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mathaplo
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Archeological Site - 2006/11/09 18:51 I was thinking of building an Archeological Site Victory deck and was thinking about putting to use the 4 reflection of time I have.

I believe I can copy the sites with the reflections and then having like 8 Archeology Sites in the deck. Which faction do you believe will be the best at this kind of victory ? I was thinking of going the Amarr route given the sturdiness of their ships, but Gallente can probably do it also.

Any tries ?
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Civi
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Re:Archeological Site - 2006/11/09 19:17 I would naturaly be inclined towards Minmatar to try and burn down your enemies fleet and stop him claiming your systems and Archaeology sites.
If you are constantly recycling ships, you may ahve the durability to do it.

Also, Ginungagap would be reccomended to reclaim a discarded/destroyed site.
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Nu11u5
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Re:Archeological Site - 2006/11/10 05:00 But remember with Archaeological Site, you need to have them in four separate regions to win. So, if you plan on using Ginugagap as a fall back region for the location in case it gets destroyed, you can't have another Site placed there already for it to be effective.
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Onyx Verde
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Re:Archeological Site - 2006/11/10 08:59 Bearing in mind that by the time you get your Archaeological Sites / Reflection of Times out that some of the regions in play may already have their maximum number of locations deployed. To get over this you will need some decent location manipulation cards, such as Armageddon Project, Sabotaged Beacon and Slave-dog Stowaways... so that means Gallente all the way.
Also try this wee trick: Use Dam Torsad's special ability to turbo-deploy all your Archaeological Sites into Dam Torsad, then hit 3 of them with a Sabotaged Beacon to get them back into your hand for redeployment to other regions... OR use a Slave-dog Stowaways / By the Emperor's Decree combo for the same effect.
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Civi
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Re:Archeological Site - 2006/11/10 10:25 Onyx Verde wrote:
Bearing in mind that by the time you get your Archaeological Sites / Reflection of Times out that some of the regions in play may already have their maximum number of locations deployed. To get over this you will need some decent location manipulation cards, such as Armageddon Project, Sabotaged Beacon and Slave-dog Stowaways... so that means Gallente all the way.
Also try this wee trick: Use Dam Torsad's special ability to turbo-deploy all your Archaeological Sites into Dam Torsad, then hit 3 of them with a Sabotaged Beacon to get them back into your hand for redeployment to other regions... OR use a Slave-dog Stowaways / By the Emperor's Decree combo for the same effect.


That's some nice tech.
The biggest problems you will face are location destruction and enemies camping the systems to stop you controlling/playing the last few Archaeology.
Location destruction is done through News, so the ability to control/deny news is important.
Given Galente have a good ability to gain isk, loading up on News cards to control the state of play should not be too hard on your resourcing.

Potential Reigons: Dam Torsad for the funky turbo deployment.
Ginungagap to reclaim any destroyed Archaeologies, to then move around with the same tech used in Dam Torsad.
The last is quite open.
I like Serpentis Prime so you can just drop a big ship or two there to defend the Archaeology on that location.
But the one that restricts enemies movementis also usefull.

Ancestral Homeland can help you still benefit from your Regions if they are taken from you, so a good card too.

I'm liking the way this deck is shaping up

I'm currently working on ideas for "Ghost Town" decks with no ships and seeing if it is possible.

Post edited by: Civi, at: 2006/11/10 10:30
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Onyx Verde
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Re:Archeological Site - 2006/11/10 13:06 Civi wrote:
I'm currently working on ideas for "Ghost Town" decks with no ships and seeing if it is possible

That's fair enough and should prove interesting but without any ships then your options for winning are very limited... The only way I see it happening is via
  1. Decking (very difficult)

  2. Coercion Tower

  3. Reclamation Tower

... and even then I'd imagine it will be tough. Let us know how you get on...

Actually Calmdown had posted a great idea for an Amarr 'Control' deck over on The Scrapheap but even this had to have a few ships.

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Civi
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Re:Archeological Site - 2006/11/10 13:31 The major problem is that lack of ships means you can not hold Regions and it is muhc more difficult defending your starbase.
But I really just want to see if it's possible.
My honest opinion rihgt now is vergin towards "not".
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