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Message no. 1
From: Forrest <eness@**********.COM>
Subject: Deck strategies (was: Re: The horse is buried ???)
Date: Tue, 16 Sep 1997 05:00:53 -0700
---Matb <mbreton@**.NETCOM.COM> wrote:
>
[snip]
>
> I was going on your objection that, since it's the shadowrunning
> player's turn, he gets to "do stuff" first. Wasn't aware that we had
> "agreed". I understand the FASA ruling, not sure yet if I agree with
> it. It does seem (perhps deliberately) in reverse of the normal
> order.. which is perhaps the best way to see it; you've made the
> decision to go on the run, now it's your opponent(s) turn.
>
Ooops! Then by all means let the debate continue ;) I thought the
majority of the posts recently seem to be "get it through your thick
skull goofy, GAQS works this way" :-) I'm of the same mind set as
you. I understand why FASA would rule that way, but personally I
think it goes contrary to the "no timing rules" thing they were trying
to put into place.


[snip]
>
> Actually, the easiest way to overcome Whoops! and GAQ is simple
> redundancy. OK, you stiffed Drake.. where'd I put that clone of
> his...
>
I guess this is where I need to work on my deck building skills then.
After I get done putting in the "central runners" (the ones the theme
is based on) I typically only have a couple of slots to fill with
runners with the more specialized skills (stealth, demo, leadership
etc). Maybe my decks need to be less focused on a specific
runner/theme ("rigger" deck, "mage" deck that sort of thing). I'm
looking forward to seeing what is done with that deck web site
mentioned yesterday. In the mean time, anyone have some helpful
suggestions? What works for other people?

Thanks,
Forrest
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Message no. 2
From: Loki <daddyjim@**********.COM>
Subject: Re: Deck strategies (was: Re: The horse is buried ???)
Date: Tue, 16 Sep 1997 13:33:54 -0700
---Forrest wrote:
>
> I guess this is where I need to work on my deck building skills then.
> After I get done putting in the "central runners" (the ones the theme
> is based on) I typically only have a couple of slots to fill with
> runners with the more specialized skills (stealth, demo, leadership
> etc). Maybe my decks need to be less focused on a specific
> runner/theme ("rigger" deck, "mage" deck that sort of thing).
I'm
> looking forward to seeing what is done with that deck web site
> mentioned yesterday. In the mean time, anyone have some helpful
> suggestions? What works for other people?

This is the deck I've finally ended up with. I'm pretty happy with it.

OBJECTIVES
- Sucker Run
- Operation Cottonmouth
- Shadowplay
- Fort Knocks
- Operation Up and Over (x2)

DECK PROPER (70 Cards)
Runners
- Thrash (x4)
- Kromagnus
- Red Widow (x4)
- Macabre
- Stomper
- Tin Man
- Drake
- Cherry Bomb
- Tinkerbell (x2)
- Ajax
- Kracker-Jack
- Shasta (x2)
- Marek
- Highbrow

Challenges
- Booby Trap (x2)
- Maglocks (x4)
- Chomps 2000
- Hellhound
- Toxic Spirit (x2)
- Basilisk
- Feeding Ghouls (x2)
- Manticore
- Hunting Gargoyle
- Guardian Dracoform
- Ambush
- Mage Strike Force (x3)
- Lone Star Patrol (x4)
- Steppin' Wulf Ambush

Gear
- Bolt of Power
- Fireball
- Armor Spell
- Sleep
- Lined Coat
- Beretta
- Uzi III
- Katana
- Hand Razors (x2)
- Wired Reflexes
- Bulldog Van
- Crawler Patrol Drone
- Hunter Drone
- Automated Patrol Vehicle

Contacts
- Bounty Hunter

Locations
- The Iron Lung

Stingers
- Luck of the Irish
- Wild Goose Chase
- Tactics: Scatter
- False Mentor

Specials
- Drive-By
- Riots

My challenges are primarily awakened and personnel to gain the boosts
give from my choice of objectives. Since I never place challenges on
my own objective until I've turned it face up, Sucker Run is in there
to maybe take a few of an opponent's challenges with it.

I also have a good number of pumpable challenges. As I average pulling
in 7 nu yen a turn from fairly earlier in the game, I make a habit of
storing a couple in the "bin" each turn. Three times in our game last
Saturday Caric, who plays one of them Lord Torgo Big Bully kind of
decks, found himself facing down an 18/18 (A7) Mage Strike Force. I
was able to send those trolls home with their tails between their legs
and dragging the bodies of a couple of their freinds a few times.

Note Tin Man and Marek are both pumpable runners, for similar tactics
to be used on an intercept. ("Lord Torgo's a 17/9 (A2) with those two
Hand Razor's? OK, I'll Pair Marek off with him. Putting 8 nu yen into
Marek makes him a 12/4. He's going to die but he'll take the troll
with him.")

Another tactic with this deck is to get the Bounty Hunter out and just
bin some nu yen equal to the body of his baddest boy. Soon as a
maglock stumps him, my Bounty Hunter is making a house call.

Riots and Drive By are also usefull when he's finished a shadowrun
with a few of his pet runners down to 1 or 2 Body left. My turn comes
around and my Legwork Phase sees one or two of his guys finished off.

Hope this helps you some.

===
@>--,--'--- Loki <gamemstr@********.com>

Fearless Leader of the Shadowrun Trading Card Game Mailing List
Web Page: Poisoned Elves at www.primenet.com/~gamemstr

"You're calling me Bitch like it's a bad thing."
--> CrapGame during the Drive in the Country tournament

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