Author Topic: team play  (Read 3264 times)

Offline Carl deuty

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team play
« on: November 23, 2009, 02:58:00 PM »
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Does anyone know a good strategy for playing teams? I have never played this way before and don't know where to start.

Offline sk

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Re: team play
« Reply #1 on: November 23, 2009, 10:03:25 PM »
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1. Make sure both decks are built with the ability to make a rescue attempt every turn.
2. Make some code phases that can allow you to tell your teammate something you don't want your opponents to know (ie, say "New Jersey" to tell them you have New Jerusalem, or share some story about the "son of Bob" to tell them you have Son of God.  (These are both widely known, though, so don't use either of these).
3. Try to build decks that work well together.  If your teammate is playing demons, don't use A Child is Born.  If you are using The Garden Tomb, make sure they have a single brigade (possibly even the same brigade as you) so that it will work.  It's also convenient to use the same brigades so that you can share characters & enhancements through Storehouse, Goshen, Kingdoms, etc.
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Offline 3-Liner And Bags Of Chips

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Re: team play
« Reply #2 on: November 23, 2009, 11:51:36 PM »
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That's not the only way to build a teams deck though. I know people who have the offense and all of the dominants and the partner has the defense. So That works pretty well too. And you can pass banding people through Goshen/KotW
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Offline sk

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Re: team play
« Reply #3 on: November 23, 2009, 11:53:30 PM »
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It's pretty hard, through.  If you only have one team member trying to rescue, while they have two, you're in trouble.
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Offline 3-Liner And Bags Of Chips

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Re: team play
« Reply #4 on: November 23, 2009, 11:56:23 PM »
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Not if you have great suicides XD lol and can hold them off for the longest
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Offline Perri

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Re: team play
« Reply #5 on: November 24, 2009, 12:22:06 AM »
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There are a LOT of different strategies, it's hard to say what's really effective, My friend and I have a team deck that we made mostly just for fun, but has been doing pretty good.

No dominants, 77 cards each. He plays blue Genesis and Brown defense with High Places. I play Silver and Philistines.

I'd have to say the biggest thing for teams is knowledge of the game more than your actual deck, and communication is very important.

Offline EmJayBee83

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Re: team play
« Reply #6 on: November 24, 2009, 12:28:12 AM »
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It's pretty hard, through.  If you only have one team member trying to rescue, while they have two, you're in trouble.
Not if the team attempting two rescues isn't able to get through.

Offline sk

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Re: team play
« Reply #7 on: November 24, 2009, 01:53:21 AM »
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It's pretty hard, through.  If you only have one team member trying to rescue, while they have two, you're in trouble.
Not if the team attempting two rescues isn't able to get through.
When you figure out how to do that, let me know.
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Offline Perri

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Re: team play
« Reply #8 on: November 24, 2009, 01:55:50 AM »
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Quote
It's pretty hard, through.  If you only have one team member trying to rescue, while they have two, you're in trouble.
Quote
Not if the team attempting two rescues isn't able to get through.
Quote
When you figure out how to do that, let me know.

It's possible, but you have to have some pretty good defense, as you're eventually going to run out of enhancements. But if the offense is playing pretty good speed, it's very doable.

Also, pretty sure I messed those quotes up, sorry. :/

Offline Gabe

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Re: team play
« Reply #9 on: November 24, 2009, 07:03:44 AM »
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I've seen the "all offense/all defense" plan implemented well a couple times.  It can be very effective. 

Even though one player is using "all defense" they still have a couple Heroes that can make a rescue attempt.  They might use a couple banding Heroes that can borrow their teammates BTN band, or protected Z's Temple priests banding chain.
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Offline Red Dragon Thorn

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Re: team play
« Reply #10 on: November 24, 2009, 09:05:59 AM »
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Quote
2. Make some code phases that can allow you to tell your teammate something you don't want your opponents to know (ie, say "New Jersey" to tell them you have New Jerusalem, or share some story about the "son of Bob" to tell them you have Son of God.  (These are both widely known, though, so don't use either of these).

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Offline EmJayBee83

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Re: team play
« Reply #11 on: November 24, 2009, 10:08:13 AM »
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It's pretty hard, through.  If you only have one team member trying to rescue, while they have two, you're in trouble.
Not if the team attempting two rescues isn't able to get through.
When you figure out how to do that, let me know.
OK, I've figured out how to do that. ;)

We know that well-designed defense decks are more than capable of standing up to full-out offense-only speed decks. Given that I would grab one of the better heroless decks, strip out the offensive cards and beef up the defense even more.

It would be fun to watch a few games between teams where one team designed their decks to make a rescue every turn, and the other team went split offense/defense. My feeling is that the lack of defense on the first team would hurt them more badly than the lack of a second offense attack per round would hurt the second team. Of course I love playing (and watching) defense far more than offense so I am biased.

Even though one player is using "all defense" they still have a couple Heroes that can make a rescue attempt.
And the "all offense" side is never hurt by including a spare Uzzah and the like.

Offline sk

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Re: team play
« Reply #12 on: November 24, 2009, 03:43:58 PM »
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I think I posted that last thing on the wrong thread.  It obviously can be done, it just seems like having only one person doing the rescuing is like going to a dual and giving your opponent two shots at you for every shot you take.
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Offline 3-Liner And Bags Of Chips

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Re: team play
« Reply #13 on: November 24, 2009, 11:47:58 PM »
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I think I posted that last thing on the wrong thread.  It obviously can be done, it just seems like having only one person doing the rescuing is like going to a dual and giving your opponent two shots at you for every shot you take.
This isn't Goldeneye on 64 where you have to just keep going and shooting. If you play your hand right, you won't need to waste enhancements and be very effective and have everything last.
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