For posting 1E deck designs for feedback from other players and members of the community.
 
 - Alpha Quadrant
 -  
#423335
Hey,

You might remember my Smallest Solver (viewtopic.php?f=24&t=35353) topic from several weeks ago. This is a deck based on that idea, though with revised standards.

https://www.trekcc.org/1e/decklists/ind ... ckID=18145

Obviously, it's a Type 18 Shuttlepod/Navigation solver enabled by the new U.S.S. Valiant/Tactical Observation. Its draw engines are New Arrivals and Study Divergent History. Its play engines are the shuttlepods, New Arrivals, and Office of the President. Crossover comes from a download chain.

My biggest worries are whether:

The need for three missions and the absence of bonus point mechanisms will slow the deck down too much.
There are mechanical/rules problems I haven't noticed.
I have the wrong number of Type 18 Shuttlepods to ensure reliable fast plays (I guess this can be corrected with experience).
There's enough draw.
(Related) I'll get Crossover out fast enough.
There are any unforeseen vulnerabilities, since I don't know the game very well.

I'm not too fussed about the dilemma pile right now; just trying stuff out.

Thanks for looking and for any feedback you might have!
 
 - Beta Quadrant
 -  
#423373
TheHumanHydra wrote:Hey,

You might remember my Smallest Solver (viewtopic.php?f=24&t=35353) topic from several weeks ago. This is a deck based on that idea, though with revised standards.

https://www.trekcc.org/1e/decklists/ind ... ckID=18145

Obviously, it's a Type 18 Shuttlepod/Navigation solver enabled by the new U.S.S. Valiant/Tactical Observation. Its draw engines are New Arrivals and Study Divergent History. Its play engines are the shuttlepods, New Arrivals, and Office of the President. Crossover comes from a download chain.

My biggest worries are whether:

The need for three missions and the absence of bonus point mechanisms will slow the deck down too much.
There are mechanical/rules problems I haven't noticed.
I have the wrong number of Type 18 Shuttlepods to ensure reliable fast plays (I guess this can be corrected with experience).
There's enough draw.
(Related) I'll get Crossover out fast enough.
There are any unforeseen vulnerabilities, since I don't know the game very well.

I'm not too fussed about the dilemma pile right now; just trying stuff out.

Thanks for looking and for any feedback you might have!
Hi TheHumanHydra,

Have you considered using some of the [1E-DQ] [Fed] like Tom Paris, Chakotay, and Stadi? They all have navigation so they would report with the Type 18 Shuttlepod and since you are reporting them with the shuttlepod their [1E-DQ] icons don't have an effect (I think. This is where 1E gets confusing for me). Tom and Chakotay have some very nice skills too. Also, Stadi would give your ships a small +1 boost to range.
User avatar
 
By Pazuzu
 - Delta Quadrant
 -  
#423378
Deck looks good in general, but here are some remarks:

* Why do you seed Villagers with Torches?
* Consider Hidden Fighters for some extra ships and a way to download Establish Landing Protocols.
* Equipment is usually not worth using because they take up a card play.
* There is currently no way you can play Defend Homeworld.
* Why 2x Going to the Top? Another Jean-Luc would also add some more skills.
* I would suggest to play Assign Mission Specialists with one Alpha and one Mirror guy in order to use Study Divergent History from turn one on. Also, this would add a way to score some bonus points.
* I think you can optimize your missions. What about Clash at Chin'toka, Distress Mission (add some more cadets), Evade Borg Vessel, Explore Black Cluster?
* When you want to play Training Cruise you should add more/all available cadets in order to get the most out of it.
* Did you consider Expert Pilot?
 
 - Alpha Quadrant
 -  
#423392
Tyberius_Deangelo wrote: Hi TheHumanHydra,

Have you considered using some of the [1E-DQ] [Fed] like Tom Paris, Chakotay, and Stadi? They all have navigation so they would report with the Type 18 Shuttlepod and since you are reporting them with the shuttlepod their [1E-DQ] icons don't have an effect (I think. This is where 1E gets confusing for me). Tom and Chakotay have some very nice skills too. Also, Stadi would give your ships a small +1 boost to range.
Thanks! It looks like you're right; the quadrant icons don't matter. I may have to rethink some things ...
Pazuzu wrote:Deck looks good in general, but here are some remarks:
Thanks; just the kind of feedback I'm looking for.

* Why do you seed Villagers with Torches?
I found trying to prevent redshirting was heavily warping my dilemma selection and thought it would be more efficient just to seed this one card. I didn't want to include all the other architecture necessary to fully utilize the Referee side deck in order to keep the deck small and focused.
* Consider Hidden Fighters for some extra ships and a way to download Establish Landing Protocols.
Noted!
* Equipment is usually not worth using because they take up a card play.
I think that in this case I'm allowed to report them as part of the crew of the Type 18 Shuttlepods. I also wanted at least one Tricorder and PADD to pass e.g. Executive Authorization and Founder Secret.
* There is currently no way you can play Defend Homeworld.
Saavik downloads it. :)
* Why 2x Going to the Top? Another Jean-Luc would also add some more skills.
I have both Federation and Non-aligned Leadership x2 personnel, so I thought it was worthwhile to play both copies. I also thought this would help get Admiral Riker out early more reliably.
* I would suggest to play Assign Mission Specialists with one Alpha and one Mirror guy in order to use Study Divergent History from turn one on. Also, this would add a way to score some bonus points.
Yeah, I'd really like to, but it forces me to use another seed slot on an outpost, and I already have 11 non-dilemmas. Assign Support Personnel is currently standing in (aiming to grab Ensign Chagwiza). Do you think it's worthwhile to change?
* I think you can optimize your missions. What about Clash at Chin'toka, Distress Mission (add some more cadets), Evade Borg Vessel, Explore Black Cluster?
Yeah, those are definitely the most arbitrary part of the deck, other than the dilemmas (Research Historical Accident is literally there because it's purple). I'll take those under serious advisement.
* When you want to play Training Cruise you should add more/all available cadets in order to get the most out of it.
Hmm, I'll think about it. I didn't intend the deck to be a cadet deck, just noticed I could download it, but it might be worth shifting gears a little.
* Did you consider Expert Pilot?
No, I didn't! That is a cool card, and would help with mobility, though it is another seed slot. I think it's either that or the outpost, as I read somewhere I should try to have at least 18 dilemmas. Which do you think would be better?

Thanks very much for the thoughtful feedback!

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