GURC InterVarsity
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In Game Strategy
There are many good strategies that almost any deck can take
advantage of. Some decks lend themselves better to some strategies
than others, and you may even find yourself designing your deck
around one of these strategies:
- Find your opponent's HQ quickly. Sometimes, a game will be
determined by one player finding his opponent first. Some
players will overreact to an early attacker by committing
an unnecessary number of assets to defense. Besides, a lot
of decks like to keep some important cards at their HQ (like
an Urdan Tech copying programs). By seeing what cards your
opponent has it his HQ, you may be able to find out a great
deal about his deck.
Learn the HQ placement rules for each map and go hunting.
Don't rely solely on placing bases to find your opponent's
HQ. Not only will it not detect Underground HQs, but it is
significantly faster if you involve just one or two assets
moving from city to city. There are other alternatives for
HQ searching, such as Tracer 2.5 (program) and KH-24
Surveillance (Intervention).
- Destroy enemy bases. "Base hunting" is a tried and true
method for frustrating your opponent. Nothing quite
unhinges a tightly designed deck like losing the opportunity
of getting resources from the few bases that they were able
to draw and play. Taking out enemy bases has the added
benefit that they are practically "blinded" to what is
going on in those cities, unless they want to commit an
asset to patrol that city.
- The best defense is a good offense - even at your own HQ.
"Active defense" is the practice of attacking enemy bases
and assets which show up at your HQ. Most win conditions
require an asset to work, whether it a sabotage asset to
attack with or a programmer to run direct damage programs.
A Silver Star Ranger, some Texas Pups, and high perception
search asset like Crow's Nest Station can keep the enemy
out of your HQ indefinitely.
- Adjust to what your opponent is playing. Dominant decks
will become easier to spot once you've played against them
several times. Most of them have similar strengths and
weaknesses. If you see you're opponent play a Core
Antibodies, don't put any more cyber assets in play than you
can afford. If you see that you're opponent is playing
with an Arell HQ, attack him with your sabotage assets as
quickly as possible (since the Nonames domain has little
reliable AT).
Got some tips you think belong here? Email lead researcher
Kosh K95x at kosh @ gurc . net with your suggestions. He reserves
full editorial privilege.
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