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No prob. Note:this is not my deck design, just one that I was given(plenty o' txt) ... Coutu ... [5/14/99 00:53] |
As I said, this is not my design, I believe Koloth gave this to me.
The first deck that I think about when battle comes to mind is the Klingon Fleet deck. It's a deck with the primary goal of destroying your opponent's outposts and then scoring points after your opponents hope for survival has become futile. Seed Deck: The first thing you should do when creating the seed deck is to pick out missions. For this type of deck missions should be focused on honor, navigation, diplomacy and leadership since those are the most common skills among Klingon leaders. Also, keep in mind that missions that are the toughest to steal are the best. Here is a list of six missions that would work with the deck. Khitomer Research Reported Activity Investigate Disturbance Compromised Mission Pegasus Search Wormhole Negotiations The dilemmas that you might use in this deck may vary. I'm not a specialist on dilemmas, and since they aren't a key factor in this deck I would leave it up to the builder to determine the course of action in selecting them. The only guideline that I'd offer is to have enough stopper dilemmas to hold them at bay long enough to get your deck running (around 8 turns). Other seed cards that are helpful in this deck include Assign Mission Specialists; I generally use Konmel, Korris, Kahless or Vekma as my mission specialists. Space-Time Portal is a good card to use with the wormholes as well as to allow your AU cards to enter play. A few of these would be best. Hidden Agendas are up to you, although my favorites are Mirror Image, Mission Debriefing and Hide and Seek, HQ: Defensive Measures might also be a good counter against mission-stealing thief decks. Since your missions are easy for the personnel in the deck to complete, you should only need a few turns to "interfere" with their thieving attempt. This can be done either by completing the mission they're trying to steal yourself, or making them pay for their insolence by humbling their away team or unprotected ship in orbit with your battle fleet or away team. You won't need Operate Wormhole Relays because of your wormholes. I would recommend two outposts, a Klingon as well as a Neutral. Lastly, put in the Q's Tent. The rest is up to you. Here is a short list of the helpful seed cards in this deck: Draw Deck: A good number of cards within the deck should be around 35 - 50. Start by putting in ships and personnel. You want the proportion of people to ships with this deck to be about 3:2. This is a deck that is focused around a mix of both big vor'cha class cruisers, small k'vort class vessels as well as a couple non-aligned ships. Variations on the quantity of each type of ship arise with each deck so don't feel like this is the only way of doing it. In this deck there are a total of 8 ships. And each of the nine ships has a matching commander. The ships include: I.K.C. Hegh'ta I.K.C. Pagh I.K.C. Chang I.K.C. Bortas I.K.C. Maht-H'a I.K.C. Rotaran Tama Mercenary Ship It's important to note that the weapons on each ship have at least a power of 7. The reason for that will be brought up later. The personnel in the deck need to have a few different qualities. The first quality is that each is a matching commander for a ship in this deck, the second being that they are a leader, and the third is they help with mission requirements and/or dilemmas. They don't have to match all three characteristics but they should match two. Here is the list of personnel: Governor Worf Martok J Kurn Kargan J Gowron J Nu'Daq Dathon Baran Roga Danar Morka Lore Worf Son of Mogh Some of these personnel I tend to put in the Q's Tent. These usually include 2 or 3 personnel that don't help out a lot in the draw deck. Also, they have to be captains so I can download them with Ready Room Door to their ship. An example of three would be Kargan, Gowron and Martok. Kargan and Gowron are good personnel, but others cover their skills in mass in the draw deck. Martok would be in the tent because his special skill is very useful and that way I can always get him out with a Q's Tent from my hand if necessary. The other personnel are mainly captains, and the rest are useful personnel for staffing ships, as well as getting by dilemmas. The next cards to put in the deck are ones that will raise the effectiveness of the strategy. An obvious choice is Ready Room Door because of all the captains. Another could be Tactical Console, to increase weapons for your ships, and also the ability to download it with Ready Room Door. Q's Tent doorways would also be a nice boost, to get out cards to aid you with your own deck as well as defending against others. Another card that could be utilized is the Wormhole interrupt. The old use for it was to use against your opponent by sending them to the Montana Missile Complex or the gamma quadrant. But the new Dominion card Operate Wormhole Relays diminished much of that power. But using the wormholes on your own ships cannot be hindered by this new objective. Why use them on your own ships? To get to places such as the gamma quadrant to reach the Dominion hideout, or to wormhole yourself to a convenient mission that just happens to be a few hundred light years out of your reach. And most importantly you can use them to get to your opponent's outposts quickly in the alpha quadrant. A card that goes along nicely with the wormholes is Palor Toff - Alien Trader. It can be used to get some of the wormholes back to use again, and it also can be used to regenerate a Ready Room Door or a Q's Tent. The last card added to the draw deck is the Alternate Universe Doorway. It's a counter against the frequently used Revolving Door deck, and since the Q's Tent is necessary in this deck the AU Door is needed. The quantity of each of these cards is up to you, but I put down a number of each that works well in proportion to the rest of the draw deck. Other possible cards that you could use include Kevin Uxbridge, Amanda Rogers, Q2 and Bynars Weapon Enhancements, but for this deck to work none are very necessary. Ready Room Door x6 Palor Toff x3 Wormhole x7 Q's Tent x4 Tactical Console x2 AU Door This concludes the Draw Deck. The total number of cards is 43, minus the 3 personnel (J) that will be put in the tent brings it to 39. That is just around what I would say is just below the average amount of cards for this type of battle deck. The last part of the deck is the Q's Tent. Many of the cards in it have already been specified and the rest of the cards are just "Tent Fillers" that work well. Martok Gowron Kargan Captain's Log Ready Room Door Goddess of Empathy Scan Arbiter of Succession Regenerate Hugh Plexing Medical Kit KchiQ Earlier on, I was talking about the importance of weapons being at least seven on each of your ships. This is key because you want to be able to damage an opponents outpost with the least amount of ships. A homeworld facility would be tough, but the basic outpost with shields between 30 and 32 should be damaged by only 3 ships. A ship with weapons of 7 and a matching commander aboard with Captain's Log in play would mean 10 weapons. And since most of the ships in the deck have weapons greater than 7 you most likely will have a couple with weapons 8 or more. And with the Tactical Consoles in the draw deck 33 weapons can be easily reached with only 3 ships. A basic outline of strategy to use with this deck would be as follows: · Play ships from your hand until three are out. · Play Ready Room Door to get out the matching commanders / Captain's Log / Tactical Consoles. Remember that using this card for downloading doesn't count as your normal card play. · Get out other personnel needed for staffing. · Destroy opponent's outpost(s) by moving along spaceline normally or by using wormholes / Space-Time Portals. After opponent's outposts have been neutralized go and accomplish missions, preferably two space missions that would get you to 100 points. Use Arbiter of Succession if necessary. |
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