Small v Big Metagaming
Posted: Wed Mar 13, 2019 9:18 am
So, it's obvious that the Scout is currently the outlier ship (well, besides the promo Broadsword).
I am inclined to push the Survey VP strategy to be as fast as possible, gain 5-6 VPs a round. But, meanwhile, another metagame consideration is a SubMerchant that is trying to get 6-7 VPs at a time and win in three rounds. Either deck could run crew control or Engineering Kit or Glitch or whatever to mess with the other maxing out in VPs, but the Scout is burning a lot of EV to do its thing and devotes deck space to a "burn bright" strategy that it doesn't feel like the SubMerchant needs to do to the same level.
So, I've been thinking about how the Scout player plays in a metagame where another deck can just go faster or go as fast with a lower burn rate. What I'm wondering about, as I haven't tried to build a good deck that does this, is not playing the short game but running easy contracts for their lower VPs, more reasonable distances than some of the big score contracts, and devoting far more thought to slowing a fast VP deck down. Focus more on the Defeat Enemy Ships and other complications that are more likely to stall out competitors and use events/heroics/gear more to block an opponent ... while still not going into piracy as a strategy. In other words, not play a game of attrition but of obstruction while gaining around 3 VPs a round with hopefully a lower burn rate for more endurance.
This highlights the nature of customizable card games. The objectively best deck isn't necessarily the best deck for winning as your opponents' plays also matter.
Anyway, I'm curious as to other people's experiences and thoughts.
I am inclined to push the Survey VP strategy to be as fast as possible, gain 5-6 VPs a round. But, meanwhile, another metagame consideration is a SubMerchant that is trying to get 6-7 VPs at a time and win in three rounds. Either deck could run crew control or Engineering Kit or Glitch or whatever to mess with the other maxing out in VPs, but the Scout is burning a lot of EV to do its thing and devotes deck space to a "burn bright" strategy that it doesn't feel like the SubMerchant needs to do to the same level.
So, I've been thinking about how the Scout player plays in a metagame where another deck can just go faster or go as fast with a lower burn rate. What I'm wondering about, as I haven't tried to build a good deck that does this, is not playing the short game but running easy contracts for their lower VPs, more reasonable distances than some of the big score contracts, and devoting far more thought to slowing a fast VP deck down. Focus more on the Defeat Enemy Ships and other complications that are more likely to stall out competitors and use events/heroics/gear more to block an opponent ... while still not going into piracy as a strategy. In other words, not play a game of attrition but of obstruction while gaining around 3 VPs a round with hopefully a lower burn rate for more endurance.
This highlights the nature of customizable card games. The objectively best deck isn't necessarily the best deck for winning as your opponents' plays also matter.
Anyway, I'm curious as to other people's experiences and thoughts.