Posted: 22 September 2007 at 10:57am | IP Logged
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I'm not sure I have any tricks with this deck that aren't obvious but here are a few of them.
The transgates all need a card play during my turn in order to cycle the small ships. Therefore I need to generate extra card plays. In the last game versus Lobo I had some turns with 7 card plays on my turn.
- The deck has a Cyber Mage which generates a card play.
- 3x L7 Artifact Stargate each of which generate a card play.
- The C3 Suark Breed allows an extra card play (in phase A?).
- I have several occurrences (O7 Surprise Attack, O6 Technological Breakthrough) that allow me to play cards which don't count as card plays these help me to preserve the 3 basic card plays for use with the Transgates.
- If I have an S2 Troopship in play I can play 1 crew to it that doesn't count as a card play.
Anything that needs its abilities reset are good candidates for being played to the small J'Xar ships. Currently, I try to cycle crew and equipment:
- R/C6 Time Assault Team
- C9 Temporal Engineer
- All of the one shot weapon equipment cards (fighters, etc)
- The weapon upgrade cards might be good on the samll ships because they pump my damage and can be preserved by returning them to the hand for play to another ship on the next turn.
Don't forget that ships which are gated into play arrive fully engaged. This means that their heavy weapons are armed and their transgates are fully powered. I believe this only applies to the ship gated in not the equipment subsequently played to it - correct me if I'm wrong.
Cards which can be moved by a shuttlecraft/fighter (mostly crew, and some equipment) can benefit from the transgates as well. A crew that gets a negative card played to it can be transferred (via shuttlecraft) to the J'Xar small ships and then gated back to the hand - thus shedding the negative card.
I'm planning to add some ability cards to my deck with the thought that the gate mechanic can allow me to move a previously played ability card to a new crew by returning a crew who currently has the ability card played to it.
Some ability card ideas:
- R/A2 Ascension Doubles a crew's strength for 2 turns. That allows me to pump a crews strength as a reaction and give me two turns to gate the crew back into my hand and thus preserve the ability card.
- All of the ability changing cards A5 Battlesuit, A6 Promotion etc... can be played on the first card available and then moved to a more valuable card once it appears.
When the end of turn comes around you want some of the small J'Xar ships in play and some powered Transgates ready for action. Then during your opponent's turn you can play reaction cards to the small ship and if it goes south you can gate the entire stack back to your hand.
If, after your opponents weapon fire phase, you have unused Transgates you can consider beefing up your fleet for a large strike on your turn. Before your opponent's turn ends gate in as many small ships as possible. They'll be available for allocation and you're fleet will be ready for an alpha strike in your turn.
In general, playing during your opponent's turn is very powerful and the J'Xar provide a permanent based reaction mechanic that is relatively hard to kill. I think they are amongst the more powerful fleets.
Let me know what your ideas are...
J--
Edited by Galaktische on 22 September 2007 at 10:58am
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