Re:locations/outer region cards - 2006/12/26 05:46My opinion on this is that if you know your opponent is able, potentially, to take a region from you in a turn, don't lay it, and don't go there.
If you think you can hold a region, then go for it.
I'll lay a Serpentis Prime if I know I can build a kestrel directly from my hand into play there, and toss a Crokite down as well.
Crokite might just be the best outer region mining card in the game. It makes your opponent at least think twice before attacking the outer region if he's able to do so. Also, if he has something that will remove your ship from the place that has crokite, you can keep him from claiming it by sacrificing the crokite to hit your own ship. Anything is better than letting your opponent gain control of it.
Sister's of Eve isn't a bad location for locking down an outer region either, though I like mercenary base better. With the merc base, is provides income on it's own, and can hold a small location against moderate forces pretty well.
Finally, Arkonor is just amazing, really. If you can back it up with Crokite, and slap an Velator or mining 2 ship on it, it has amazing return on investment. It needs to be defended, sure, but once it is up and running, it will tend to win you a game quickly.
For keeping secure mining ops, I use Insmother and Tierjiev Pocket. Metropolis can help to keep my home safe while I mine and build up ships to attack with.
It doesn't work all of the time, especially against Minmatar, but a properly setup outer region mining deck can do amazing things. The other day I wasn mining 2 Arkonor belts by turn 4, along with other things, and was drawing 3 cards and pulling in 23-24 ISK each turn. My opponent never caught up to that early rush, even though he was dropping some ships at the time.
Don't forget, Crokite can even beat Kamikaze ships to the punch. It can be sacced during the maintenance phase to do it's damage.
The administrator has disabled public write access.