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Card Tactics

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killionaire

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Card Tactics

PostSat Aug 26, 2017 2:08 am

So, with the arrival of cards... a number of units have changed greatly in viability.

All BTL ships are better, but particularly the Avalon with the 'fire BTL twice then go weapons offline' card. On weaker BTLs it can be for your last shot before you die anyway.

Atmospheric Bombers is stupid good. NY benefits the most, but even 3 from a Seattle will knock out corvettes and strike carriers easy. A single NY run can clear out a whole unit of 3 corvettes though.

Fighter Aces makes one ship potentially CAW-proof for a turn. Or gives a large group a sizable defense.

Formation Defense makes a squadron of frigates literally CAW-proof. Taipei can escort themselves into the kill zone now! Corvettes become literally unkillable for a turn.

The Resistance Cell and MF-R strikes seem very good at shifting ground combat by generating forces or bombing enemies using only a single strike carrier to trigger them.

Mass Driver Barrage is good. Turns Moscows into ultra-deadly combatants, for sure. 8x 2+ and 4x 3+ shots?! Yeah.

Cross-layer firing will be awesome for Moscows again, that depend on weapons free at the same layer for effectiveness.
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Shikatanai

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Re: Card Tactics

PostSat Aug 26, 2017 5:19 am

killionaire wrote:So, with the arrival of cards... a number of units have changed greatly in viability.

All BTL ships are better, but particularly the Avalon with the 'fire BTL twice then go weapons offline' card. On weaker BTLs it can be for your last shot before you die anyway.

Atmospheric Bombers is stupid good. NY benefits the most, but even 3 from a Seattle will knock out corvettes and strike carriers easy. A single NY run can clear out a whole unit of 3 corvettes though.

Fighter Aces makes one ship potentially CAW-proof for a turn. Or gives a large group a sizable defense.

Formation Defense makes a squadron of frigates literally CAW-proof. Taipei can escort themselves into the kill zone now! Corvettes become literally unkillable for a turn.

The Resistance Cell and MF-R strikes seem very good at shifting ground combat by generating forces or bombing enemies using only a single strike carrier to trigger them.

Mass Driver Barrage is good. Turns Moscows into ultra-deadly combatants, for sure. 8x 2+ and 4x 3+ shots?! Yeah.

Cross-layer firing will be awesome for Moscows again, that depend on weapons free at the same layer for effectiveness.


... and you should never build your army around it imho. With 56 Cards in the deck it is just not reliable enough. I'd see this more as a bonus if you are lucky.
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starbreaker

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Re: Card Tactics

PostSat Aug 26, 2017 2:21 pm

But there are enough very good cards that you'll see some of them every game, even if you can't rely on any given one showing up. Building your fleet to so that its ships can exploit multiple cards efficiently is a viable approach, and some ships do that better than others. For ex, the Atlantis/Johannesburg/Lemuria class battlecruiser works with all the fighter/bomber cards as well as mass driver barrage.
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BlackLegion

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Re: Card Tactics

PostSat Aug 26, 2017 5:57 pm

Lemuria?
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Shikatanai

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Re: Card Tactics

PostSat Aug 26, 2017 8:17 pm

starbreaker wrote:But there are enough very good cards that you'll see some of them every game, even if you can't rely on any given one showing up. Building your fleet to so that its ships can exploit multiple cards efficiently is a viable approach, and some ships do that better than others. For ex, the Atlantis/Johannesburg/Lemuria class battlecruiser works with all the fighter/bomber cards as well as mass driver barrage.


Imho all important cards can be played no matter what ships you field. Building e.g around Massdrivers because of Massdriver cards is useless. BTL Ships are still much better and you also have cards for them. I really don't think my lists would look (much) different with or without cards.
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Red Pendrigh

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Re: Card Tactics

PostSat Aug 26, 2017 9:32 pm

Much would depend on how much you're prepared to invest in your commander;
56 cards divided by 6 turns per game gives ~9 cards, so a Commodore (3 cards per turn) might expect to see each card on average about every third game. Some cards come in multiples or there are a couple of cards with similar effects.
Some cards obviously want to be used earlier or later in the game.
One card that might influence how you build your fleet is the free Rio/3 Toulons which you'd obviously want to be available if the card happens to pop up.
Personally I'd hazard that the cards favour a balanced fleet given that most things get a buff somewhere in the deck.
So would the possibility of an underground railway influence the decision to take a San Francisco or not?
Personally I find the signature reduction cards most interesting.
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starbreaker

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Re: Card Tactics

PostSat Aug 26, 2017 9:45 pm

BlackLegion wrote:Lemuria?


Lemuria.

http://brokenstarsburningships.blogspot ... class.html

No one reads the blog sub-board around here. :)
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Red Pendrigh

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Re: Card Tactics

PostSun Aug 27, 2017 10:55 am

I suspect the mass drivers benefit more from the cards than BTLs on average, if I were to apply the volley to a BG of Toulons I suspect I`d get more out of he card than a Perth with overcharged laser.
Ships of the Reconquest seems aimed at buffing the light cruisers, not sure how influential that would be though.
I`ll have to have a closer reading of the rulebook to figure out if Intensify pd applies to Aegis, it would be an obvious buff for the Jakarta if it is.
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Shikatanai

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Re: Card Tactics

PostSun Aug 27, 2017 11:46 am

Red Pendrigh wrote:Much would depend on how much you're prepared to invest in your commander;
56 cards divided by 6 turns per game gives ~9 cards, so a Commodore (3 cards per turn) might expect to see each card on average about every third game. Some cards come in multiples or there are a couple of cards with similar effects.
Some cards obviously want to be used earlier or later in the game.
One card that might influence how you build your fleet is the free Rio/3 Toulons which you'd obviously want to be available if the card happens to pop up.
Personally I'd hazard that the cards favour a balanced fleet given that most things get a buff somewhere in the deck.
So would the possibility of an underground railway influence the decision to take a San Francisco or not?
Personally I find the signature reduction cards most interesting.


Seeing each card on every third game is not very likely.
A.) You only draw 1 Card T1.
B.) You need to bring in your Admiral T1 to draw as much cards every turn which is most likely not possible at any approach (or you invest a huge amount of Pts which is not worth the invest imho) and might gimp more important tasks in early turns.
C.) Your Admiral needs to stay alive for all 6 turns.
Also you need to draw the right cards at the right time / early enough to save them.
Thus building a Fleet with subpar Ships to play some cards with them is not very viable imho. Of course this is also a problem with the internal balancing but right now I would never bring e.g. a Rio instead of a Berlin.

Please explain why the Rio/Toulon card might influence Listbuilding? You just get free Ships without SR into any group you want... There is absolutely no reason to take that card into account when listbuilding.
Getting in enough Groundassets is also not influenced imho - if you rely on cards for your groundgame you will most likely play uphill at least 2/3 of your games (with your relatively optimistic calculation) as you do not draw the right card at the right time.
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Red Pendrigh

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Re: Card Tactics

PostSun Aug 27, 2017 12:06 pm

If you don`t have a Rio or Toulons in your fleet you won`t be able to use the card. Surely that is self explanatory, I`d lean towards the Toulons as you couldn`t plan on getting the card early.
You also have to account for the number of copies of particular cards in the deck, there`s at least 6 cards affecting the ground assets so the odds of such a card coming up aren`t all that long.
I do agree that playing on the basis of cards is a poor plan, but some players like to gamble... If they were then I`d expect a BB to boost the admiral(of the fleet) 6 cards per turn at the cost of a Vice Admiral.
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