Kahless' Armada Deck
Well, despite my saying that battle is not a viable
alternative in
Kahless' Battle Rant I decided to try and make an
armada deck anyways. It doesn't work fabulous, but it
can certainly hold it's own.
Seed Deck: (28)
Missions:(6)
Warped Space
Investigate Probe
Seek Life-Form
Survey Mission
Space *4
Others: (3)
Klingon Outpost
Neutral Outpost
Q's Tent
Dilemmas: (19)
Borg Ship *2 (to be blown up for you points)
Shaka *2
Ancient Computer
Conundrum
Cytherians
Edo Probe*2
Outpost Raid*2
The Higher....The Fewer
Zaldan
Alien Parasites
Sheliak
Q
Coalescent Organism
Security Precautions
Chinese Finger Puzzle
Q's Tent: (13)
Edo Probe
Alien Labyrinth
Captain's Log
Bynars Weapon Enhancement
Klingon Civil War
Arbiter of Succession
Latinum Payoffs
Red Alert
Traveller
IKC K'Vort
Klag
Hugh
Plasmadyne Relay
Draw Deck: (32)
Doorways: (6)
Q's Tent *4
AU Door*2
Personnel: (9)
Lursa
B'etor
Duras
Quark, Son of Kheldar
Morag
Gowron
Kurn
K'Vada
Kargan
Ships: (9)
IKC Pagh
IKC Hegh'ta
IKC Vorn
IKC Buruk
IKC K'vort *5
Events: (4)
Kivas Fajo *4
Interrupts: (4)
Q2*3
Palor Toff
Strategy with this deck can be summarized in one
sentence: Get lots of stuff out fast, and then blow things
up. Preferable order is: Opponent's ships, Opponent's
Outpost, Borg ships although that certainly isn't
writter in stone. This deck is pretty mindless, there's
none of the subtlety that some of my decks possess here,
and it's kind of dissapointing. Still, I made this deck
because I haven't blown things up in a long time, and I
was starting to get that itch again..... ;-)
I don't think I need to explain this deck anymore, it's
so simple even a Klingon could have thought of it (hey,
wait a minute....)
Possible Additions/Changes to this deck:
- More ships and pilots In an armada, it's
never possible to have too many pilots and ships, the
only problem is trying to fit everything else in
there that makes the big problem. If you can manage to
fit more in there, then more power to ya, go for it!
- Some Counters In this day and age of
super-speed decks using Fajo (which, incidentally, this
deck does as well) it's always nice to have a couple of
Kevins handy. None in here, because I couldn't find
room.
- Make this deck a mission solver So long as
your personnel can fly ships and be leaders, it doesn't
really matter who you pick. I picked the greedy pilots
in case you end up pulling out Latinum Payoffs from the
tent, and the captains for the same reason. Other than
that though, crew selection is pretty meaningless. You
may want to pick a crew to do missions, if you think
that they can pass the dilemmas though. I choose to
Borg hunt because it's a "safer" way of gaining points.
Ways to beat this deck:
- Shut off the tent I threw in AU doors
to try and prevent this, but if your tent gets shut off,
you're in it deep. Lots of necessary cards (Bynars,
Red Alert etc.) are in there. Try and keep the tent open.
- Rakal Shuffe (TM) If you're stuck with
a hand full of K'vorts, or a hand full of pilots, there's
not a lot you can do. Not much you can do to prevent this,
except use things like Fajo to get lots of cards into
your hand.
- Speed Well, an Armada deck is never designed
to score points from turn 1, so if your opponent's deck
is much more speedy, you'll be busy still drawing the
pilots into your hand while your opponent is busy
racking up points. Hmmmm, not the best way to start
things out, to be sure.
- Release a Borg ship while Armada is "In Transit."
If a borg ship attacks you anywhere except at
your outposts, then your attack force is pretty much
gonzo. The two outposts let you have two jumping off
points to stage the attack from and also provide
the only protection from Borg you're going to get, so
don't get caught out in the cold without some extra
outpost shields to protect you.
"Why should I have to work for everything,
it's like saying I don't deserve it."
Calvin, from Calvin and Hobbes
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