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 Galactic Empires : Deck Construction and Strategy
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Gekonauak
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Posted: 05 December 2008 at 10:57am | IP Logged Quote Gekonauak

As a Group, let's try building a competitive crew assualt POT deck, that emphasizes on SPDs and Crew attacks damaging the strength of units rather than the sheilds.

Edited by Gekonauak on 05 December 2008 at 10:57am
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ceejee
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Posted: 05 December 2008 at 1:01pm | IP Logged Quote ceejee

C5 Suicide Squad and C9 Marauder are a must,but isn't the POT the only major race that did not get a Fighter of its own so other transportation will be needed as well.
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MogwaiSC
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Posted: 05 December 2008 at 2:01pm | IP Logged Quote MogwaiSC

ceejee wrote:
C5 Suicide Squad and C9 Marauder are a must,but isn't
the POT the only major race that did not get a Fighter of its own so
other
transportation will be needed as well.


Although it's a promo card, the E1 Dark Hand Patrol Fighter solves this
problem quite well. You can put 8 of them in a deck, and they come
back to your hand when discarded.

C8 General would also be a must; allows there and back missions
without transportation.

R/C6 Marine Major as well as R/C4 Marines and a C8 Master Sargeant to
pull discarded marines from the discard pile.

Edited by MogwaiSC on 05 December 2008 at 2:15pm
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ceejee
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Posted: 05 December 2008 at 3:13pm | IP Logged Quote ceejee

I forgot about the Dark Hand Patrol Fighter,i don't thing i would put 8 in a deck 3 or 4 at most with 1 in reserve and if you have how about Yorl the Forsaken.
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Lobo
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Posted: 05 December 2008 at 7:48pm | IP Logged Quote Lobo

-Mimes, mime explosions, Warp Engine Breach, What's this Button For...

and yes, i just now acquired some Comedy Club starters, first time seeing all the cards. Excited to try out the Steak Sauce.....Lobo
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MogwaiSC
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Posted: 06 December 2008 at 3:41pm | IP Logged Quote MogwaiSC

I know this isn't on topic, but Steak Sauce is an absolutely ESSENTIAL card
for Dragon decks. Gotta be able to kill enemy occumbi and zaroms.
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MogwaiSC
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Posted: 06 December 2008 at 3:44pm | IP Logged Quote MogwaiSC

ceejee wrote:
I forgot about the Dark Hand Patrol Fighter,i don't thing i
would put 8 in a deck 3 or 4 at most with 1 in reserve and if you have how
about Yorl the Forsaken.


Yorl is a Clydon card, I don't think you could put him in a POT deck.

I'm fond of putting my marauders on Dark Hand fighters, makes them very
effective. I also typically like to use an A4 Assault Rifle or an A5 Battlesuit
with a Marauder, my preference being the Battlesuit.
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ericbsmith
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Posted: 06 December 2008 at 5:59pm | IP Logged Quote ericbsmith

MogwaiSC wrote:
Yorl is a Clydon card, I don't think you could put him in a POT deck.
Yorl is described, somewhere, as being a figure of Clydon legend (damned if I can remember where, though). However, the Yorl card iself is a generic crew card, and can be stocked in any deck.
EDIT: Ahh, the War Medal of Yorl, which is an "Exclusive Clydon ability" card.

MogwaiSC wrote:
I'm fond of putting my marauders on Dark Hand fighters, makes them very
effective. I also typically like to use an A4 Assault Rifle or an A5 Battlesuit
with a Marauder, my preference being the Battlesuit.
The Assault Rifle doesn't really do much for the Marauder - the Marauder can already do structural damage, so giving them an additional duplicate option doesn't do them any good. The 4 extra strength is nice though.

The Battlesuit, OTOH, is rather nasty, allowing a Marauder an extra attack is just nasty.


Edited by ericbsmith on 06 December 2008 at 6:01pm


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ericbsmith
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Posted: 06 December 2008 at 6:06pm | IP Logged Quote ericbsmith

MogwaiSC wrote:
Although it's a promo card, the E1 Dark Hand Patrol Fighter solves this
problem quite well. You can put 8 of them in a deck, and they come
back to your hand when discarded.
Note that the Dark Hand Patrol Figher is not a R/ card, meaning you can't dump them from your hand in reaction (so they always consume card plays) and you can't use them to save your crew from sudden death. It's a lot less useful than the other empire fighters, but quite nice for those empires without an Empire fighter.

I would never load any deck with 8 Empire fighters (or Patrol ships, for that matter). The possibility of becoming card locked with nothing but fighters in your hand (and no way to discard them and draw cards) rises in proportion to the number of these cards in your deck. 3 or 4 of them with one in the reserve is good enough.


Edited by ericbsmith on 06 December 2008 at 6:06pm


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ericbsmith
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Posted: 06 December 2008 at 6:24pm | IP Logged Quote ericbsmith

Gekonauak wrote:
As a Group, let's try building a competitive crew assualt POT deck, that emphasizes on SPDs and Crew attacks damaging the strength of units rather than the sheilds.
I highly suggest you pick another empire with Empire Fighters rather than the POT (except the Argonian, their R/E9 Argonian Fighter is too big to be effectively placed in the Reserve). Starting out with a Fighter in the Reserve that can be returned to your hand and played again is a must have for any crew assault deck. Troop ships are really nice for crew-free-plays, which you can then move to another location of your choice using the Troop Ships ability if you wish to.

For Crew Assault I very much like the Clydon. You've got your choice of S1 Troop Warcraft, S2 Boarding Warcraft, and S2 Paraloid Troop Craft. The S1 is particularly nice because it has no Engagement cost, giving it's benefits for nothing. All the Troop Shis can 1) do there-and-back missions 2) allow the first crew played there to not count as a card play and 3) add strength, shields, and weapons to the Clydon/Paraloid cruiser they are played to. The Paraloid cruisers allow the first warcraft played to them to be returned to the hand, making them better than the Clydon cruisers IMO. Throw in a couple Clydon Fighters, one in the Reserve (for Reaction/Crew saves) and you can move lots of crew around, and play them all for free.

If you insist on POT (the SPDs do make a nice combo), you should look into some good Troop Ships. The S4 Pakta'don (allied-POT) and S6 Trochilidae are two of the better Troop Ships outside of the Clydon. Troop ships act as transportation and allow crew-free-plays, both a good deal in a crew assault deck.


Edited by ericbsmith on 06 December 2008 at 6:32pm


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MogwaiSC
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Posted: 06 December 2008 at 9:06pm | IP Logged Quote MogwaiSC

ericbsmith wrote:


MogwaiSC wrote:
...with a Marauder, my preference being the
Battlesuit.
The Assault Rifle doesn't really do much for the
Marauder - the Marauder can already do structural damage, so giving them
an additional duplicate option doesn't do them any good. The 4 extra
strength is nice though.The Battlesuit, OTOH, is rather nasty, allowing a
Marauder an extra attack is just nasty.


And then you Promote the Marauder in the Battlesuit and on a TNB mission
he does 8 structural damage, enough to frag most any ship or base.
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Galaktische
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Posted: 07 December 2008 at 11:18am | IP Logged Quote Galaktische

Ok, call me (and Lobo) uninformed... but TNB missions do damage to the structure of a unit and not the shields?

It seems logical but logic has little do with game rules.

J--

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RobPro
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Posted: 07 December 2008 at 2:48pm | IP Logged Quote RobPro

The T8 Aesthetic Marine Depot combos with any combat crew and you can probably fit them both into your reserve fleet.

I think Geko meant ways to do T&B missions through shields? Those Grey Wolf (I think?) ships do that pretty well.
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ericbsmith
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Posted: 07 December 2008 at 6:01pm | IP Logged Quote ericbsmith

Galaktische wrote:
Ok, call me (and Lobo) uninformed... but TNB missions do damage to the structure of a unit and not the shields?
TNB missions damage the structure of the target unit, correct. As do SPD (Shield Penetration Devices). Combining the two means you can pretty heavily damage enemy ships without having to deal with their shields.

RobPro wrote:
I think Geko meant ways to do T&B missions through shields? Those Grey Wolf (I think?) ships do that pretty well.
Any Troop Ship or Shuttle/Fighter does that as well. Getting through shields isn't much trouble, really.

Edited by ericbsmith on 07 December 2008 at 6:04pm


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MogwaiSC
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Posted: 07 December 2008 at 7:04pm | IP Logged Quote MogwaiSC

Galaktische wrote:

Ok, call me (and Lobo) uninformed... but TNB
missions do damage to the structure of a unit and not the shields?


It seems logical but logic has little do with game rules.


J--



The crew doing the attack must be capable of doing structural damage;
just sending any old crew on a T&B doesn't give you that. For example,
the C9 Marauder says in its card text it can do 2 points of structural
damage as one of its two attacks. Give him an A5 Battlesuit and he gets
an extra attack. Then you promote him which doubles his attacks so you
can do 8 pts of structural with him that way.
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Gekonauak
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Posted: 08 December 2008 at 10:08am | IP Logged Quote Gekonauak

ericbsmith wrote:


If you insist on POT (the SPDs do make a nice combo), you should look into some good Troop Ships. The S4 Pakta'don (allied-POT) and S6 Trochilidae are two of the better Troop Ships outside of the Clydon. Troop ships act as transportation and allow crew-free-plays, both a good deal in a crew assault deck.


I do.

But, I do appreciate the post. More stuff like this.

What I am guessing is that the POT need a few troop ships, and an empire fighter.
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ericbsmith
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Posted: 08 December 2008 at 10:28am | IP Logged Quote ericbsmith

Gekonauak wrote:
But, I do appreciate the post. More stuff like this.

What I am guessing is that the POT need a few troop ships, and an empire fighter.
The POT do have a troop ship of their own, it's just a fairly weak S2. You're probably better off going with a minor empire troop ship than the POT troop ship.

As for the Empire Fighters, they basically made all other Fighters and Shuttles obsolete. Except for the fact that they can only transport 1 crew at a time they are so superior to the other shuttles it's crazy. Too bad not all empires got one (and the POT are among the unlucky). I don't think that the folks at Companion realized just how valuable a card which returns to the hand really is, especially a card that can also be played for free (in this case, in Reaction, so not consuming a card play).


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Gekonauak
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Posted: 08 December 2008 at 11:46am | IP Logged Quote Gekonauak

ericbsmith wrote:

I don't think that the folks at Companion realized just how valuable a card which returns to the hand really is, especially a card that can also be played for free (in this case, in Reaction, so not consuming a card play).


I know for a fact that we didn't. There are a few cards that we created that we were later shocked to see it used so often.
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Lobo
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Posted: 15 December 2008 at 10:22am | IP Logged Quote Lobo

-So what would the numbers on this look like for multi-player in terms of categories/cards per ratios? Would it make a difference if you were dueling versus multi-player?

I can see a reserve of a troop ship for POT, but in duels you only get two spots, so what would be the choice for that second? Boarding Party/Marine or a shuttle? Terrain?

I know everyone likes running Luck up to the nice 7s and 8s for protection, but in a duel i would think you could cut this deck down to 2s, 3s, 4s, stop at your favorite Miscommunication, give room for more ships/crew? Could protect ships with Distortion Generators and Time Gates?

Lobo, thinking on paper today.

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Gekonauak
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Posted: 15 December 2008 at 10:27am | IP Logged Quote Gekonauak

Don't worry about the reserves.

Not sure what you are asking here:

Lobo wrote:

-So what would the numbers on this look like for multi-player in terms of categories/cards per ratios? Would it make a difference if you were dueling versus multi-player?

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Lobo
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Posted: 15 December 2008 at 12:07pm | IP Logged Quote Lobo

-Well, i guess i was asking what the skeleton for this deck might look like. For instance, to do crew attack/boarding well we need to go at least 15% crew, or we're going to need 112 card deck to get the numbers right on draws for shuttle + crew + support, that sort of thing.

Or were you just starting by throwing stuff against the wall to see what sticks?

Lobo, keeping threads alive by sheer force of ignorance
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Gekonauak
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Posted: 15 December 2008 at 12:18pm | IP Logged Quote Gekonauak

mostly the latter.

Excluding promo cards.

Deck size of 100 cards.
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Lobo
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Posted: 01 April 2009 at 2:03pm | IP Logged Quote Lobo

-How would the C3 Media Personality work in a deck like this? You don't need transport, i assume you can play Ability cards to her while on a ship, and she has the added bonus of disabling your opponent crew?

Add a Battle Suit to her for assist?

Lobo, resurrecting the thread for a final product to be posted soon


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Gekonauak
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Posted: 02 April 2009 at 11:02am | IP Logged Quote Gekonauak

I don't think I would use the Media Personality, I'd rather use my opponent crew against him (Miscreant, etc) than disengage them.
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Lobo
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Posted: 02 April 2009 at 1:13pm | IP Logged Quote Lobo

-With the Media Personality, though, no crew are required to play to opponent location. With the Miscreant, Anarchist, Double Agent line of cards you gotta have an opponent that plays crew or else you are drawing dead cards. Just a thought to make the deck more flexible in case you hit something sans crew.

Hazards for this deck?

H1 Dust Cloud
R/H2 Time Trap
H3 Magnetic Cloud x4
H4 Cosmic Rays x4

Deals with Shields, deals with crew enabling you to do a TNB without worrying about the competing presence.

Monsters?

R/M1 Sextaaran Web Crawlers
M2/8 Temporal Snake
M3 Shield Fiend x8

Eat the Shields, all your weapons go through and not just the SPDs. Also helps against that pesky Ship Collector.

Luck?

Warp Engine Breaches and Repair Malfunctions. When they repair those damage points your Time Assault Team just caused, turn them into more damage. Could be enough within themselves to destroy the ship without crew assault needed.

I like the Anarchist better than the Miscreant for Ability slots as it more closely fits your goal and focus of damage first. Blow up the ship, no need to make any crew evil, they're dead. Only affects S5 crew or less but still not a bad deal.

Hooefully mroe later, back to work.

Lobo


Edited by Lobo on 02 April 2009 at 1:25pm
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Gekonauak
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Posted: 02 April 2009 at 2:19pm | IP Logged Quote Gekonauak

Also, throw in stuff like O4 Flood that force opponent to play crew.

Yes, I would focus on the Ability cards that would allow you to do damage.
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