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 Galactic Empires : Deck Construction and Strategy
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RobPro
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Posted: 21 May 2007 at 8:59pm | IP Logged Quote RobPro

This is my second deck. Our playgroup decided to allow proxies, so I have added some... but I am limiting myself to only promo cards. I try to keep the deck mostly 'real' cards, but it's just not possible with the power level of some things out there.

Here's the list:

Vektrean Deck

Terrain:
1x T1 Helix Crystal (proxy)
1x T2 Parallel Universe
1x T3 Alternate Universe
1x T4 Reactionary World (our playgroup decided to limit decks to 1 of this card, and not allow it in reserve fleets)
4x T4 White Dwarf
4x T5 Galactic Trade World
1x T5 Planet - Custom Military Reservation
1x T6 Planet - Philipo's World
2x T7 Fantasy System (proxies)
1x T7 Star - Phillipovis *proxy)
3x T/B7 Vektrean Asteriod Center (proxies)
2x T8 Planet - Chronos (proxies)
2x Planet Turrel V - Infected World
2x Planet - Council of Six Homeworld
1x T8 System - Custom System [Garshain] (proxy)
2x T8 System - Aesthetic Marine Recruit Depot (we don't play with the oscillating

transporters)
2x T8 System - Custom System [Neumania] (proxies)
2x T9 Planet - Custom Planet [Gor's Planet] (proxies)
1x T9 System - Custom System [Vincennes] (proxy)
1x T9 Planet - Custom Planet [Unstable Planet] (proxy)
2x T/B9 Vektrean Asteriod Starbase
1x T10 Stefania
1x T/B10 Flagstar - Vektrean Asteriod Flagstar

Total - 39 Cards
Parcent of total = 39/205 = 19%

Luck:
1x R/L1 Lucky Crew Action
1x R/L2 Phaser Malfunction
1x R/L3 Unlucky Targeting
4x R/L4 Miscommunications
1x R/L5 Heavy Weapons Backfire
3x L6 Artifact - Scepter of Time
3x R/L6 Lucky Maneuver
3x L7 Alien Artifact
1x L7 Artifact - Star Gate
3x R/L7 Anomaly Portal
3x R/L7 Temporal Correction
2x R/L8 Twist of Fate
2x R/L8 Vacuum Effect
2x R/L8 Targeting Error
2x L9 Discard Equivalency
2x L9 Accelerated Timeline
1x L10 Galactic Armageddon

Total - 35 Cards
Percent of total = 35/205 = 17%


Occurences:
4x R/O1 Time Skip
1x R/O2 Partial Regeneration
7x R/O3 Crinkled Timeline
2x R/O4 Repair Delivery
3x R/O5 Stolen Technology
1x O6 Galacticnet
2x O6 Technological Breakthrough
2x O7 Surprise Attack
1x O7 Quantum Occurence
2x O8 Technological Breakthrough
2x R/O8 Cessation of Fire
2x R/O8 Reserve Call Up
1x O9 Discovery of Discoveries
2x O9 Alliance Treaty
1x O10 Time Portal

Total - 33 Cards
Percent of total = 33/205 = 16%


Ships:
1x D1 Scintillating Dragoness
2x R/S1 Ship from the Future
1x S2 Vektrean Frigate
1x S3 Vektrean Destroyer
1x S4 Vektrean Light Cruiser
4x S5 Vektrean Heavy Cruiser
1x S6 Police Cruiser
3x S6 Luxury Liner
3x S6 Vektrean Spy Cruiser
3x S6 Vektrean Battlecruiser
3x S6 Independent Pirate Cruiser
3x S7 Vektrean Dreadnought
2x S8 Heavy Evac Carrier
2x S9 Heavy Trauma Cruiser
1x S9 Lone Wolf Dreadnought
1x S10 Dread Savior

Total - 32 Cards
Percent of total = 32/205 = 15%


Crew:
1x R/C1 Super Model
1x R/C2 Science Officer
1x C3 Media Personality
2x R/C4 Marine
1x C5 Quartermaster
1x R/C 5 Exogeologist (proxy)
1x R/C6 Science Officer
1x C6 Cyber Mage
1x C6 Clone
1x C7 Rsearch Developer
2x C8 Spiritual Leader
1x C9 Soverign - Noble Soverign
2x R/C9 Temporal Engineer
1x C10 Primordial Warrior
1x C10 War Prophet (proxy)
1x C10 Time Knight

Total - 19 Cards
Percent of total = 19/205 = 9%


Equipment:
1x R/E1 Terrain Attack Shuttle
2x R/E2 Repulsion Beam
4x R/E3 Shroud Web Device
1x E4 Time Capsule
1x E5 Antimatter Mine
1x R/E6 Vektrean Fighter
1x E7 Technical Display
2x E8 Starburst Accelerator
2x E9 Future Ship
2x E9 Shroud

Total - 17 Cards
Percent of total = 17/205 = 8%


Monsters:
1x M1 Research Defiler
1x M2 Planet Gouge
1x M3 Research Mandator
1x M4 Planet Gouge
1x M5 Occumbus
1x M6/4 Temporal Snake
1x M7 Space Illness
2x R/M8 Time Defiler
2x M8 Ship Collector
1x M9 Kraken
2x R/M9 Luck Demon

Total - 14 Cards
Percent of total = 14/205 = 7%

Ability:
1x A1 Lesser Automaton
1x R/A2 Premonition
1x A3 Deviant
1x A4 Planescape
1x A5 Monster Halt
1x A6 Double Agent
1x A6 Promotion

Total - 7 Cards
Percent of total = 7/205 = 3%


Bases:
4x B1 Pirate Outpost
2x B9 Custom Base - Planetary Shield (exceptions)

Total - 6 Cards
Percent of total = 6/205 = 3%


Agenda:
3x G1 Time Manipulation

Total - 3 Cards
Percent of total = 3/205 = 2%

Suggested Reserve Fleets:

3 Cards:
1x S7 Vektrean Dreadnought
1x T7 Phillipovis
1x T4 White Dwarf

4 Cards:
1x S7 Vektrean Dreadnought
1x T/B7 Vektrean Asteriod Center
1x C5 Quartermaster
1x T5 Galactic Trade World

5 Cards:
Same as 4, except add 1x A6 Double Agent

6 Cards:
Same as 5, except add 1x O6 Galacticnet. Galacticnet seems to be the hardest kind of card draw to disrupt.

Comments/criticisms would be nice. I won't explain every single card strategy/combo possible, but if you ask why a card is in place I am sure I can offer a reason. There are a few that are just fillers because I don't have anything better to put in that slot (A1, A3, and other similarly barely useful cards.) So feel free to offer up any ideas.

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Gekonauak
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Posted: 22 May 2007 at 6:44am | IP Logged Quote Gekonauak

okay... why the Agendas?
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RobPro
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Posted: 22 May 2007 at 10:15am | IP Logged Quote RobPro

Free card draw. We all play a lot of time cards... they can be pretty powerful, and they're never dead.
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RobPro
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Posted: 24 May 2007 at 12:35pm | IP Logged Quote RobPro

I see 15 views on this thread... I'd like to at least see half as many posts. I put this decklist up to get some discussion going.

Can you think of a card or card combo that wrecks this deck? Can you think of a better reserve fleet based on the cards listed? Or a better reserve fleet by adding a few new cards? 
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Gekonauak
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Posted: 25 May 2007 at 6:10am | IP Logged Quote Gekonauak

i can think of a few suggestions for the deck, but they usually revolve around slimming the deck down to make it more efficient.

Like almost every category going up to strength 9 (or 10). I don't think that is necessary.

[in the best mock George C. Scott impression that I can muster] Galactic Armaggedon... That's a loser mentality, son. When you go to war, you go to win. This reset button is saying that your opponent got the better of you.

I haven't looked closely at your terrain selection, but 4 White Dwarf cards are an overkill.

And you are a Vektrean Deck. Where are all of the other empire equipment cards? The Fuser Mechanisms, Multi-purpose phasers, Phaser Overload Devices, etc.

For Ability cards: I'm not sure why you build up to the Promotion and then only put one of them in your deck. Unless you only have one. In which case, i have to ask, "Is it worth it?"

More later, maybe.
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MogwaiSC
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Posted: 25 May 2007 at 11:12am | IP Logged Quote MogwaiSC

It seems to me the crew selection isn't very focused, not many
complimentary crew that work toward a common goal.

For example; my Vektrean deck is a crew attack deck, I have my
marauders paired up with generals, I have first sargeants paired with my
marin majors, etc.

It also seems you have a ton of luck cards, and you're very light on ships.
My vektrean deck is 240 cards, and it has 60 ships. The name of the
game is getting ships into play, so my decks are always at least 25% ships.

I also have a Flagstar and two asteroid starbases, with base commanders
for them in the deck. I think you should consider fewer luck cards, or
more ships, or both.

The selection of monsters seems unfocused too; try to select your
monsters so they all attack or affect opponent crew, or use them to attack
units, but dont try to do both. As long as you've got monsters, a dash of
hazards could be fun too.

Just my $0.02

Edited by MogwaiSC on 25 May 2007 at 11:17am
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RobPro
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Posted: 25 May 2007 at 12:07pm | IP Logged Quote RobPro

Well, crew attacks aren't a particularly viable form of combat in the group I play with. They pack too many counters to that, and I lack the best cards for it. I have no cards from Personas, Advanced Technologies, and Galactic Invaders.

The crew I have are more or less designed to get the greatest utility out of the least numbers. I picked them because, sitting on a planet like Chronos, they can perform their functions and be very hard to get rid of.

Unfortunately I have to pack as many Luck/Occurence cards as I can, everything worth playing usually comes with a "counter-war" from the three or four other people in the game. I can usually only play decent cards if it benefits one or two other players to help me get it out. That's part of why we restricted the Reactionary World... putting two of those in the reserve fleet gave you an unbalanced advantage.

As far as ships, I'm more than willing to increase or change what I have. I wish there were more Vektrean vessels... I stocked the only promo ships I've been able to get ahold of, but we usually have one or two other players dropping Indirgan ships. I didn't want to clutter the deck with useless generic ships, but I could throw a few more in. It's just hard to get my hands on things worth playing. I suppose I could proxy them, but I wanted to keep that mainly with terrains. Two of the people in my group play with "fully powered" GE decks, and have access to every card in the game, except for maybe like eight.

The monsters are mainly there as disablers. They hit the table, and people have to deal with them. A tactic we use is playing a D1 Scintillating Dragoness to liver long past our duedate. A kraken, ship collector, illness, etc. takes care of this. Luck Demons are necessary for pretty much every deck though, I'd have them as exceptions if I didn't go up to 9.

What people in my group like to do is attack your ability to play cards. I've filled the deck with a lot of alternate methods to get a draw or disable their anti-draws. Temporal Conscience is a favorite, and a pain in the buttocks.

Does this help any with what I'm trying to do with the deck?
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RobPro
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Posted: 25 May 2007 at 12:09pm | IP Logged Quote RobPro

As far as equipment goes, I have quite a bit I could add. Any suggestions on what I should look for?
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Aramax
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Posted: 26 May 2007 at 8:27am | IP Logged Quote Aramax

Due to running Vektrean I think you should slim down,as your ship base is so small.In general I agree w/above that your ship persentage is way too low.I feel a minimum of 20% w/30 % being an almost sure fire winner.My decks w/ very high ship % have a very high win %.

Another thing to consider is to ditch the Inderigan,in my group The Inds are not very popular but if they are in you area you are forced into attacking and that is not good for 'playing'the table,consider Bolar,Treglean,Paktadon or erodi(to combat The D1s that are common)

Hate the A cards,Hazards are a much more powerful letter,a couple of points of hazard damage can go a long way.

Nice use of your exceptions on B,this is a favorite trick of mine

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MogwaiSC
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Posted: 26 May 2007 at 4:28pm | IP Logged Quote MogwaiSC

Generic ships are hardly worthless, even those that are more common.

The S4, S5, and S6 Independent Pirate ships are all good, so is the S7 if you can find them, as well as S8 Lost Pirate ships.

The S4 and S6 Police Ships are quite nice too; they engage for a song, have big shields, and lots of phasers.

I also play in a group where we have a player who is the 800 lb. gorilla, usually it takes two or three of us to kill him because he has cards most of us have never even seen before... I focus on building decks that have good card combinations that accomplish a particular goal, rather than try and just get as many high strength cards as possible. There are some very effective 2 and 3 card combinations that are common and uncommon.

What about Bases? They are an inherent strength with Vektreans, you should try to exploit that more.

Just my random thoughts.
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Tarquon
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Posted: 27 May 2007 at 10:27pm | IP Logged Quote Tarquon

Well, my opinions:
- It's difficult to build a fast deck with 205 cards. Fast decks are
small and don't tend to have sufficient staying power in a multiplayer.
- You can get by with lower %S with a fast deck, but not below 20%.
- I agree: choose your theme and stick to it - then the cards you
draw will have a better chance of working together.
- Drop those Gs in a multiplayer
- Drop the nobles - get some time knights
- you have a deck stacking violation in terrain (too many 'identical'
custom planets/systems)
- See if the group will allow proxies of non-promos. You're missing
some key cards from later editions.
- Instead of putting the armageddon in the deck, just lead your
opponents to believe that it's in there. It's more fun to keep them
worrying ;)
- What I suggest to anyone wanting to really master the game: read the
rules then read every card. I find it difficult to read the cards that I think I
already know, but they're not always what I expect. ('hey! who changed
the wording on my card?')
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Gekonauak
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Posted: 29 May 2007 at 7:33am | IP Logged Quote Gekonauak

The name of the game is getting ships into play,

Alternately, the name of the game is to keep the ships in play from being destroyed. You have to play less ships that way, and get to play other cards to help you achieve victory.

I didn't want to clutter the deck with useless generic ships
Then don’t. Another way of increasing the percentage of ships in your deck is decreasing the amount of other cards in your deck.

Look at my post above for suggestions on which Equipment to use. Especially the phaser cards since Vektreans have an abundance. Just don't just add the E cards to the deck without taking other cars out.

Not having a focused Crew or Monster is not a bad thing. It allows a wide range of abilities, but generally Like Tarquon said I agree: choose your theme and stick to it - then the cards you draw will have a better chance of working together.



Check out the deck in GF#3. Harold Henning was probably our top player at the time, excluding myself of course. :)
His 179 card deck only had 33 ships. That is only 18.5% According to what he described as his winning stratergy, “The deck I played was built on a strong defense based on misdirection and avoidance, combined with an offense which can punch through a defender using cards.”

This strategy is even easier if you are limiting the amount of Reactionary Worlds in your deck (Personally, I don’t think limiting them is necessary).

And just to point out, the game involved 10 players, so a smaller deck (not that 179 is small, more average I think) is definitely viable. Just remember, you don’t get to draw EVERY card in your deck, so you want the most out of the cards that you do get to draw.


Edited by Gekonauak on 01 June 2007 at 9:55am
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RobPro
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Posted: 12 September 2007 at 2:13pm | IP Logged Quote RobPro

My deck is back up to around 225 cards... I'll see if I can post it sometime in the future. I like that these forums are showing more activity again.
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Gekonauak
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Posted: 12 September 2007 at 3:25pm | IP Logged Quote Gekonauak

225 cards? Egads son... do you have every draw card known to man in there as well? You know you will never get to draw all of those cards right?
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RobPro
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Posted: 12 September 2007 at 6:17pm | IP Logged Quote RobPro

I usually get through 100-150. I just don't see how you can make a 100 card deck that keeps a full hand with 4+ people in the game.
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Gekonauak
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Posted: 13 September 2007 at 7:42am | IP Logged Quote Gekonauak

no, 100 card decks are usually for duels or 3 player games. If you get 4 or more you do have to expand a little. 150 or so. 175, 200, max. But once you get beyond the 200 mark, your deck will start breaking down and not performing to the best of its ability.
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RobPro
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Posted: 16 September 2007 at 11:53am | IP Logged Quote RobPro

As a rough estimate, I'd say I run 18-22 cards that solely draw, and numerous other effects to get extra draws at the end of the turn.
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werewolflht65
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Posted: 09 October 2007 at 7:24am | IP Logged Quote werewolflht65

RobPro wrote:
This is my second deck. Our playgroup decided to allow proxies, so I have added some... but I am limiting myself to only promo cards. I try to keep the deck mostly 'real' cards, but it's just not possible with the power level of some things out there.

Here's the list:

Vektrean Deck

Terrain:
1x T1 Helix Crystal (proxy)
1x T2 Parallel Universe
1x T3 Alternate Universe
1x T4 Reactionary World (our playgroup decided to limit decks to 1 of this card, and not allow it in reserve fleets)
4x T4 White Dwarf
4x T5 Galactic Trade World
1x T5 Planet - Custom Military Reservation
1x T6 Planet - Philipo's World
2x T7 Fantasy System (proxies)
1x T7 Star - Phillipovis *proxy)
3x T/B7 Vektrean Asteriod Center (proxies)
2x T8 Planet - Chronos (proxies)
2x Planet Turrel V - Infected World
2x Planet - Council of Six Homeworld
1x T8 System - Custom System [Garshain] (proxy)
2x T8 System - Aesthetic Marine Recruit Depot (we don't play with the oscillating

transporters)
2x T8 System - Custom System [Neumania] (proxies)
2x T9 Planet - Custom Planet [Gor's Planet] (proxies)
1x T9 System - Custom System [Vincennes] (proxy)
1x T9 Planet - Custom Planet [Unstable Planet] (proxy)
2x T/B9 Vektrean Asteriod Starbase
1x T10 Stefania
1x T/B10 Flagstar - Vektrean Asteriod Flagstar

Total - 39 Cards
Parcent of total = 39/205 = 19%

Luck:
1x R/L1 Lucky Crew Action
1x R/L2 Phaser Malfunction
1x R/L3 Unlucky Targeting
4x R/L4 Miscommunications
1x R/L5 Heavy Weapons Backfire
3x L6 Artifact - Scepter of Time
3x R/L6 Lucky Maneuver
3x L7 Alien Artifact
1x L7 Artifact - Star Gate
3x R/L7 Anomaly Portal
3x R/L7 Temporal Correction
2x R/L8 Twist of Fate
2x R/L8 Vacuum Effect
2x R/L8 Targeting Error
2x L9 Discard Equivalency
2x L9 Accelerated Timeline
1x L10 Galactic Armageddon

Total - 35 Cards
Percent of total = 35/205 = 17%


Occurences:
4x R/O1 Time Skip
1x R/O2 Partial Regeneration
7x R/O3 Crinkled Timeline
2x R/O4 Repair Delivery
3x R/O5 Stolen Technology
1x O6 Galacticnet
2x O6 Technological Breakthrough
2x O7 Surprise Attack
1x O7 Quantum Occurence
2x O8 Technological Breakthrough
2x R/O8 Cessation of Fire
2x R/O8 Reserve Call Up
1x O9 Discovery of Discoveries
2x O9 Alliance Treaty
1x O10 Time Portal

Total - 33 Cards
Percent of total = 33/205 = 16%


Ships:
1x D1 Scintillating Dragoness
2x R/S1 Ship from the Future
1x S2 Vektrean Frigate
1x S3 Vektrean Destroyer
1x S4 Vektrean Light Cruiser
4x S5 Vektrean Heavy Cruiser
1x S6 Police Cruiser
3x S6 Luxury Liner
3x S6 Vektrean Spy Cruiser
3x S6 Vektrean Battlecruiser
3x S6 Independent Pirate Cruiser
3x S7 Vektrean Dreadnought
2x S8 Heavy Evac Carrier
2x S9 Heavy Trauma Cruiser
1x S9 Lone Wolf Dreadnought
1x S10 Dread Savior

Total - 32 Cards
Percent of total = 32/205 = 15%


Crew:
1x R/C1 Super Model
1x R/C2 Science Officer
1x C3 Media Personality
2x R/C4 Marine
1x C5 Quartermaster
1x R/C 5 Exogeologist (proxy)
1x R/C6 Science Officer
1x C6 Cyber Mage
1x C6 Clone
1x C7 Rsearch Developer
2x C8 Spiritual Leader
1x C9 Soverign - Noble Soverign
2x R/C9 Temporal Engineer
1x C10 Primordial Warrior
1x C10 War Prophet (proxy)
1x C10 Time Knight

Total - 19 Cards
Percent of total = 19/205 = 9%


Equipment:
1x R/E1 Terrain Attack Shuttle
2x R/E2 Repulsion Beam
4x R/E3 Shroud Web Device
1x E4 Time Capsule
1x E5 Antimatter Mine
1x R/E6 Vektrean Fighter
1x E7 Technical Display
2x E8 Starburst Accelerator
2x E9 Future Ship
2x E9 Shroud

Total - 17 Cards
Percent of total = 17/205 = 8%


Monsters:
1x M1 Research Defiler
1x M2 Planet Gouge
1x M3 Research Mandator
1x M4 Planet Gouge
1x M5 Occumbus
1x M6/4 Temporal Snake
1x M7 Space Illness
2x R/M8 Time Defiler
2x M8 Ship Collector
1x M9 Kraken
2x R/M9 Luck Demon

Total - 14 Cards
Percent of total = 14/205 = 7%

Ability:
1x A1 Lesser Automaton
1x R/A2 Premonition
1x A3 Deviant
1x A4 Planescape
1x A5 Monster Halt
1x A6 Double Agent
1x A6 Promotion

Total - 7 Cards
Percent of total = 7/205 = 3%


Bases:
4x B1 Pirate Outpost
2x B9 Custom Base - Planetary Shield (exceptions)

Total - 6 Cards
Percent of total = 6/205 = 3%


Agenda:
3x G1 Time Manipulation

Total - 3 Cards
Percent of total = 3/205 = 2%

Suggested Reserve Fleets:

3 Cards:
1x S7 Vektrean Dreadnought
1x T7 Phillipovis
1x T4 White Dwarf

4 Cards:
1x S7 Vektrean Dreadnought
1x T/B7 Vektrean Asteriod Center
1x C5 Quartermaster
1x T5 Galactic Trade World

5 Cards:
Same as 4, except add 1x A6 Double Agent

6 Cards:
Same as 5, except add 1x O6 Galacticnet. Galacticnet seems to be the hardest kind of card draw to disrupt.

Comments/criticisms would be nice. I won't explain every single card strategy/combo possible, but if you ask why a card is in place I am sure I can offer a reason. There are a few that are just fillers because I don't have anything better to put in that slot (A1, A3, and other similarly barely useful cards.) So feel free to offer up any ideas.



Well, lets see. A serious lack of command point crew, that's the first problem. A few C-9 Admirals would fix this nicely. Remember, even though Vek Ships have oodles of Command Points, they have NONE when Disengaged, and the key to winning with Veks is to get as many on the table as possible. And crew generated CP's does just that.
A turn 3 AT/DE/AccT is the way Veks win big this way... :)
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