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Author Topic: "death by Luck"  (Read 1084 times)
Donbo
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« on: October 05, 2008, 10:26:26 PM »

This is the deck I used in this sundays tourney
won most my games through shear luck.
In the end Rebel beat me for the title Smiley

1   AP Mine
1   Dragon Company CO
2   Craven Armored Battalion
2   Dragon Company Maverick
2   Dragon Company Fireteam
3   Hanford Death Squad
3   Harry Tuttle
2   Mobile Six Team Blue
2   Silent Sentinel
2   Utopia Trooper
4   Backdoor Authorization
2   Lancer Rifle
4   Military Surplus
4   Alliance Encampment
1   Build Site
3   American Union Settlement
2   Utopia Command Post
3   ComForce Barracks
1   Craven Foothold
1   FUS HQ (Republic of Texas)
1   Mobile Six Training Facility
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The Bus Driver
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« Reply #1 on: October 05, 2008, 10:46:01 PM »

not bad, a few points:

-What are you trying to do with this deck? BSM? Some combo with the Hanfords and DoDs? M6TB lancer rifle? You can't try to fit 5 or 6 win conditions in a deck. You need to stick with 1, have all 40 cards dedicated to that win condition, and make sure it's absolutely lethal that if you pull it off you win.

-Asset selection is pretty important... Is fireteam worth the 6 resources that it costs? Are you compensating the 4 FP with something like Lancer rifle to make it a 12/8/8 asset (but of course, 2-card combo)? does Hanford hurt the deck as much or more than it helps? Make sure the assets you choose for the win condition you choose are the most effective towards that goal.

-Asset removal. You can't survive in this world just by attacking what you see anymore Smiley Gotta have some way of getting rid of assets you might not be able to see or get to. With Military-only decks, it's often imperative that you have a napalm in there for whatever tricks your opponent might have in their defensive sleeves. Mind you that asset removal to me is both offense and defense and thus are doubly important.

Keep at it, it can only get better.
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LongShadow
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« Reply #2 on: October 06, 2008, 12:09:10 AM »

One simple observation here, you are producing cyber, but you aren't using it.
Some useful ways to use cyber are Bolt Thrower, CIA archives, Marcus 7X (or whatever he's called).

I think the combo of comforce barracks with hanfords isn't bad, takes 7 covert tho, and doesn't guarantee anything. If you can get an untapped barracks at the enemy HQ and that many resources you've got lots of options.

Militia Punisher and Alliance Sergeant fit well with your resource scheme too.
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Game Keeper
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« Reply #3 on: October 06, 2008, 01:18:15 AM »

Another use here is Comforce Datapad + FUS programmer. Comforce doesn't tap its user, so sticking it on an asset with another role works (though more risky) -- if you want to add a slot for winston, he'll produce 4 mil per turn -- twice that from an arms export contract.
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