Big Green - 2007/01/13 04:43This is the latest incarnation of my current favorite- a Gallente deck featuring medium-large ships and a lot of tricks to back them up. I find that two or three destroyer-rate ships can crack open starbases with relative ease, compared to the scraping nessecary for a frigate deck or the elaborate preparations required for battleship or Arbitrator-utilizing decks.
As a note to remember, this deck is designed specifically with multi-play in mind. Three or four player games are actually more common in my group than duels. Thus, the deck may be a little slower than optimal, and avoid certain cards that attract too much attention.
Well, without further ado- to the deck! I'll comment on each section as I proceed.
Starbase: Enthrallment Tower.
->This is quite a one-two punchout combo with Brutix- I'll explain below. Other than that, it provides a cheap +2 starbase shield for no drop in ISK production. An obvious choice, expecially faced with the very specialized Dominion and Monopoly Towers.
Outer Regions: Ginnungagap Sansha's Nation The Khanid Kingdom
->Nothing fancy here. Ginnungagap can get to be a real money-machine in my group, when others are dropping Scordites or Ombers like crazy. Sansha's Nation is cool, plus allows the deck to survive the occasional three-hour game that nearly draws some decks out. The Khanid Kingdom needs no introductions, though the tendancy to attract heat in a multiplayer game balances it a bit.
->Not the most impressive set, I know. Hedbergite goes well in the deck, though, due to the slower environment, and pays for itself eventually. I don't want to more than two Sansha's, either, as it trips up By The Emperor's Decree occasionally. I'm also trying to get Echoes of Gloom Bay in, though, and would like advice on what to cut. Any ideas?
->Few but individually strong. Before you ask, no, I don't have any Augorors to spare; I've been massively unlucky in getting that one card, and the lonely singleton I do have has been assigned to my Amarr deck. I'll willfully take suggestions on what else could go in there, though. Brutix + Enthrallment Tower is a hoot- get Brutix and one Destroyer or another out, drain your enemy's treasury, and drop in on him uninvited.
News: 4x Stubborn Mechanic 4x Hired Enforcers 4x Damage Control 2x Veteran's Premature Retirement 4x By The Emperor's Decree
->The top three there are standard- ship-buff and anti-news. Veteran's Premature Retirement is not a favorite of mine- a little expensive, IMO- but I've got it in there because I can't but help admit it's a good card. The only oddball is By The Emperor's Decree, which is to speed things up and get those various Limited locations out faster. It also cheapens Hedbergite when it hits them.
Starbase Strutures: 4x Advanced Shipyard 2x Early Warning System
->The Shipyards are standard-issue. I find myself putting four of these in every non-Minmatar ship-based deck I have. The Early Warning Systems are a nod to the multiplayer environment- without some starbase defense pumping, it's entirely to easy to get blindsided by the person you were ignoring. It also allows the deck's strongest feature, the heavy warships, to provide offense and defense simultaneously.
So, that's it. What do you think? Comments are much appreciated!
Post edited by: RedX, at: 2007/01/13 04:43
Post edited by: RedX, at: 2007/01/13 04:44
Post edited by: RedX, at: 2007/01/13 04:46
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stevetheone
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Re:Big Green - 2007/01/13 13:14As it is a multi-player deck I surprised to see you've not got any Moon Harvesters or any ships that you could get out easily. Your ISK production looks quite vulnerable. If you don't pull either Veldspar or Sansha's Outpost you won't be able to start assembling a ship. I would recommend you put a couple of Condors or Maulus so you have the time to get your bigger ships into play and possible one or two Star Chart Enterprises, they can work well in a multiplayer as long as your not the last player.We shall seed the stars with our scions and reap that harvest.
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RedX
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Re:Big Green - 2007/01/13 20:27Moon harvester is one of those cards that attracts a little too much attention, in my experience. It's in my even more-defensively-oriented Amarr and Minmatar decks (four each), where I can keep the enemy at bay with ambush/kamikaze or EMP minefield. Using eight in those decks kind of depletes my card pool. You do have an excellent point, though, and I might pull them from one of the other decks to see if they work well. A little playtesting is in order...
As for early ships, I'm not worried about the enemy before turn 4 or 5. This is the preparation phase of the game- people are playing miners and starbase structures, not trying to frigate rush a lone enemy into oblivion. Even if they DO try, and pick me as the target, a lone destroyer stymies them.
As for Star Chart Enterprises, I'm afraid it doesn't work that way. It picks a /target/ opponent. After that opponent is done dropping locations, it's useless for everything but Scordite fodder. If it were all opponents, then it would be a good early card, but as it stands I'm not a fan.
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stevetheone
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Re:Big Green - 2007/01/15 10:19RedX wrote: As for early ships, I'm not worried about the enemy before turn 4 or 5. This is the preparation phase of the game- people are playing miners and starbase structures, not trying to frigate rush a lone enemy into oblivion. Even if they DO try, and pick me as the target, a lone destroyer stymies them.
I would still suggest having a few, if the deck works well there's a good chance the others will target you early because they are aware you don't produce ships that early
As for Star Chart Enterprises, I'm afraid it doesn't work that way. It picks a /target/ opponent. After that opponent is done dropping locations, it's useless for everything but Scordite fodder. If it were all opponents, then it would be a good early card, but as it stands I'm not a fan.
I am aware of how Star Chart Enterprises works and I know it is not without risk but one I think is worth it. As long as you are not last in the game this location, first turn, has the ability to turn into a nice little earner just when you need it. Pulling those extra ISK early in the game could be the difference between doing well and sinking without a trace.
Post edited by: stevetheone, at: 2007/01/15 10:20We shall seed the stars with our scions and reap that harvest.
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RedX
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Re:Big Green - 2007/01/15 13:10You make a point on the early ships. Still, my opponents are (to this point) still rather slow on getting offense into space. I'll add some of the better Frigates, perhaps Atrons or Condors?
The only problem is the way such cards get quite useless late-game. One Coercer or Thrasher and you're suddenly stymied, waiting for something larger to come along...
Oh, and the reason they don't target me early is that they don't usually have ships early either.
I'm afraid I can't quite get where you're going on Star Chart. One ISK a turn, give or take, for the first four turns or so? Normal locations give more consistent results. Perhaps you are overestimating the speed with which my opponents play locations...
Post edited by: RedX, at: 2007/01/15 13:11
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stevetheone
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Re:Big Green - 2007/01/16 14:53RedX wrote: You make a point on the early ships. Still, my opponents are (to this point) still rather slow on getting offense into space. I'll add some of the better Frigates, perhaps Atrons or Condors?
I personally prefer Condors just for that extra shield, it can make a significant difference especially if your likely to face kamikaze ships.
The only problem is the way such cards get quite useless late-game. One Coercer or Thrasher and you're suddenly stymied, waiting for something larger to come along...
Oh, and the reason they don't target me early is that they don't usually have ships early either.
Depending on how quickly your are striking I can't see them becoming completely redudant plus they add a bit to your offensive capabilities when you do go in for the kill (or just annoy their miners for the duration).
I'm afraid I can't quite get where you're going on Star Chart. One ISK a turn, give or take, for the first four turns or so? Normal locations give more consistent results. Perhaps you are overestimating the speed with which my opponents play locations...<br><br>Post edited by: RedX, at: 2007/01/15 13:11
If your opponents are playing miners I would expect them to be putting down, on average, 3 locations in 2 rounds. From my experience I have often managed to get 2 locations down first turn with a miner to boot and a second one the next turn to have go from 2-6-8 isk/turn. It sounds like your group is not that fast.We shall seed the stars with our scions and reap that harvest.
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Toshiro
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Re:Big Green - 2007/01/16 21:29stevetheone wrote: If your opponents are playing miners I would expect them to be putting down, on average, 3 locations in 2 rounds. From my experience I have often managed to get 2 locations down first turn with a miner to boot and a second one the next turn to have go from 2-6-8 isk/turn. It sounds like your group is not that fast.
Am I missing something, or is each and every one Location a Limited card? How can you thus play two Locations on turn one??
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AgentZero
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Re:Big Green - 2007/01/16 21:44Most Locations are limited, Toshiro, but not all of them. A notable example is Pyroxeres, the mining deck's best friend in the early game.
Okay, maybe not "best friend," but a very valuable acquaintance, nonetheless. Zack Walters EVE: The Second Genesis Organized Play Coordinator White Wolf | CCP North America
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Toshiro
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Re:Big Green - 2007/01/17 09:39Damn, must have missed that one! That's some good news, since my deck runs on miners .
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stevetheone
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Re:Big Green - 2007/01/17 13:23It's a zero ISK card with 2 minerals and not limited. Plonk a 1 ISK miner on it and your away first turn.We shall seed the stars with our scions and reap that harvest.
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