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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.05 07:27:00 -
[1]
I was bored and being my usual self with CCG's I sat down to make a Caldari deck with what I had on hand (and not destroying the precon decks). I was wondering what you guys thought of it.
Starbase: Caldari Mogul Tower
Outer Regions: Kyonoke Pit Lonetrek Molden Heath
Ships: 1x Scorpion 2x Moa 1x Blackbird 1x Caracal 2x Osprey 2x Cormorant 2x Badger Mark II 2x Merlin 3x Kestrel 3x Condor 4x Bantam
Locations:
1x Hemorphite 1x Plagioclase 1x Ice Ore 1x Slave Mines 1x Crokite 2x Sisters of EVE 2x Hedbergite
Starbase Structures: 1x EMP Minefield 2x Observatory 2x Advanced Shipyard 2x Thukker Pirate Haven 1x Warp Disruption Field 2x Sentry Gun
News:
2x Exposed Plans 2x Frontline Intelligence 2x Ship Computer Glitch 1x Network Access 2x Security Breach 2x Mind Control 3x Outmanuevered
Total: 60 cards
Region Sideboard: Insmother Dam Torsad Heaven Stain Metropolis
If I had the choice I would have liked another Blackbird and Caracal in the deck but I don't have more of those cards. What do you guys think? I am wondering if it is a bit too light on resources....
Let the lightning be your warning and the thunder your battlecry!
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.05 07:46:00 -
[2]
Caldari can use slave mines?
Tourney decks are usually 52 or 55 cards.
For the market that is.
Your deck looks nice, but you need to hope you get good ISK income fast for alot of those ships I bet.
Ofcourse, icefield + kyonoke pit + slave pits = $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.05 07:50:00 -
[3]
Edited by: Storm Mage on 05/08/2006 07:51:55 Edited by: Storm Mage on 05/08/2006 07:50:27 52 or 55 cards for tourny? I am used to MTG which is 60 unless its changed since 5th edition.
Slave Mine has no race symbols so I would assume anyone can use it. And yes, that money combo + 2x Bantams and 1-2 Badger II = mega $$$$
Let the lightning be your warning and the thunder your battlecry!
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Sarqindi
Minmatar Startech Allegiance Inc
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Posted - 2006.08.05 08:16:00 -
[4]
52 cards plus Starbase and Outer Regions is what the rulebook says, so I guess that's the official tournament minimum size for this game.
As for your deck, I'm not sure you have enough locations. Although you have more starbase structures than in the deck I've built. Getting lots of ISK early on is probably very important (compare with land cards in Magic).
Guess time will tell how high the location/starbase upgrades percentage should be for Eve.
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Oveur
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Posted - 2006.08.05 11:09:00 -
[5]
I'd say you are a bit too reliant on the big ships, they are really difficult to get out in the first rounds and it looks like you need to get a bit lucky to control some outer regions to deploy those juicy outer region only locations. And this you need to have a good chance of deploying the big guys.
I'd also suggest a bit more of computer glitches, against a fast minnie deck, it's good to neutralize ambush/kamikaze combo defenses.
Don't take my word for it tho, I'm still a ccg noob
Senior Producer EVE Online
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Qual
Gallente XanCom
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Posted - 2006.08.05 11:36:00 -
[6]
Originally by: Oveur I'd say you are a bit too reliant on the big ships, they are really difficult to get out in the first rounds and it looks like you need to get a bit lucky to control some outer regions to deploy those juicy outer region only locations. And this you need to have a good chance of deploying the big guys.
I'd also suggest a bit more of computer glitches, against a fast minnie deck, it's good to neutralize ambush/kamikaze combo defenses.
Don't take my word for it tho, I'm still a ccg noob
On the other hans big ships are nice if the minie hits you with that nasty Ambush 13 Tempest...
"The short version: Qual is right." - Papa Smurf |
Karunel
Nuevos Horizontes
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Posted - 2006.08.05 11:53:00 -
[7]
/me foresees the producer of EVE making dramatics switchs in the priority table to place a ccg pc conversion at top.
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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.05 17:29:00 -
[8]
Originally by: Karunel /me foresees the producer of EVE making dramatics switchs in the priority table to place a ccg pc conversion at top.
I would be allover that.
As for the big ships I was wondering if I was a little too heavy on those.
Let the lightning be your warning and the thunder your battlecry!
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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.05 17:37:00 -
[9]
Edited by: Storm Mage on 05/08/2006 17:37:03
Originally by: Oveur I'd say you are a bit too reliant on the big ships, they are really difficult to get out in the first rounds and it looks like you need to get a bit lucky to control some outer regions to deploy those juicy outer region only locations. And this you need to have a good chance of deploying the big guys.
I'd also suggest a bit more of computer glitches, against a fast minnie deck, it's good to neutralize ambush/kamikaze combo defenses.
Don't take my word for it tho, I'm still a ccg noob
I have the feeling this deck is more for 3+ player games. It was past midnight when I made the deck so I will reevaluate some parts of it later today. Outer region wise the main focus would be on the Kyonoke Pit to start with, If you can get it + 1-2 defensive ships out plus at least 1 bantam mining that really starts pulling cash in over there.
Let the lightning be your warning and the thunder your battlecry!
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.06 03:57:00 -
[10]
Originally by: Oveur I'd say you are a bit too reliant on the big ships, they are really difficult to get out in the first rounds and it looks like you need to get a bit lucky to control some outer regions to deploy those juicy outer region only locations. And this you need to have a good chance of deploying the big guys.
I'd also suggest a bit more of computer glitches, against a fast minnie deck, it's good to neutralize ambush/kamikaze combo defenses.
Don't take my word for it tho, I'm still a ccg noob
You can ecm a ship and neutralize ambush though. I'm guessing it'd work against kamizae too, except that does damage before you can do jamming/ambush damage.
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.06 04:00:00 -
[11]
The Caldari Deck I'm making right now is looking at 3 merlins and 3 kestrels starting, using my Caracal and Blackbird. Atleast one of the Osprey and Ferox I have (I have 3 ferox, 1 is foil, and 2 osprey), and a slew of other ships. I have 2 or 3 comorants.
Oh, and docked ibises for defense ftw.
Btw, I'm concerned some cards are stupidly overpowered. I think it's the Onerios that gives +3 or +4 to EVERY SHIP in the region?
That's insane. I have 2 or 3 of those ships. Nobody's killing my fleet if I stick 2 or 3 of them in space.
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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.06 04:30:00 -
[12]
That is why I chose some of the cards for my deck, passive defense. Some are region based some are global. If you can stick a Moa or 2 in, those things are pure EVIL when you have a full hand for raiding. I cleared 2 regions in 2 turns and decked my opponent.
Let the lightning be your warning and the thunder your battlecry!
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.06 05:18:00 -
[13]
Moa stats please?
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.06 07:07:00 -
[14]
Originally by: Oveur I'd say you are a bit too reliant on the big ships, they are really difficult to get out in the first rounds and it looks like you need to get a bit lucky to control some outer regions to deploy those juicy outer region only locations. And this you need to have a good chance of deploying the big guys.
I'd also suggest a bit more of computer glitches, against a fast minnie deck, it's good to neutralize ambush/kamikaze combo defenses.
Don't take my word for it tho, I'm still a ccg noob
I have 4 of each of those cards, but no way all 8 can stay in my deck.
Will just have to rely on systers of EVE for that sweet, sweet defense, and those roids that give +1 to all your shield's shields.
I'll have frigs with more defense than my starbase.
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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.06 07:11:00 -
[15]
Moa Type: Rare Cost: 10 Assembly: 2 Attack: 6 Defense: 6
Ambush: 5
Ships with X attack or lower cannot target Moa. X equals the number of cards in your hand.
When one or more enemy ships deals damage to Moa, you may draw a card.
Great ship if you have Databank in play, no hand size limit
Let the lightning be your warning and the thunder your battlecry!
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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.06 07:17:00 -
[16]
Updated the deck, I took out 2x Observatory, 1x Advanced Shipyard, 1x Network Access, 2x Mind Control, 2x Frontline Intelligence and replaced them with 1x Hemorphite, 1x Gneiss, 1x Outmaneuvered, and 1x Ship Computer Glitch. Market size is now 52 cards.
Let the lightning be your warning and the thunder your battlecry!
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.06 07:29:00 -
[17]
Oh goddamn, Moa is awesome.
I really got kinda bleh for cruisers, 2 osprey, caracal, blackbird.
Don't get me wrong, blackbird's are awesome if you've just played a big ship, and you want it right now, but I'd give one up for a moa or 2nd caracal.
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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.06 08:52:00 -
[18]
Originally by: Malthros Zenobia Oh goddamn, Moa is awesome.
I really got kinda bleh for cruisers, 2 osprey, caracal, blackbird.
Don't get me wrong, blackbird's are awesome if you've just played a big ship, and you want it right now, but I'd give one up for a moa or 2nd caracal.
I am with ya, I need more Caracals. I had a decent spread of crusiers (sorta) stacked gallente/minmatar though (4x rupture's etc), most of my cruisers came in sets of 2 or 3.
Let the lightning be your warning and the thunder your battlecry!
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.06 17:11:00 -
[19]
Didn't get any ruptures, but I know they're nice, and have a multi-target ability.
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Hunters Presence
Amarr
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Posted - 2006.08.06 17:44:00 -
[20]
Caracals *drool* -----
Me! |
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EvilNate
Caldari Beyond Divinity Inc
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Posted - 2006.08.07 09:33:00 -
[21]
I have a foild moa and caracal :D
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Testy Mctest
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Posted - 2006.08.07 10:36:00 -
[22]
Ruptures are 7/5 and can split their damage between targets, iirc. And they have ambush 5.
Nice.
Scrapheap Challenge Forums |
Hoshi
Blackguard Brigade Curse Coalition
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Posted - 2006.08.07 11:26:00 -
[23]
Ok here is a Amarr deck, not tested yet (need to find some opponents firsts :) ) 56 card market but the rules state at least 52 so should be ok.
The strategy is to zap all income from the opponent and keep a hard defensive line. I might have a bit too many expensive ships in the deck.
Starbase: Emperic Tower or Holder Tower, not decided yet, holder goes inline with the rest of the deck but I don't have any real good offence so the attack bonus from emperic tower might be needed.
Regions: Stain, Insmother, Kyonoke Pit
Ships: 3x Ibis 3x Executioner 3x Crucifier 3x Tormentor 2x Punisher 1x Sigil 1x Coercer 1x Bestower 1x Guardian 2x Omen 1x Prophecy 1x Arbitor 1x Maller
Starbase Structures: 1x Observatory 1x Sentinal Hive 2x Sentry Gun 1x Early Warning System 1x Ward Disruption Field 1x Xeno Research Center 1x Central Fleet Command 1x Censor Office
Locations: 1x Crokite 2x Gneiss 1x Mercenary Base 1x City of God 1x Ice Ore 1x Ancestral Homeland 1x Hedbergite 2x Arknor
Will try to take control of stain and keep it it stopping him from playing his own regions. This should allow me to control more regions than him which means I don't have to defende insmother.
Then a sentinal hive so he can't get much income from his home region and city of god in any outer region he manage to get out. And finaly hacker etics to sap out the last isk he has.
Comments are welcome. --------------------------------------------------------------------------------
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Hunters Presence
Amarr
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Posted - 2006.08.07 14:00:00 -
[24]
Edited by: Hunters Presence on 07/08/2006 14:02:57 What are the stats for the Maller and Prophecy?
Maybe replace some of the Ibis' with Impairors... I've found their sacrificial patrol to be very useful. Otherwise, looks pretty solid. -----
Me! |
Hoshi
Blackguard Brigade Curse Coalition
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Posted - 2006.08.07 14:19:00 -
[25]
Prophecy: Price: 8 Attack: 9 Shield: 9 Abilities: Prophecy deals no damage to starbases. When Prophecy is attacking, defending ships in this region cannot withdraw to outer regions, but only to their home region or dock.
Don't remember the stats for the maller, something like price 10, attack 8, shields 9, patrol 5 and something more.
I choose Ibis as they hopefully work well with my defensive strategy, the +1 to starbase shields if docked ability. But maybe I could go with imperiors to help with the incomming killing part by killing of his mining ships early. --------------------------------------------------------------------------------
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EvilNate
Caldari Beyond Divinity Inc
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Posted - 2006.08.07 16:54:00 -
[26]
Originally by: Hoshi Prophecy: Price: 8 Attack: 9 Shield: 9 Abilities: Prophecy deals no damage to starbases. When Prophecy is attacking, defending ships in this region cannot withdraw to outer regions, but only to their home region or dock.
Don't remember the stats for the maller, something like price 10, attack 8, shields 9, patrol 5 and something more.
I choose Ibis as they hopefully work well with my defensive strategy, the +1 to starbase shields if docked ability. But maybe I could go with imperiors to help with the incomming killing part by killing of his mining ships early.
I've got 2x starbase juggernaught (or something) that adds +4 to shields and jumps back into my hand at the end of the turn, so I get a massive +8 from that, plus what ever other structures I have.
Gonna make a full list of my deck tonight.
nate.
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Storm Mage
Amarr Forgotten Souls
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Posted - 2006.08.07 17:41:00 -
[27]
Kyonoke Pit is definately one of the most popular Regions. I will post my Amarr deck later today.
Let the lightning be your warning and the thunder your battlecry!
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.07 19:13:00 -
[28]
Edited by: Malthros Zenobia on 07/08/2006 21:25:31
Originally by: EvilNate
Originally by: Hoshi Prophecy: Price: 8 Attack: 9 Shield: 9 Abilities: Prophecy deals no damage to starbases. When Prophecy is attacking, defending ships in this region cannot withdraw to outer regions, but only to their home region or dock.
Don't remember the stats for the maller, something like price 10, attack 8, shields 9, patrol 5 and something more.
I choose Ibis as they hopefully work well with my defensive strategy, the +1 to starbase shields if docked ability. But maybe I could go with imperiors to help with the incomming killing part by killing of his mining ships early.
I've got 2x starbase juggernaught (or something) that adds +4 to shields and jumps back into my hand at the end of the turn, so I get a massive +8 from that, plus what ever other structures I have.
Gonna make a full list of my deck tonight.
nate.
Only Gallente and Amarr can use that card iirc.
And I thought it was +6 shields?
Either way, that card is evil.
But my Caracal will take care of those.
edit to fix my fubar of quoting.
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Hunters Presence
Amarr
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Posted - 2006.08.09 00:19:00 -
[29]
Originally by: Malthros Zenobia Only Gallente and Amarr can use that card iirc.
And I thought it was +6 shields?
Either way, that card is evil.
But my Caracal will take care of those.
edit to fix my fubar of quoting.
Correct, correct and... definately correct.
Still, it doesn't realy pay to have more than two in any deck.
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Liisa
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Posted - 2006.08.09 22:31:00 -
[30]
Juggernauts are very nice to have, however, some ships have abilites to kill starbase structures and so do cards. At a cost of 2 the Juggernaut is easy to deploy, but also easy to kill. ---------------------------------- I am free \o/ Sadly your sig is also slightly above the required limits of 400 x 120, total size not exceeding 24000 kbs - Cortes |
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