2 Xeno Research Center 1 Necropolis 2 Sentinal Hive 1 Senate Committee Chamber 1 Institute of Bureaucracy 1 Center of Astrogeology 1 Labor Quarters
2 Navitas 2 Bestower 3 Atron 2 Sigil 1 Thrasher 1 Prophecy 2 Wreathe 3 Mammoth 4 Probe 4 Tormentor 4 HoarderWhat do you mean because I don't pilot a ship I have no place in this war. I give the pilots thier formations!!! -Translation of 1970's Japanese Movie "Yukikaze"
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RedX
User Cruiser
Posts: 130
Re:Deck 4 of 4 - 2007/03/09 13:10Interesting deck, but it might help if you explained how it's supposed to work. My largest questions is... how does it kill the enemy? I see many mining and hauling and trading ships, but the only actual warships you've got are three Atrons, a Thrasher, and a Prophecy. Well, I suppose Probe and Navitas kinda count, but that still leaves you with very little in the way of firepower.
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livingwillpower
User Scout
Posts: 8
Re:Deck 4 of 4 - 2007/03/10 07:36To be honest I kinda wasn't sure how to best build an Amarr deck...kinda guessed as best I could with what I know for other card gamesWhat do you mean because I don't pilot a ship I have no place in this war. I give the pilots thier formations!!! -Translation of 1970's Japanese Movie "Yukikaze"
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RedX
User Cruiser
Posts: 130
Re:Deck 4 of 4 - 2007/03/11 20:37Point one: Don't rely on mining, unless you're doing some Arkinor tricks or have another pressing reason. Put in 4x Veldspar, 4x Echos of Gloom Bay, 3-4x Sansha's Scount Outpost, and season to taste. Toss in Advanced Shipyards and Subsidized Industries if you have them.
Point two: Add a couple of useful news cards. Hired Enforcers is good, and you're going to need some anti-news, so Mind Control and/or Damage Control.
Point three: Warships. Warships, warships, warships! Stick in Crucifers, Inquisitors, Atrons, Punishers, and Inquisitors for frigate power, then try Coercers and/or Augorors and/or Thrashers for hitting power.
That's the most straightforward advice I can think up.
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lipa666
User Frigate
Posts: 50
Re:Deck 4 of 4 - 2007/03/13 09:35And You will have standard beatdawn frigate deck; nothing new
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RedX
User Cruiser
Posts: 130
Re:Deck 4 of 4 - 2007/03/13 12:13lipa666 wrote: And You will have standard beatdawn frigate deck; nothing new
Ha! Caught. I suppose there's a lesson there.
That said, he's going to have to win somehow. At present, he makes a lot of money and then sits there hoping to draw enough ships to take on the enemy. I'm just suggesting... more warships. If not Frigates, then Destroyers and Cruisers... or Battleships, if he's got them.
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lipa666
User Frigate
Posts: 50
Re:Deck 4 of 4 - 2007/03/14 08:30Amarr is one of the best control rase it has wery good defending ships like Punisher, Tormentor (adit has mining), Guardian i think you shold try reclamation tower drop off your stuctures and add jugernout platforms, sentry guns or warp disruption fields, censor office
add news destruction mind control, damage control for combo with jugernout platform ad mind clash for additional defence of yor ships and outer regions add hedbrgite and crokite and hired enforcers or if you don't have it stubborn mech
and you could win without destroing enemy base
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