Galactic Empires
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Empire Deck Strategy

Tarra'ki Time Knights Tranoan Empire Treglean Trochilidae Tufor Protectorate

Tarra'ki

Positron Emitter: The heavy weapon of the Tarra'ki is powered by energy. Noted on the cards by a series of energy point symbos separated by a slash. Energy allocated to a positron emitter determines the damage done by the weapon: four points of allocated energy equals a volley of four points of heavy weapons damage. In addition, energy allocated past the slash causes damage to the firing ship. For example, the S4 Tarra'ki War Destroyer is shown with four points of positron emiitter as (**/**). If you allocate only one or two points of damage the ship is fine; with three or four allocated points, the ship will suffer one or two points of damage, respectively, when the emitter is fired.


Time Knights

As it isn't really possible to build a time knight as such, I can only offer the most general of tips. Of the various knights available, I find the C5/5 and C10 knights to be the most versatile. The C5/5 allows you to rearrange the cards in two stacks into two new stacks. Useful in any deck which requires a large number of cards to be used in various combinations. This applied especially to a psy deck or even some Filarian decks. Of course the value of the C10's ability to stop any one card play each turn always valuable and the source of many fine card combos.

Some reminders and rules clarifications: knights do not require a command point to be put into play. During your allocation phase, when checking to see if a command point is available to engage a knight, you must first have allocated command points for all ships, bases, psys, dragons and other cards which normally require an open command slot when played.


Tranoan Empire

The Tranoan ships with time phasers are able to deal obnoxious amounts of damage to entire fleets with proper support cards. Because time phasers are a fleet-wide effect, they make a natural match to the Mechad distortion cannon. Try a Mechad/Tranoan deck for fun and annoy all your friends.

Key cards:

Consider these cards:


Treglean

The Treglean empire does not have a large enough selection of ships to use as a main empire. The ships are well-armed and the empire should work well in most decks. With a T6 Planet - Treglean Outpost in play their ships would work extremely well in foreign technology decks. I have not used them myself, so I don't have any insights of my own to provide (yet).

Key cards:


Trochilidae

Maneuvering Thrusters: Most Troch' ships (only the S6 Heavy Troop Ship is not) are equipped with maneuvering thrusters. These systems are powered by energy. When activated they reduce card and opponent volleys against the unit by the amount of energy supplied to the thruster system. This only works if the card or cards damaging the unit are of greater strength than the unit.


Tufor Protectorate

Tufor is one of the empires that suggests an obvious and simple strategy: mines. We won't talk about it here. Like the Grand Chieftain Indirigan tribe the Tufor ship mix, with two decently-constructed carriers lends itself to a deck designed around carriers and shuttles/fighters, such as the "Exploding Bee".

Key cards:


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