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 Galactic Empires : Deck Construction and Strategy
Subject Topic: New (and final) Scorpead Deck for Review Post ReplyPost New Topic
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Lobo
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Posted: 25 March 2008 at 8:03am | IP Logged Quote Lobo

-Howdy all. Played Scorpeads last night, i think i won one game and lost the next. The second game i didn't put a terrain in play for what seemed like 30 turns. I'm thinking it was actually closer to 5-10 turns without terrain, but anywho. I will likely save this deck for posterity but this will be my one and only foray into decks that exceed 80 cards. Up next for playin' is an 80-card Dragon/Orgon deck and a stab at the Tufor if i get up the nerve.

Terrain (20):

 

T1 Small Moon

T/H2 Plasma Field

T3 Crystal Planet

T4 Distant Sun

T4/6 Tranoan Moon (Reserve)

T5 Galactic Trade World

T6 Katryn

T7/3 Tranoan Homeworld x2

T7 Scorpead Dominated Moon x2

T7 Jozef x3

T8 Marine Depot x2

T9 Vinciennes x2

T10 Stefania

T10 Mayfair System

 

At first I thought too much, but that whole no drawing thing got me off that idea.

 

Luck (18):

 

R/L1 Lucky Crew Action (Actually got used in the second game)

R/L2 Phaser Malfunction x3 (All I got)

R/L3 Unlucky Targeting x2

R/L4 Miscommunication (Only included one as I don’t like the card but needed a 4)

L5 Ice Age (Should have included Defensive Overrides in retrospect)

R/L6 Lucky Maneuver x2

R/L7 Temporal Correction (maybe more if there is a next time)

R/L8 Targeting Error x2

R/L8 Twist of Fate x2

L9 Accelerated Timeline x2 (will remove if I play the deck again, didn’t like it)

L10 Galactic Armageddon (wanted to play it once and see what happened, see L9)

 

Base (5):

 

B1 Personal Base

B2 Ancient Ruins

B3 Planetary Shield: Growing Civilization x3 (Thought about including more)

 

Hazard (8):

 

H1 Divergent Anomaly x4

R/H2 Time Trap x4 (I really like this and the strength 5 trap cards)

 

Crew (13):

 

C1 Tax Collector

C2Cyber Programmer

C3 Cryo Convict

R/C4 Science Officer

R/C5 Mutineer x3 (came in handy yet again)

C5 Captain x2

C6 Rogue Couple (doesn’t work as well when you steal a ship but have no terrain to power it)

C7 Research Developer x3 (didn’t get to use in either game unfortunately)

 

Ship (23):

 

R/S1 Ship From the Future

S2 Scorpead Frigate

S3 Scorpead Destroyer

S4 Scorpead Science Ship

S5 Scorpead Scout Cruiser x3

S6 Scorpead Command Cruiser x3

S6 Police Cruiser x2

S6/4 Tranoan Battlecruiser (Reserve)

S6/4 Tranoan Command Cruiser x3

S7 Scorpead Battlecruiser x3

S8 Scorpead Dreadnought x2

S9 Scorpead Battleship x2

 

Equipment (12):

 

R/E1 Terrain Attack Shuttle

E2 Phaser Refit

E3 Heavy Shield Refit

E4 Heavy Phaser Refit

E5 Dual Launch Tubes

R/E6 Distortion Generator

E7 Phaser Magnifier Refit x3

E7 Extreme Phaser Refit x3

 

Monster (12):

 

M1 Research Defiler

M2 Planet Gouge

M3 Phase Rats x4

M4 Planet Gouge

M5 Power Leech x4

M10 Zaggoth Guardian (exception)

The Count: 111

The Plan: Blow stuff up, use the phase rats, power leech, mutineer, rogue couple, time trap to shut down ships, luck to protect my fleet. Standard really. I probably would have included more Phase Rats if i were doing over again and try focusing more on the ship shutdown aspect. I am unsure if other cards are out there for that strategy that would fit in this deck but i know i didn't look all that hard first time around.

Let me know what you think, have a good week all.....Lobo

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Matchbox
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Posted: 25 March 2008 at 4:06pm | IP Logged Quote Matchbox

you forgot in your terrain, the T7 scorpead comet of lore, that can cause some trouble for people, escpeically if you have some phaser refits on your tranoan ships.
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Lobo
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Posted: 25 March 2008 at 4:15pm | IP Logged Quote Lobo

-Well, i didn't forget the comet, i chose not to include it and instead put in the Jozefs for command points. If i had it to do over, i would probably eliminate the Tranoan element and sub in Council of Six or just more Police Ships for nice phaser power. That would also eliminate need for excess economy and the Tranoan terrains to consolidate resource output and sharpen terrain selection.

Thanks for looking.....Lobo

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RobPro
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Posted: 25 March 2008 at 6:08pm | IP Logged Quote RobPro

I would recommend playing up the monsters more. Astromorphs and Krakens are your pals, they're alternate ways to kill ships so you can pound the Sector HQ.
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Lobo
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Posted: 26 March 2008 at 7:50am | IP Logged Quote Lobo

-Good point about the monsters, and i think i'd prefer more anyway. i will modify the deck list a bit in case i ever play this again to note including more monsters that hit ships/bases/dragons/etc. wouldn't be a bad idea. 

Probably can pull at least the Research Developers to par the size with current count. Only having 5 bases makes those guys more of an afterthought. Add in there that i won't likely play the L9 Timelines or the L10 again and i have room to add more monsters without inflating deck size.

Thanks for the input, keep it coming.....Lobo

 

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Galaktische
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Posted: 26 March 2008 at 8:52am | IP Logged Quote Galaktische

I think you should replace the S9s with more of that soup you like so much and maybe a bagel or two...

J--

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Lobo
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Posted: 26 March 2008 at 10:03am | IP Logged Quote Lobo

-Hey, at least i didn't slobber any french onion goodness on *your* cards...
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Gekonauak
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Posted: 26 March 2008 at 12:10pm | IP Logged Quote Gekonauak

you still need a C1 Sysop.

You could also use a T4 White Dwarf. And why are you using the T8 Marine Depot? Yo don't need to move your crew around or clone them. There are better T8s. Try Neumannia... 6 economy with the clause that if an opponent causes it to be discarded you draw 4 cards, or Chronos.

If you want to play point deprevation, may I strongly recommend an extremely overlooked card? The R/O1 Sun Spot.

Since you aren't playing a MDM deck, the L9 is of little use. Try a L9 Lost Fleet instead.

And, see many previous threads on what I think about that L10, get rid of it.

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Matchbox
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Posted: 26 March 2008 at 3:07pm | IP Logged Quote Matchbox

hmm ok, i jus thought that a phaser magnifier on some tranoans with refits could get pretty ugly. but you know what you're doin with the deck, i dont know your actually motive what you want your deck to do. but i always put tranoans and the T7 in my scorpead, it helps someitmes if you get the right combo goin.
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RobPro
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Posted: 26 March 2008 at 3:40pm | IP Logged Quote RobPro

For monsters, I would recommend something like...

1x M1 Research Defiler
1x M2 Planet Gouge
1x M3 Research Mandator
4x M4 Planet Gouge
4x M5 Astromorph
1x M6/4 Temporal Snake
3x M7 Astromorph
2x M8 Ship Collector
2x M9 Kraken

And then if you want to fill the monster tree
2x R/M8 Time Defiler
2x R/M9 Luck Demon

I would recommend using the Luck Demons or Krakens as exceptions even if you don't stock the M8. Krakens are great for eating things that can't be hurt by weapons fire, like certain pesky dragons. Same with the Ship Collector.

You may as well stock two C4 Mad Scientists if you're going to up the monster count.


Edited by RobPro on 26 March 2008 at 3:41pm
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Aramax
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Posted: 26 March 2008 at 4:10pm | IP Logged Quote Aramax

I gotta disagree about the monsters,a scorpead deck should be lean ,no excess cards,so you can get out the equipment that you need to get the Scorps up to legondary firepower,keep the tranoans and def  add the comet of lore
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Lobo
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Posted: 26 March 2008 at 6:04pm | IP Logged Quote Lobo

-All good points. Sysop was a mistake, should have been  in there. As to a lot of the monsters Robpro mentioned and the Mad Scientists, ain't got 'em but i got yer point.

To match, Tranoans force me to include terrain that cannot power my ships. Two economy out of a T7 doesn't cut it, so that's where my thinking was in considering cutting them.

T8 Marine Depot usage was more about the best t8 in terms of production more than anything else. I don't have the terrain you mentioned, but if i take tranoans out i would likely use the t8 infected homeworld to reduce reliance on economy.

I like being lean, but this was my one attempt at a 'big' deck. Back to 80 cards or less for me from now on. Appreciate all the input, have a good one.....Lobo
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Matchbox
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Posted: 27 March 2008 at 2:02pm | IP Logged Quote Matchbox

thats cool, i guess whatever works for ya. but yeah, i can see where you would need the extra points to power other ships.
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MogwaiSC
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Posted: 14 August 2008 at 4:26pm | IP Logged Quote MogwaiSC

Aramax wrote:
I gotta disagree about the monsters,a scorpead deck
should be lean ,no excess cards,so you can get out the equipment that
you need to get the Scorps up to legondary firepower,keep the tranoans
and def  add the comet of lore


Hi, just going back and reading through old threads.

I had a pretty vicious Scorpy deck and I don't agree with you on the
monsters here.

Scorpy ships are equipment intensive, and it takes time to build them
up. You also need to protect them to get that equipment into play on
them before they get vaporized by your opponents.

Monsters are one of the best ways to do this, use them to protect your
ships while you develop them. You can do this by either using
protection monsters such as Invinco-Guardians, or with offensive
monsters Kraken's, Skull Reaper's, etc. so your opponent has to shoot at
something else while you develop your fleet.

Because Scorpy's are so equipment dependent, they're best in
multiplayer games. I've never been able to do well with Scorpy's in a
duel.
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Gekonauak
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Posted: 19 August 2008 at 2:45pm | IP Logged Quote Gekonauak

why?
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MogwaiSC
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Posted: 03 September 2008 at 11:17pm | IP Logged Quote MogwaiSC

Gekonauak wrote:
why?


Because of how long it takes to build them up to fighting power.
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Lobo
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Posted: 04 September 2008 at 7:57am | IP Logged Quote Lobo

-I'd be interested to know what your definition of 'fighting power' is in a duel. 5 phasers? 10 phasers? 40 phasers? I dunno how y'all play duels, but if you aren't at 'fighting power' when you slap something down on the table, it ain't gonna last. Just curious how long you are willing/think you can turtle in your typical duel to build up to 'fighting power' (my answer: no turtling allowed unless you just want to taunt an opponent that got a bad draw).

Scorpeads (in my limited experience) are one of the few races that hit the table ready to fight. J'xar is another great one if you have the energy available. The ability to magnify phasers for the Scorpeads right out of the gate and have heavy weapons for the price of energy resource is great efficiency for a duel. Additionally, the equipment that i use in the Scorpead decks are typically offensive in nature, so it does nothing to prevent their 'vaporization' if the opponent can amass enough firepower to do it.

Does this mean monsters should not be in the deck? Far from it, i love monsters and enjoy including them in decks. But generally luck and occurrence cards are better at protecting ships and also having alternate uses, so again the majority of monsters to be stocked in a duel are usually offensive in nature. Unless, i suppose, you went total defence in all your card choices. But generally luck and occurrence are better at the protection game for the card slots.

Have a good one.....Lobo

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Gekonauak
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Posted: 04 September 2008 at 12:31pm | IP Logged Quote Gekonauak

Lobo wrote:

Scorpeads (in my limited experience) are one of the few races that hit the table ready to fight.



I concur.

Power up your ship slap whatever refits are currently in your hand, add a sysop for good measuse, and blast away. NO empire comes close to the raw power available at an instants notice.

They are the quickest to build. I'd like to know who you think is quicker.

Lobo wrote:

But generally luck and occurrence cards are better at protecting ships and also having alternate uses,



One of the best defenses for them (along with J'Xars) is the R/E6 Distortion Generator.

Other Equipment save me cards:
R/E1 Emergency Shields (Promo)
R/E2 Repulsion Beam (Vektrean Foreign Tech.)
R/E2 Tractor Beam
R/E7 Time Gap Generator
R/E8 Sound Construction
R/E10 Hypercube

and, that is abuott it.
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MogwaiSC
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Posted: 04 September 2008 at 11:07pm | IP Logged Quote MogwaiSC

Unless you've got a Surprise Attack, you have to be able to protect a
ship for at least one turn so it won't get vaporized. Then you need to
have a refit of some kind at the very least, preferably a couple.

So that means I need at least two reaction cards, and an equipment
card before I can get any kind of decent damage out of even a big
Scorpy ship. Plus, they're big targets because they get such good effect
out of magnifiers and refits. In the group I play in, Scorpys are a
primary target no matter who's playing them.

When I say fighting strength, I mean 15 - 18 pts. of damage from one
ship. In our group, we all have decks that if you let us build for even
just a couple of turns, by the third turn, we're throwing 50, 60 pts of
damage at you in one turn. Further, any of us can do enough damage
to one target from enough sources (once we've built for even just a
handful of turns) that we can vaporize just about any ship in play so
that the only possible way to save it is with a lucky maneuver, a tactical
retreat (something that completely negates a volley) etc. Anything less
and the ship is still toast.
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Gekonauak
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Posted: 05 September 2008 at 8:46am | IP Logged Quote Gekonauak

MogwaiSC wrote:
Unless you've got a Surprise Attack, you have to be able to protect a ship for at least one turn so it won't get vaporized.

MogwaiSC wrote:

So that means I need at least two reaction cards, and an equipment card before I can get any kind of decent damage out of even a big Scorpy ship.


I don't know how you come to that conclusion, but it is not a "drawback" that any S9 ship has when you slap it on the board.

MogwaiSC wrote:
Then you need to
have a refit of some kind at the very least, preferably a couple.


Which is why you load up on those, and not water your deck down with Monsters.


MogwaiSC wrote:
In the group I play in, Scorpys are a
primary target no matter who's playing them.


That's because they can generate an obscene amount of firepower very quickly. :)

MogwaiSC wrote:
In our group, we all have decks that if you let us build for even just a couple of turns, by the third turn, we're throwing 50, 60 pts of damage at you in one turn. Further, any of us can do enough damage to one target from enough sources (once we've built for even just a handful of turns) that we can vaporize just about any ship in play so that the only possible way to save it is with a lucky maneuver, a tactical retreat (something that completely negates a volley) etc. Anything less and the ship is still toast.


Wow, I want to play with your group. If anybody could generate 50-60 points in one turn from his ships multiple people at the table should be turning on him.

Anything more than 30-40 will be drawing unwanted attention.
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Lobo
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Posted: 05 September 2008 at 10:35am | IP Logged Quote Lobo

-Okay, i'll bite...

"In our group, we all have decks that if you let us build for even
just a couple of turns, by the third turn, we're throwing 50, 60 pts of damage at you in one turn.
"

I'll call yer bluff. You post a deck that can, reliably, generate 50 points of damage after a couple of turns (so, what, turn 3 or 4?) and i'll send you every card i have.....Lobo



Edited by Lobo on 05 September 2008 at 10:35am
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Gekonauak
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Posted: 05 September 2008 at 12:25pm | IP Logged Quote Gekonauak

I assume that he means 3 turns of building, not turn 3 of the game.

But, even then, if you have that many ships in your deck, I think you might be a little overstocked. (you should go to Bob's Used Spaceship lot, he'll give you a good deal on the extras you can't use due to your command limit.)

Edited by Gekonauak on 05 September 2008 at 12:27pm
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Lobo
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Posted: 05 September 2008 at 1:22pm | IP Logged Quote Lobo

-And that's kind of the point, in that A) a duel with a strong deck doesn't last long enough for you to be able to build up that much firepower without your opponent preventing it; and B) you don't have the command points to get that much firepower on the table. Any deck can generate 50-60 points of damage if given enough time and command points. Duels are a *much* different game than the one Mogwai seems to be referring to, at least as i have experienced them. Related thread to follow.....Lobo

 

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Gekonauak
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Posted: 05 September 2008 at 1:51pm | IP Logged Quote Gekonauak

That is not entirely true. Some decks are built to give you that many command slots that you can drop a ship whenever you wanted.

I had a Vektrean deck, that, in a duel, could easily have 6 ships out.
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Eaglepreacher
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Posted: 05 September 2008 at 2:24pm | IP Logged Quote Eaglepreacher

with the right card combo scorpeads can do  that easily bu trun 3/4.  Look at Galactic wars turn 4  An S9 battleship with a sysop/future ship and extreme  phaser refit.  with a S7 battlecruser.  With the terrain to engage the S9 fully w/ x3 phaser mag and the S7 engaged allow the sysop to give the future ship to the S7 and The Comet of lore to allow the S9 to give the S7 the phaser Mag, you get 20 phasers doing 3 damage each for 60 points of damage.  The total number of cards needed are 8 or 9.



Edited by Eaglepreacher on 05 September 2008 at 4:58pm
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Lobo
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Posted: 05 September 2008 at 3:40pm | IP Logged Quote Lobo

-I think i see yer points, and the deck i have slapped together for this monday's game actually does the command point thing pretty well now that i look at it. I may try to piece my Scorpead deck together again and tell Galaktische to break out his J'xar for an ol' style beat-down. We've been trying new and interesting things to stretch the use of our collections, but i forsee massive explosions in the near future.

Thanks for the replies all, and Mogwai remind me never to play with you if you can crank out 60 points of damage during one turn ;^)

Lobo

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Gekonauak
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Posted: 05 September 2008 at 3:56pm | IP Logged Quote Gekonauak

Eaglepreacher wrote:

with the right card combo scorpeads can do  that easily bu trun 3/4.  Look at Galactic wars turn 4  An S9 battleship with a sysop/future ship and extreme  phaser refit.  with a S7 battlecruser.  With the terrain to engage the S9 fully w/ x3 phaser mag and the S7 engaged allow the sysop to give the future ship to the S7 and The Comet of lore to allow the S9 to give the S7 the phaser Mag, you get 20 phasers doing 4 damage each for 80 points of damage.  The total number of cards needed are 8 or 9.



This is a unique situation since you are playing border wars. In a true multi-player game, you would not be allowed to get the 9 cards to pull lthis off without the wrath of every player at the table.

Edited by Gekonauak on 05 September 2008 at 3:56pm
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MogwaiSC
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Posted: 05 September 2008 at 10:34pm | IP Logged Quote MogwaiSC

Lobo wrote:

-Okay, i'll bite...


"In our group, we all have decks that if you let us build for even just
a couple of turns, by the third turn, we're throwing 50, 60 pts of
damage at you in one turn.
"


I'll call yer bluff. You post a deck that can, reliably, generate 50
points of damage after a couple of turns (so, what, turn 3 or 4?) and i'll
send you every card i have.....Lobo



That would be, let's see... my Vektrean deck, my Indirigan deck, my
Scorpead deck, my Zedan deck, my Bolaar deck... Kind of hard to post
them all. But as I said, all of the players in our group have decks that
can build a fleet that by the third turn of building can dish out 50 pts.
of damage. Just as an example, my Bolaar deck has 12 S8s in it.

Perhaps we do go too heavy on ships in our group. I never build to less
than 22% ships; typically 24% or 25%. My decks average about 200
cards, typically with at least 40 ships of S6 or better. In fact, my Zedan
deck has three S10s in it and is 205 cards. One of my favorite things to
play with that deck is when I get my S10 Explosive Ore Carrier out with
an R/E8 Sound Construction and an E8 Tractor Beam on it.

With regard to Geko's comments on command points/slots, I don't have
a deck that has less than 20 command points in it. Just last weekend I
played a two player with Galactus and at one point I had 6 ships on the
board, all S6 or better, three bases in play, and I still had two command
points to spare. Even with that, he still beat me.
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Tufor
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Posted: 05 October 2008 at 8:53am | IP Logged Quote Tufor

I usually play with bases up to 10. Including the vektrean starbases (9 and 10), the b9 starbase and b7 academy usually gives me more than sufficient commandpoints (and damage) to wipe most opponents.

An added benefit of bases is the use of the quartermaster giving me extra card-draws.



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MogwaiSC
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Posted: 07 October 2008 at 2:53pm | IP Logged Quote MogwaiSC

Tufor wrote:

An added benefit of bases is the use of the quartermaster giving me
extra card-draws.



Drop your quartermaster onto a B7 Spiritual Temple then put an A8
Spiritual Guidance on him. Now he lets you play a card as well as draw a
card, he's double strength, and can't be attacked by crew. Start with the
B7 on a T5 military reservation, and now you're really hard for ships to kill
too.
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