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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 10 January 2008 at 8:18am | IP Logged
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-Howdy all. Scorpead deck for review.
The Deck:
@ 18 ships including 3-4 S5 Trade ships, one in reserve with appropriate terrain, for card draw/play help early.
@ 16-18 terrain, focusing on finding some promos that limit my opponent's ability to hit me with certain cards. I know some protect against hazards, monsters, occurrences, etc. so i'll be looking to coordinate those choices to fully protect my terrain from at least the threat of one and hopefully two of those card classes.
R/E1 Terrain Attack Shuttle
E2 Phaser Refit
R/E3 Stealth Fighter
E4 Heavy Phaser Refit
R/E5 Pirate Fighter
R/E6 Distortion Generator (about the only E6 i have)
E7 Extreme Phaser Refit x2
E7 Scorpead Phaser Magnifier (only got the one)
E8 Starburst Accelerator
E9 Future Ship x2
H1 Divergent Anomaly (more?)
H2 Meteor Shower
H3 Magnetic Cloud
H4 Solar Winds
R/H5 Time Trap x4
R/L1 Lucky Crew Action
L2 Warp Engine Breach
R/L3 Unlucky Targettingx3
R/L4 Miscommunication
R/L5 Defensive Override x2 (may have two more somewhere, doubt it)
R/M1 Sextaraan Web Crawlers x4 (would include the full 8 if i had 'em)
M2 Offspring
M3 Phase Rats x3 (is their damage structural or to shields?)
R/O1 Time Skip x8 (i resisted, but best all-purpose card i have)
C1 Portrait Artiste (getting tired of using Tax Col. all the time)
C2 Ordinance Officer
C3 Cryogenic Convict x3
The Count: 5C + 8O + 8M + 8L + 8H + 12E + 18S +18T = 85
The Plan: I haven't quite settled my terrain and ships yet, but wanted to post the support cards to get some feedback. Of course i want to scale down (my target is 80 for now), but i plan on about 18 ships and 16-18 terrain, so wanted enough support to fill out a set number of 9-card hands with enough to compete. There is really no focus other than Scorpead phasers, modified by equipment, to blow stuff up. The support cards were picked leaning toward a goal of gently moving ships out of the way so i can target the HQ.
My Luck cards ended up not really fitting into the theme as much as i had hoped. I had considered scaling those down to five (stopping the count at the Unlucky Targetings) and possibly including those occurence cards that recall ships, overrides or whatever they are of varying card strength.
The crew was tough as well, i may yet swap them out for 5 of the G1 time agendas or possibly 5 bases. My allowed exceptions i probably won't use, and the strength 10 allotment will likely go all into ships.
Let me know what you think, be brutal and specific, only way i'm gonna be able to put together a winning deck for once. Have a good day all.....Lobo
Edited by Lobo on 10 January 2008 at 8:21am
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 January 2008 at 4:10pm | IP Logged
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Well, the first question I have is: Is your opponent restricting himself to a sub-100 count deck as well? Because let's be honest, a plug & play MDRM deck at a stout 200 cards would mow this deck over like a 16lb bowling ball does to pins.
If so, stack high end with your ships, swap out the crew for bases, preferably bases that have little to no engagement cost, and try juggling your Hazards so that you are doing the full cheese effect: 8xH-1 time Warp.
Then you can really rock n roll.
If not, then expect to get hosed early and often by a madness deck.
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 10 January 2008 at 5:40pm | IP Logged
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I agree with much of Mike's advice. Primarily, you need to focus your
card types for maximum effect, and top load as much as you can.
For example, here is an Indirigan deck I just built at 105 cards. I think
it would work best in a duel, but I'll play it in our group and see what
happens. It's an experiment; I built it just for fun to see if I could
actually build an effective deck that small.
While I do have a fair amount of promo cards in this deck, the design
principle should still be clear.
1x T1 Planetary Storm
1x T2 Captured Moon
1x T3 Vacation Planet
2x T4 White Dwarf
1x T5 Galactic Trade World
1x T6 Oversize Moon
1x T6 Binary Star
1x T7 Massive Asteroid
2x T8 Turrel V
2x T8 Garshain System
2x T8 Council of Six Homeworld
2x T8 Chronos
2x T9 Vinciennes
1x T10 Stephania
1x B1 Military Outpost
1x B2 Defensive Satellites
2x B3 Heavy Plantary Shield
4x B4 Police Headquarters
1x R/S1 Ship from the Future
1x S2 Police Cutter
1x S3 Independent Tug
1x S4 Local Police Ship
2x S5 Garshain Command Cruiser
3x S6 Police Cruiser
1x S6 Lone Wolf Command Cruiser
3x S6 Garshain Medium Carrier
3x S7 Lone Wolf Police Cruiser
3x S7 Garshain Heavy Carrier
3x S7 Garshain Command Cruiser
2x S8 Lone Wolf Battlecruiser
2x S8 Garshain Battlecruiser
2x S9 Lone Wolf Dreadnought
2x S9 Garshain Dreadnought Carrier
1x S10 Garshain Battleship
1x E1 Ship Upgrade
1x E2 Ship Upgrade
4x R/E3 Phaser Fighter
1x C1 Sysop
1x C2 Cyber Programmer
1x C3 Media Personality
1x C4 Lieutenant
1x C5 Quartermaster
1x C6 Cybermage
1x C7 Research Developer
1x C8 Rear Admiral
1x C9 Garshain Chieftan Speer
1x C10 Legendary Officer
1x A6 Promotion
1x R/A7 Improved Automaton
1x R/L1 Lucky Crew Action
1x R/L2 Phaser Malfuntion
8x R/L3 Unlucky Targeting
4x R/L4 Miscommunication
5x H1 Divergent Anomaly
5x R/O1 Time Skip
T = 20
B = 8
S = 31
E = 10
C = 10
L = 14
H = 5
O = 5
105 cards total
Edited by MogwaiSC on 10 January 2008 at 8:45pm
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 January 2008 at 10:59pm | IP Logged
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Paul's deck is nice, though I would cheese it to hell and back. As the card says, anything worth doing is worth overdoing..
Trime the E-cards to 5, same with the bases. You only have 1 research developer, and it would make more sense to stock a T/B-9 as Terrain and play him there. Then you could just run 5x B-1 Anti Starcraft or 5x R/T/B-1 Vek Ast-Outhouse. Since moving the crew around isn't you primary concern, the E cards could be better tweaked to serve the fleet. Or, since they reprinted this card, run 5x Terrain Attack Shuttles, and give your opponent fits as you slowly chip away at his terrain.
Everything else looks spiffy for a sub 100 card deck. With the Garshian's reaction fire Phasers, this could be a holy terror in a duel...
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 10 January 2008 at 11:35pm | IP Logged
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I actually forgot to include the 4 R/E4 Multipurpose Phasers that are in
it. It's 105 with them. I'm going to keep them because I want to have
the retribution ability when attacked. As you say, makes it stronger in a
duel.
The idea about the Vektrean bases is a good one. I like having the
phaser fighters for the four big Garshain carriers, so I'm going to keep
them. But, I'm going to drop two of the Police HQ's for two of the
T/B9's. I'll need the second one for the Quartermaster, who needs to be
on a base too.
Thanks for the input.
Also, sorry for derailing this threat... Lobo, since you wanted input on
your deck, work on it and repost it and let's try and give you some
specific input to make what you put together better.
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 11 January 2008 at 8:35am | IP Logged
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-Howdy and thanks for the replies so far. I will try addressing the concerns raised in each of the replies to give you a better idea of where i am coming from. In no way do i want this post to limit what y'all comment on, the more comments the better (no matter how much you say i suck!).
First, to deck size. I will never, ever, ever make a deck more than 100 cards. If that means i am not playing to win, so be it. I would like to attempt, however, to make a deck at or under 100 cards that can at least make a good showing against the best of the best, even if mega draw will eventually run me over. That means a deck that does what it is supposed to do quickly, efficiently, and preferrably in the first 4-5 turns before my opponent can generate massive command points to just blow up the entire table. Remember, we each only start with 2 command points in a duel setting, that fact alone gives us sub-100 decks some breathing room.
Next let us address cheese. I don't like feeling required to include obvious cheese cards to feel like i am playing the game correctly. Thankfully, my on-again-off-again-on-again opponent shares my viewpoint. So i have attempted in the past (less so with this deck) to come up with creative or less-used cards or strategies to compete. That's part of the fun for me.
Now on to specific card categories. I think my terrain looks eerily similar to what Mogwai posted above, with the notable exceptions that i use more T5 Galactic Trade Worlds and don't use a couple of the T8s mentioned. But the difference is negligible, so i actually think i did that one right all by myself ;^)
Ships, ships, ships. The current breakdown (using Indirigans as minor due to their favorable command point usage) is:
S10 x3, S9 x2, S8 x2, S7 x1, S6 x3, S5 x4, S4-S1 x1
I will probably drop one of the S5 Trade ships in the deck for another S9 of the indirigan variety, possibly and S7 Infected for the command point. I *could* load my ships here to the close-to 30% mogwai has above, and may yet do so (adding a couple-few SHips of the Ancients perhaps), but i like to start closer to 20% ships when i build decks. The only reason i use that number is that the posted decks online (all four of them) came in around that percentage.
Hazards. I don't want to "cheese it up" and use 8 time warps, but i can include more Divergent Anomaly cards if you feel they are needed. In review, i should probably include more as that is my stated theme with this deck to move things away from HQ. I want to work up to be able to use the R/H5 Time Trap, though, because i think it's a darn good card (and smells less of cheese due to deck-stocking limitation) that's helped me greatly in more than one duel.
Luck cards, well, they are there for some defense but by limiting myself in number here i am missing out on where my luck cards actually start becoming more useful (ie L7 Temp Cor, L8 Twist, Vacuum, etc.). I am considering limiting them to 5 (stopping at Unlucky Targetting) and probably will do so in my final draft of this deck. I admit this part does not fit the theme of the deck well, but am unsure if that can be corrected.
Crew, an afterthought really. I usually include them as a category but they never impact the game in a meaningful way (except one time when the Cryo Convict was sitting on the only terrain opp drew). I had considered using Boarding Parties of varying strengths along with an E2 transporter in reserve, stock a shuttle or three, but decided not to in this draft. I can take or leave these guys, but i am wary of using bases. They take command points but cannot fire on the HQ, seems a waste in that respect. I do like the B1 Pirate Outpost, however, for a bit of phaser assist and added defensive bonus to terrain.
Equipment. The bread and butter of any self-respecting Scorpead deck. I don't really have much room to alter this except add phaser refits, which brings the deck count up. I would rather add to the number of monsters in this deck before increasing the equipment, but certainly am open to suggestions.
Monsters, i wanted 8 Web Crawlers but i could only find 4 (thought i had 8, ah well they'll turn up somewhere). I still would like to know if the Phase rats damage goes directly to ship strength or not, as the way the card flavor text reads it should. The rules on eric's site are unclear (as in it doesn't say they do structural damage, darn) as to card damage and such, just wanted clarification (that i've probably asked for before). If they just damage shields, they become less useful and i will likely sub in Shield Fiends or some other replacement.
Occurrences, well...if anyone has a problem with me using Time Skips, just know it was a very tough choice for me.
That's it, let me know what you think.....Lobo
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 11 January 2008 at 9:36am | IP Logged
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Lobo wrote:
First, to deck size. I will never, ever, ever make a deck
more than 100 cards. If that means i am not playing to win, so be it. I
would like to attempt, however, to make a deck at or under 100 cards
that can at least make a good showing against the best of the best,
even if mega draw will eventually run me over. That means a deck that
does what it is supposed to do quickly, efficiently, and preferrably in the
first 4-5 turns before my opponent can generate massive command
points to just blow up the entire table. Remember, we each only start
with 2 command points in a duel setting, that fact alone gives us sub-
100 decks some breathing room. |
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Just because your design philosophy is to build to no more than 100
cards, that doesn’t mean you’re not playing to win. That’s an attitude
and a style of play much more than a deck building philosophy. There
are plenty of strong and useful card combinations that don’t require
promos or R/VR cards. But, don’t fell like the 100 card limit has to be
carved in stone, a handful of cards over won’t really hurt anything and it
can definitely make your decks stronger.
Lobo wrote:
Next let us address cheese. I don't like feeling required
to include obvious cheese cards to feel like i am playing the game
correctly. Thankfully, my on-again-off-again-on-again opponent shares
my viewpoint. So i have attempted in the past (less so with this deck) to
come up with creative or less-used cards or strategies to compete.
That's part of the fun for me. |
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That’s exactly why I built the deck I posted in this thread; it was for fun.
I’ve never been able to build an effective deck of less than 200 cards, so
this is a first for me.
Lobo wrote:
Now on to specific card categories. I think my terrain
looks eerily similar to what Mogwai posted above, with the notable
exceptions that i use more T5 Galactic Trade Worlds and don't use a
couple of the T8s mentioned. But the difference is negligible, so i
actually think i did that one right all by myself ;^) |
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Terrain is the core of your deck, the better you can make your deck, the
more competitive it will be overall, regardless of anything else. If you
play against opponents who have a lot of promo terrain, don’t bother
trying to destroy any of it as it’s pretty much a waste of time since
destroying promo terrain is difficult at best.
Lobo wrote:
Ships, ships, ships. The current breakdown (using
Indirigans as minor due to their favorable command point usage) is:
S10 x3, S9 x2, S8 x2, S7 x1, S6 x3, S5 x4, S4-S1 x1
I will probably drop one of the S5 Trade ships in the deck for another
S9 of the indirigan variety, possibly and S7 Infected for the command
point. I *could* load my ships here to the close-to 30% mogwai has
above, and may yet do so (adding a couple-few SHips of the Ancients
perhaps), but i like to start closer to 20% ships when i build decks. The
only reason i use that number is that the posted decks online (all four
of them) came in around that percentage.
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The trade ships can be useful, but the S5’s are pretty weak. If you have
any of the S7’s (yeah, I know they’re VR) swap the 5’s for 7’s. (If you
don’t have any of the S7’s, consider taking a B8 Shipyard as an
exception and put it in your reserve. With all the Galactic Trade Worlds
you have, you can use it to buy back the Trade Ships from your discard
pile.
In general, this’s pretty much my specific method of choosing ships: If I
can substitute a lower value ship for a higher value one, I do. For
example, in the deck I posted above, I looked at including two S8 ships
of the ancients instead of the S6 police cruisers. The S8’s are 8 with 4
shields, 12 pts total. The S6’s are 6 with 7 pts of shields, 13 pts total.
Also, research is harder to produce than energy, another strike against
the S8’s. Further, the S6 is a 6, so you can put three of them in a deck
instead of 2, yet another strike against the S8. Finally, the S6 has 8
phasers as does the S8, another strike against the S8. Unless there is a
specific reason to use the S8, like being able to use other empire’s tech,
the 6’s will make your deck stronger than the 8’s.
Another nice thing about the 6's is that you can pair them up with an E3
Reserve Power and engage them on the turn you play them. Put those
two cards in your reserve, and you can pound someone with those 8
phasers on turn 2 while everyone else is still disengaged.
Lobo wrote:
Hazards. I don't want to "cheese it up" and use 8 time
warps, but i can include more Divergent Anomaly cards if you feel they
are needed. In review, i should probably include more as that is my
stated theme with this deck to move things away from HQ. I want to
work up to be able to use the R/H5 Time Trap, though, because i think
it's a darn good card (and smells less of cheese due to deck-stocking
limitation) that's helped me greatly in more than one duel. |
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Divergent Anomalies are a better choice than the Time Warps. They’re
time cards (Says so in the title) and there’s lots of ways to stop time
cards; time keepers, Sir Thomas Seth, etc. The anomalies are harder to
deflect. In either case, putting more of a single type of card, regardless
of its strength, will increase the probability of you drawing it. That’s the
idea behind “cheese”, at least as far as I understand it.
Lobo wrote:
Luck cards, well, they are there for some defense but
by limiting myself in number here i am missing out on where my luck
cards actually start becoming more useful (ie L7 Temp Cor, L8 Twist,
Vacuum, etc.). I am considering limiting them to 5 (stopping at Unlucky
Targetting) and probably will do so in my final draft of this deck. I admit
this part does not fit the theme of the deck well, but am unsure if that
can be corrected. |
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Luck cards should be used primarily for defense. You should put as
many as you can in that are useful. Again, compare the effect of the
card; I put only 1 phaser malfunction in my deck above, but 8 Unlucky
Targetings. You can put the same amount in a deck, and they stop
more damage. The only advantage the malfunction has is if you can
play it specifically against a ship with a Bolaar Phaser Capacitors,
Multipurpose Phasers, or Time Phasers on it.
Here as with ships and planets, if you can swap out a better one at a
higher strength for a lower one, do so. As an example, I initially put 4
Miscommunications in my deck above. Upon further consideration, I
dropped 3 of them and one of the Unlucky Targetings and replaced
them with a R/L5 Heavy Weapons Backfire and 3 R/L3 Lucky Maneuvers.
The backfire is not quite as useful, but I get to negate three volleys with
the L6’s, so I feel it balances it out.
Another thing to consider is that by doing things like that and covering
a larger range of strengths, you lower your possible exceptions, and
gain flexibility in how you throw those last couple or three cards into
the deck to help things out.
Lobo wrote:
Crew, an afterthought really. I usually include them as
a category but they never impact the game in a meaningful way (except
one time when the Cryo Convict was sitting on the only terrain opp
drew). I had considered using Boarding Parties of varying strengths
along with an E2 transporter in reserve, stock a shuttle or three, but
decided not to in this draft. I can take or leave these guys, but i am
wary of using bases. They take command points but cannot fire on the
HQ, seems a waste in that respect. I do like the B1 Pirate Outpost,
however, for a bit of phaser assist and added defensive bonus to terrain.
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Crew are probably the single card type that has useful combos of that
one type only. For example, a C4 Lieutenant and a C2 Cyber
Programmer. Or a lieutenant on a C1 Luck Guy, etc. Another good
example is a C8 General and a C9 Marauder. You get to cover two
strengths in the type, and get a useful combination. I rarely build a
deck without crew. Again, the point is to focus on one kind of function;
for the crew in my deck posted above, it’s to help me get draws and
plays.
Lobo wrote:
Equipment. The bread and butter of any self-respecting
Scorpead deck. I don't really have much room to alter this except add
phaser refits, which brings the deck count up. I would rather add to the
number of monsters in this deck before increasing the equipment, but
certainly am open to suggestions. |
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Again, focus on E cards that are most useful for your deck and compare
the effectiveness of them. If you can swap out a Magnifier for a phaser
refit, then do so. If you had that one phaser to a ship with a three times
Mag and four phasers you get four more points of damage; if you add
that one pt. phaser refit to the same ship, you only get three more pts
of damage. Of course, if you can get them both on that ship... :-D
Lobo wrote:
Monsters, i wanted 8 Web Crawlers but i could only
find 4 (thought i had 8, ah well they'll turn up somewhere). I still would
like to know if the Phase rats damage goes directly to ship strength or
not, as the way the card flavor text reads it should. The rules on eric's
site are unclear (as in it doesn't say they do structural damage, darn) as
to card damage and such, just wanted clarification (that i've probably
asked for before). If they just damage shields, they become less useful
and i will likely sub in Shield Fiends or some other
replacement. |
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The fiends would be a better choice, they’ll compliment your ability to
kill opponent ships. As for the card damage, the rules are ambiguous;
we play that the damage goes to the shields unless there are none or
the card text specifically says it damages the structure.
Lobo wrote:
Occurrences, well...if anyone has a problem with me
using Time Skips, just know it was a very tough choice for me.
That's it, let me know what you think.....Lobo |
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Nothing wrong with Time Skips, they have a thousand uses. One thing
about O cards though, is that if you’re going to use Shield Fiends, throw
in a few O2 Serious Hull Breach to pair up with the fiends. Let’s say I’m
playing my deck against you and I’ve got Speer on the Battleship in play;
you hit it with the fiend and blow down the shields, then drop the hull
breach on it forcing me to discard a crew and an equipment from the
battleship. Very effective and a simple combination made from common
cards.
Hope this helps.
Edited by MogwaiSC on 11 January 2008 at 9:40am
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 11 January 2008 at 10:02am | IP Logged
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I still would like to know if the Phase rats damage goes directly to ship strength or not,
Unless you can find some FAQ saying that they do, they don't.
And, from what I remember, no, they don't.
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 11 January 2008 at 10:38am | IP Logged
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-Thanks for the replies, i'll post an updated version of this deck Monday after i (hopefully) win a duel with it as modified. Any further comments always welcome, i've got a weekend of cleaning up the yard and messing with GE in front of me, can always use the distractions. I think my next project will be one final try at that dragon deck that's been eyeing me for the last few weeks.....Lobo
Edited by Lobo on 11 January 2008 at 10:38am
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Eaglepreacher IRC
Joined: 21 December 2003 Location: United States Posts: 573
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Posted: 11 January 2008 at 1:31pm | IP Logged
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The phase rats damage isn't stated as structural, so the point would come off the shields. But look at the second part of the phase rat.... unit requires triple the supply to engage, most S10's require 4 supply and the phase rat bumps this to 12, nice way to stop a ship from engaging.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 11 January 2008 at 1:41pm | IP Logged
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Take a look at the C1 Sysop.
He is a lot more useful to Scorpeads than the convict.
And if you are going to use bases, be sure to throw in the Manufacturing plants to regrow your equipment.
And, I would suggest just running 5 H1 DA, instead of working up to the R/H5.
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 12 January 2008 at 2:45pm | IP Logged
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-Howdy all. Here's my updated deck list and what i will be playing Monday. I had considered using the crew slots for Cyber mages/Temporal Mechanics for card drawing (as i realize i need help in that area) but i'm going to play it this way first and see how it goes. I realize crew selection isn't as tight as it should be, but it is a work in progress.
I cut out the big-strength equipment to trim the size and increase my terrain and ship-drawing numbers. i may consider scrapping doing anything other than Terrain Attack Shuttles in the end in that category. Or i may cut out the crew, replace with 5 B1 Pirate Outposts or Personal Bases, and re-up the euipment to include those E9 Future ships and everything in between.
Here's the deck as it is today, i'll post comments after the game monday.....Lobo
R/E1 Terrain Attack Shuttle x3 E2 Phaser Refit R/E3 Stealth Fighter E3 Emergency Power (in reserve, will try suggested trick here) E4 Heavy Phaser Refit
H1 Divergent Anomaly x4 H2 Meteor Shower (only have the 4 DAs)
R/L1 Lucky Crew Action L2 Warp Engine Breach R/L3 Unlucky Targeting x3
R/M1 Sextaraan Web Crawlers x4 M2 Planet Gouge M3 Shield Fiend x5
R/O1 Time Skip x8
C1 Boarding Party x4 C2 Radioactive Being C3 Boarding Party C4 Lieutenant x2 R/C4 Marine x2
R/S1 Ship from the Future S2 Police Cutter S3 Scorpead Destroyer S4 Scorpead Science Ship S5 Scorpead Scout Cruiser S6 Police Cruiser x3 (one in reserve) S6 Scorpead Command Cruiser x3 S7 Infected Tribe Command ERV: Heavy Triage Cruiser S8 Scorpead Dreadnought x2 S9 Scorpead Battleship x2 S10 Gohest's Pirate Ship S10 Dread Savior
T1 Microscopic Black Hole T/H2 Plasma Field T3 Crystal Planet T4 White Dwarf x2 T4 Smuggler's World T5 Galactic Trade World x4 T6 Katryn T7 Jozef x2 T8 Aesthetic Marine Recruit Depot x2 T8 Chronos x2 T9 Vinciennes System x2 T10 Mayfair System Galaxy Express 999
7E + 5H + 5L + 10M + 8O + 10C + 18S + 20T = 83 total, 2 in reserve, 81 card draw deck
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 12 January 2008 at 9:11pm | IP Logged
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Ya know, not for nothin, but if GE had set a cap on deck size to 100 cards, I think the game would have been alot more versatile and popular. A 100 card deck fits nicely into a Universe Starter Box, and even allows enough room for a copy of the rulebook... A 100 card deck is far easier to shuffle then anything 125+...
And lastly, besides my Mechad Monster, Clydon Hazard, Bolaar MDRM and Tufor Mine deck, the other 27 decks all fit into starter boxes, and most (3/4) are all Bob Peterson's House Rules legal... :)
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 14 January 2008 at 7:51pm | IP Logged
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-Howdy and good evening. I played this deck tonight, two or three games (cannot remember quite frankly, was talking just as much as playing) and the deck did okay. i won at least one game, primarily due to opponent not drawing the ships needed to protect HQ. However, even without ship draws in that one i didn't win fast enough as i couldn't draw jack either.
The Time Skips would have been more useful against pretty much any other deck my opponent has ever played except he used the Council of Six. Thus, i could only use the DAs to get cards out of the way fof fire. I did use the Skips on other things, however, that proved somewhat useful, but less-so than planned.
The crew theme of boarding party madness didn't work at all, i will likely scrap them for either what limited crew selections i have that help with card draws or simply remove them entirely and replace with 5 B1 Personal Bases for free phasers.
Equipment, i will likely either increase the number of phaser refits once i get a few more phaser mags and others i am expecting OR i will simply stock 5 R/E1 Terrain Attack Shuttle. I like that card and got to use it tonight a time or two, i have a hard time seeing how they wouldn't be useful in some capacity. If i go the shuttle route, will likely stock a R/C4 Marine in the reserve just in case.
Ship numbers were about right, but i think i need to cut terrain by a couple to slightly tilt the draw percentage in favor of ships. I tried the S6 Police ship with E3 Power card in reserve once, worked okay but the fact that the police ship cannot block opponent fire if they get a no-cost ship out on turn two either ahead or behind you makes it less desirable going forward. May use a simple Ship from the Future in the reserve to accomplish same goal, swap for it on turn one and potentially use for defence if i get behind in the turn count and have to fend off a similar trick from opponent.
If my opponent announces Council of Six again, i will likely drop the Time Skips down in number and increase the Hazards in the deck to work up to those R/H5 Time Traps i love so much. Same effect, but at least the ships cannot shrug them off. The other alternative is to use the probable drop in crew count to work up in my hazards. That's the more likely scenario.
That's it for the post-game, thanks again for the feedback and i hope y'all have a good week.....Lobo
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 14 January 2008 at 10:24pm | IP Logged
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Lobo wrote:
The crew theme of boarding party madness didn't work
at all, i will likely scrap them for either what limited crew selections i
have that help with card draws or simply remove them entirely and
replace with 5 B1 Personal Bases for free phasers. |
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If you're going to use a handful of B1's try the Pirate Outposts. Only
police or pirate units can fire at them, so you get that and the phaser. I
think they cost one supply though...
If you're going to include bases (and they really do make a deck
stronger) you might consider building vertically rather than horizontally
with them. B6 Battlestations are great; they engage for a song (2
energy), have 7 phasers, and a command point. I'm fond of pairing
them up with a T2 Star as it makes 2 energy and you can play it to any
terrain, so the battlestation can go just about anywhere that way. Bases
are really helpful in a Scorpy deck.
Lobo wrote:
Equipment, i will likely either increase the number of
phaser refits once i get a few more phaser mags and others i am
expecting OR i will simply stock 5 R/E1 Terrain Attack Shuttle. I like that
card and got to use it tonight a time or two, i have a hard time seeing
how they wouldn't be useful in some capacity. If i go the shuttle route,
will likely stock a R/C4 Marine in the reserve just in case. |
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With Scorpies you definitely have to build vertically with equipment.
Again, a B8 Manufacturing Plant in the reserve with them is incredibly
helpful. If you have a T5 Military Reservation it makes them really tough
to kill. It is hard to pull out being an 8 but it's usefulness is undeniable.
Lobo wrote:
Ship numbers were about right, but i think i need to cut
terrain by a couple to slightly tilt the draw percentage in favor of ships. I
tried the S6 Police ship with E3 Power card in reserve once, worked okay
but the fact that the police ship cannot block opponent fire if they get a
no-cost ship out on turn two either ahead or behind you makes it less
desirable going forward. May use a simple Ship from the Future in the
reserve to accomplish same goal, swap for it on turn one and potentially
use for defence if i get behind in the turn count and have to fend off a
similar trick from opponent. |
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I generally tend to run a lower percentage of terrain than ships. Terrain
tend to last longer than ships, so you don't need as high a percentage
of them in your deck. This is even more true when you can stock more
promo terrain. If you have any T6 Binary Stars, use them. Scorpies
need all the energy they can get, plus they double the supply output of
any terrain of equal or lower strength that you play to them.
With the S6 Police Cruiser you only have to have it on the planet the turn
you play it. If you get it out on turn 2 with the equipment and get to
fire it, you then move it off the planet you play it to so it can protect
your SHQ on turn 3 when everyone else is engaging their unit for the
first time and you should be covered.
As Geko mentioned, try using a handful of C1 Sysops, they're great for
Scorpies, which aren't a good empire for crew attacks.
Edited by MogwaiSC on 14 January 2008 at 10:26pm
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 15 January 2008 at 8:03am | IP Logged
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Well, with the addition of the cards we discussed in the PM, your Scorp deck should give Galictische fits. I am assuming he is still your primary opponent down in those parts?
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 15 January 2008 at 8:32am | IP Logged
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-Howdy. Yea, Galaktische is the primary opponent when his myraid of responsibilities don't get in the way.
I think i will cut out crew entirely, include bases and consider the Military Reservations to make them stronger while overall cutting down my terrain by 3-5.
Reserve, i'm sticking with a White Dwarf and probably a ship that doesn't require engagement for a bit of turn 2 fun if i can draw a DA or Time Skip that can take on opponent's ship if present. Thanks for the feedback on this one all, it has helped me quite a bit.
Lobo, placing wolf's stuff in the mail today (15th)
Edited by Lobo on 15 January 2008 at 8:34am
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 15 January 2008 at 8:55am | IP Logged
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Remember that when you stick that ship in the reserve, make sure it can at least do 6 points of damage.
If you are using a DA on his ship on turn 2, make sure you are at least drawing a card because of it. Otherwise, it is better just to damage his ship.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 15 January 2008 at 1:05pm | IP Logged
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S-4 Local Police ship fits the bill perfectly. The White Dwarf produces 4 energy, two of which can be used for the Police ship, and it has 6 phasers. Just my 7-cents, adjusted for inflation...
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Galaktische IRC
Joined: 27 June 2007 Posts: 354
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Posted: 15 January 2008 at 3:31pm | IP Logged
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Why do I get the feeling people are plotting against me...?
:)
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 16 January 2008 at 8:19am | IP Logged
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Post that you need help defeating your opponent and we will help you plot against him. :)
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 16 January 2008 at 8:22am | IP Logged
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The crew theme of boarding party madness didn't work at all...
Well, that is probably because you only had a smattering of it. Not enough to actually make it work. You need to have a couple of boarding parties attacking at the same time with a heavy shuttle. You only had a couple of boarding parties in your deck, to have them all out at the same time would have been hard.
Also, are you running BPs to attack opponent ships, or their crew/equipment?
If the former their are much better crew to use then C1 BPs. C5 Suicide Squads being one. hmmm... somebody check the Universe printing, I thought they did structural. Well, you get the point.
Edited by Gekonauak on 16 January 2008 at 8:38am
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 16 January 2008 at 8:34am | IP Logged
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Here are the mods I would make:
R/E1 Terrain Attack Shuttle
E2 Phaser Refit
R/E3 Stealth Fighter
E4 Heavy Phaser Refit x4
H1 Divergent Anomaly x4
H1 Time Warp
R/L1 Lucky Crew Action
L2 Warp Engine Breach
R/L3 Unlucky Targeting x3
Do you have any Misscommunications? You are already running up to 3, why not include the best L4. I'd get rid of 2 L3s and put in as much L4s as I could.
R/M1 Sextaraan Web Crawlers
M2 Planet Gouge
M3 Shield Fiend x5
R/O1 Time Skip x5
C1 Sysop x5
And personally I would expand the Luck and Occurance categories out to protect your ships. You are allowed one exception, why not a Surprise Attack or Tecnological Breakthrough? an Entity? or the Manufacturing Plant (regrowing your equipment)?
Edited by Gekonauak on 16 January 2008 at 8:38am
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 16 January 2008 at 9:29am | IP Logged
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-Howdy and thanks for the replies. I only have one of the Miscommunications (/rant on) and i refuse to include them because every time one hits the table my opponent and i argue about the crappy wording of the new version and the forum's interpretation of that crappy wording (/rant off).
I have no Sysops.
I do have a Time Warp!
On the monsters, i like the Web crawlers in multiples because they A) can hurt monsters of all shapes and sizes (i'm scared to death of seeing another space penguin) and B) reactionary. I will consider dropping them for more Shield Fiends, however, to see how the deck draws out that way.
As i don't have crew worth sticking in the deck, i'm just dropping them entirely. Unfortunately, i don't have this Manufacturing Plant everyone talks about, so i'll just be going with what i can scrounge up . I do have a couple of promo bases that look intriguing, one is a B3 i have a few of, may get to include them.
I will be retooling the deck this weekend and will post a new version on Sunday. I will be playing a most-horrible dragon deck in our next game, but i'll be able to give the updated Scorpeads a trial run in a couple of weeks.
Have a good one.....Lobo
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 16 January 2008 at 9:43am | IP Logged
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I have no Sysops.
Unfortunately, i don't have this Manufacturing Plant everyone talks about
Hunh?!? Well, I didn't think the Sysop was all that Rare of a card that you wouldn't have any. Both cards come from New Empires.
Can someone help this guy out?
Time Warps are incredibly easy to get. They are in every Alpha deck.
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 16 January 2008 at 9:46am | IP Logged
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Post your "most-horrible Dragon deck" and we will all help you with that one as well.
We must defeat the evil that is Galaktische!!!
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 16 January 2008 at 10:31am | IP Logged
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No SysOps??? How is that even possible? Ok, let me dig through the binders. I know I have a bunch. And the Manufacturing plant as well.
Your dragon deck should be fine, considering the care package I sent you.
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Biegel Exalted
Joined: 19 October 2007 Location: Christmas Island Posts: 390
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Posted: 16 January 2008 at 10:36am | IP Logged
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I got all of those needs aplenty give me a PM or write me at richardbiegel@yahoo.com I'll trade or sell you a couple of each cheap. I also have a lot of luck and occurance. I need low cards that came in the bossters from Allied, Invaders, and personna and some promos 4 and up I have tons of everything else. Think 50 cents a card 3 for a dollar. If I don't have alot of them the price goes up. Cause I have so many that if I don't have many they are very very rare. The more you want the cheaper it will get. I got tons of crew and ships too.
Edited by Biegel on 16 January 2008 at 10:39am
__________________ mostspaceman
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