains each weapon type. It turns the weapon mounts into the weapons named on the added card. pg27 in universe 2.0
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 27 July 2004 at 4:08pm | IP Logged
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Can you use E8 Mechad Interface on non-Mechad ships? On the card it
says "May only be played to a Mechad Ship", but I don't know if thats
just jive for "Exclusive Technology", or that it literally is not meant
to be played on a ship that isn't a Mechad one.
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 27 July 2004 at 6:27pm | IP Logged
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Robpro, the term foreign and exclusive allow certain characters and the vektreans and bollaars to use it. By saying may only be played to a mechad ship means that only mechads canuse it. Also this card falls underthe rules as only in a Mechad deck.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 08 November 2004 at 1:04am | IP Logged
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One thing I've seen that's very effective in Mechad decks is an E9
Perpetual Motion Device on a ship with an E8 Mechad Interface. You get
two ships for the price of one that you don't have to pay to engage and
power everything up. If you can, then slap an E9 Adamantine Hull on it
too... blech!
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Galactus IRC
Site Administrator
Joined: 25 April 2004 Location: United States Posts: 181
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Posted: 22 September 2005 at 3:03am | IP Logged
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Ok...I posted this combo in another thread...but here it is again
specific to this Mechad thread....
S7 Drone...stack an E6 Heavy weapon Refit and you have 5 points of
damage a turn to every terrain in the fleet. Add E5 Dual Launch
tubes and you make that 10 points of damage to every terrain in the
fleet....ad an O9 cat repetition and you got 50 points to every terrain
in the fleet...better than an L10 Galactic Armageddon!!
If you are supplementing Bolaar in your Mechad Deck try an S8
Bolaar Flagship with an E6 Heavy Weapon Refit and an E6 Distortion
Cannon for 7 Dist Cannons at a time!!! Beats a Juggernaught for
firepower.
I also supplement my Mechad Deck with a C5 Psyber Mage (or two)
and make use of Field cards that let me damage enemy shields and
equipment cards...(remove the shields...then pound them with
distortion cannons) The T5 Network Repeaters give the extra edge
to my Psyber Mages...and the fun just gets funner...add a few promo
planets that make field use easier...throw some A6 Promotions in
there and then you can really do some extra damage.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 22 September 2005 at 8:15pm | IP Logged
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"I also supplement my Mechad Deck with a C5 Psyber Mage (or two)
and make use of Field cards that let me damage enemy shields and
equipment cards...(remove the shields...then pound them with
distortion cannons) The T5 Network Repeaters give the extra edge
to my Psyber Mages...and the fun just gets funner...add a few promo
planets that make field use easier...throw some A6 Promotions in
there and then you can really do some extra damage."
Thank goodness that M1 and M3 Psychotic Sludges are common and you
can load up a deck with them for this kind of thing...
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Galactus IRC
Site Administrator
Joined: 25 April 2004 Location: United States Posts: 181
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Posted: 22 September 2005 at 9:30pm | IP Logged
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Well sorta....M1 and M4 Psychotic sludge cards are a nuisance at
best...but usually I also play an M6 Time Guardian which protects the
Psy from such attacks...
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 22 September 2005 at 9:37pm | IP Logged
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Banter, burble, blather, brouhaha... it's all talk... elephant talk...
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Galactus IRC
Site Administrator
Joined: 25 April 2004 Location: United States Posts: 181
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Posted: 22 September 2005 at 10:03pm | IP Logged
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That it is...oh exalted one. :)
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 22 September 2005 at 10:04pm | IP Logged
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It's easy to talk a game... what really matters is what happens when you
play.
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