Donnerstag, 30. Januar 2014

ANR Combinations - Part I - Basics & ICE

Combinations or short: combos are very popular within all kinds of LCGs or TCGs. Players are literally digging through their archives of cards to figure out the next surprising, unexpected and effective combination. Whole evenings were wasted just checking if one card could be of use to support a certain type of deck.

Nobody will argue with me if I say that winning a game with a good combo will definitely makes you happy and you would feel vindicated.
But is it so simple? How complex should a combo be and what is the likelihood that you have enough time to prepare your combo if possible at all? 

I will try to answer those questions in my next article and will provide with some advice how to set up your combinations. I will focus on common combos and spice it up with my own gaming experience. Please add a comment and tell us about your combos and experience for our favorite game.

Basics:

If we talk about combos we will have to set up a structure, otherwise you won't be able to follow at all. I may use the following groupings and I will refer back to them. Much more combos exist but it would be senseless to name every single of them because some are really bad. I will also add some statistics for you which will be similar to my previous articles (not yet available in English) because it's still about drawing cards and probabilities. So, what do we have?

1. ICE Combos
2. OPERATION Combos
3. ICE & ASSET Combos
4. OTHER Combos

Before I will go into more specific examples I wan't to show you some examples and calculations which should allow you to understand the whole probability thing in a better way. If you already know about all the mathematics or read my Mulligan posts please skip this part. 

In every probability theory and especially card draw it comes down to a distribution model called hyper-geometric distribution. It describes the probability of k successes in n draws without replacement from a finite population which is very useful because we are drawing cards from our R&D so our population is the deck size. We can define the number of successes (the cards we want to see) and the overall successes in our deck (copies of cards in the deck).


It allows us to make some useful calculations. Only a few of them are possible to calculate without anything to write on and doing some mental math during a match. Therefore I want to give you some useful examples:

1. I have one card on my hand and I wait for another card to play both together (2 clicks in total. My Deck size is 44 (plus 5 cards in my hand). How likely is it for me to draw the second card if I have 1, 2, 3 copies in my deck? An example would be Hedge fund + Restructure.

The answer is frustrating because you have a 6,8 % draw chance with 3 copies, 4,5 % with 2 cards and only 2,3 % if you have only one copy in your Deck. It is not worth clicking for it. If you spend 3 clicks to draw one card the probability will increase between 0,2- 0,3 % for each draw. Talking about probability it is not very easy to understand in the beginning but there is a difference between drawing one card and drawing multiple cards. If you will draw 2 cards in a row (Jackson Howard) the probability will increase to 13 % if you have 3 copies in your deck.

2. I want to see both cards when I draw my initial cards! What's the answer to that?

Well, you have a chance of 25,6 % to draw one of your desired cards hypothesized you have 3 copies in your deck. Lets say you play 3 Scorched Earth and 2 Sea Source the probability to draw 2 of them (could be 2 SE or 2SS or 1SE + 1 SS) is 6,94 % at the start of the game. To draw exactly on SE and a SS is already 0,8 % and to draw 1 SS + 2x SE is already 0,05 %. Not very promising if you want to rely on it.

3. Naaaa, crap. I play "zomg-Andromeda-9-cards-maniac" and I know I have all my Icebreakers in my grip in zero time, bäm!


Ms. Andromeda should step back a bit but we have to admit the probability is increased. 3 breakers, each one 2 times in the Deck, 9 cards, 49 cards stack: 0,45 % to draw ALL 3 Breakers. To draw at least 1 42,34 % or 23 % to draw 2 breakers (unspecified).

We could go on forever but lets say it is not worth your time to wait for a 2 cards combo if you have not a single card in your grip/HQ already.

Why do I present this to you? Because people a very fast about all those fancy little combos and how could every single one of it is but only a few of them are really thinking about the probability to draw those cards. 

Besides that we do not face a happy ending already! We still need to play those cards which is depending on the situation and your economy. You should already conceive why I simply smile if somebody explains me his awesome Whirlpool, Hourglass, Chum, Janus, Tyr's Hand Combo:






 So, lets talk about useful combinations in general. 


ICE COMBOS

When you start to set up your deck you will try to choose the best ICE for your game type.

That means in rush decks you will make use of cheap early game ETR ICE, you will put some nasty sentries in it for mid and late game and maybe some annoying code gates which will drain the runner like Popup Window or Tollboth. In pure tag'n'bag you will try to include a lot of trace ICE like Data Raven (although it is not always wise to do so -> future article) and in HB big ICE decks you will include Janus, Wotan etc. But do possibilities exist to combine some of the ICE to work together? Sure and you already know about some of it like the early game Chum + Datamine combo.

Neutral:

Neutral ICE does not provide us with good combos at the present time (to be honest with no combos at all). The only combos I could think of are an Enigma + Hunter or Enigma + Draco combo if he runs on the third click and can't remove the tag but as I mentioned before I will try to avoid such combos which are not really a strategy. A Situation may arise you will make use of it but from my point of view it is not worth the effort to "plan" such a "combo".

HB:

HB provides us with awesome possibilities which are primary focused on clicks (wohoo, surprise, surprise). We all know that a single Heimdall 1.0 won't protect our central server if the runner is so nuts.. ehh, I mean brave to facecheck it on the last click.

Good combinations are based on ICE which removes clicks from the runner (click denial) and/or punishes him for it. The other option is to punish him for USING clicks during a run which is also a good defense against the criminal card Feedback Implants, the Nemesis of HB players (The runner has to use 1 click to activate the implants)

1. Hourglass + HB ICE x

X stands for everything which does damage, tags, or destroys programs like Heimdall 1.0, 2.0, Ichi 1.0, 2.0, Victor, Janus, ...

It is a simple adaptable way of making it more dangerous for the runner. The advantage is you can play hourglass later so you have a better but still porous defense in early game. The longer the game takes the more likely will the runner already have installed. Hourglass is also not Yogable and with 3 subroutines not really cheap. Give it a try.

A poor mans choice will be Enigma + other HB ICE. Works also in a limited way.

2. X HB ICE + Zed 1.0

I was surprised by this combo but it really works. It is very depending on your draw but not on your economy. Zed is cheap but it won't protect a server alone. In Combination with any other HB Ice it will deliver brain damage. Some players are usually very eager to spend clicks to avoid all the little tricks HB ICE can do but then ZED fires and it's getting nasty. If you already scored Sentinal Defense Program it will make your day.

3. Bioroid Efficiency Research + Decoy ICE + Zed 1.0

This Combo is only a subtype of the second one but pays off sometimes. You should use ICE which allows the runner to use clicks to break it. He will do it, the ICE will get derezzed and he runs into the Zed. You should only play this if the runner has no breakers and you want to gamble but sometimes it's a nice trap for greedy runners and economical difficult situations for both of you.

4. The obvious combo is obvious.

I don't think I have to mention that every HB ICE which allows the Runner to use clicks to break subroutines can be combined with other HB ICE of that sort but I think that's clear.
Also Hourglass + ICE + Zed could work to defend against Implants or to be on the safe side.

NBN:

NBN ICE is always more tricky but with the latest datapacks released from the spin cycle we got plenty of new toys to play with. Snoop and RSVP gives us more options to use. 

1. RSVP + well, everything which costs money.



We could combine it with every other ETR ICE he may break with his Fracter to stop him or but an evil sentry behind it, Fenris or Rototurret are good choices but I want to start with Faction only ICE so a simple Popup Window will create an ETR ICE if we need to lock down a server in a certain situation. I would love to see Muckraker, Flare, Snoop and Dataraven behind it if I need tags or if I want to selectively trash a runners card from his grip (snoop). RSVP gives us huge options in faction already. Sometimes you could use it as a decoy. Only a few runners will continue the run if there is still unrezzed ICE behind RSVP and they were not able to break the subroutine of it. Ok, and now stop thinking about whirlpool, RSVP, Evilsentry ICE combos... remember what I said before.

2. Muckraker + Flare or Snoop



Expensive and therefore unlikely to get it installed and rezzed in early game but still expensive for the runner to break. Muckraker will drain him, Snoop will allow you to win the trace to get this counter on which may be of use later and Flare is self-explanatory.

3. Data Raven + Muckraker

The runner has to take the tag to continue the run and Muckracker does not allow him to continue to run if he is tagged. Easy and effective and very fast in accumulating tags. Sure it is only a Strength 3 and 4 ICE but come on, you can't have everything.

JINTEKI:

Jinteki is the master class of bluffing and traps. But surprisingly there is less variability for mean in faction ICE Combos which are not very obvious. But well, here we go:

1. Chum + X ICE

Sure, we all now this because it is popular. You can make any ICE more dangerous or at least force a runner to jack out if the other ICE is still derezzed. A Chum + Datamine Combo fires once and the Chum is worthless. 

2. Whirlpool + X ICE

That's neat and offers some options. I would not combine it with all ICE, e.g. Neural Katana is only a threat at the beginning and does not need to be "supported" by Whirlpool. It has to be something really mean and that's most likely out of faction (e.g. Janus). With profiteering you have a strong burst economy and can afford such a combo more easily.

3. Swordsman + Datamine or Neural Katana or Tsurugi

That's more of a fail-safe if the runner runs AI programs first and you need to defend a server. Swordsman slows the runner down and costs him a lot of credits (Crypsis trashed 5 credits, maybe he need credits for another tutor etc). He maybe continues the run and runs into another ICE which could be Neural Katana. That's 4 net damage + 1 for an Agenda or 3 in total for a Fetal AI. Could be the kill. If you combine this with Tsurugi you can choose to let him through or take the damage.

WEYLAND:

Weyland is the King of standalone ICE. A Hadrians Wall, Curtain or Archer can delay and lock a runner out for some turns. With such strong ICE we have less possibilities to play combos but I used one:

1. Shadow + Caduceus

Shadow earns you money and drains him further if he wants to avoid the tag. Caduceus gives you more money and allows you to trigger the ETR subroutine. The minimum costs for the runner are 10 if he wants to avoid everything. To rezz the ICE we have to pay 6 (7 with the one for the install) and we get 5 back. Awesome! But sure, when Mimic is out it will be worthless. Against Ninja it is still great because Ninja has to pump 2 x 3 Credits for the strength and 4 for the subroutines. He will not break everything.


Summary:

I assume you have a feeling now what you could do with ICE. If you are building your deck most of us use at least one ICE out of faction (neutral ICE excluded). You can build up really mean combos. Please leave comments with your favorite tricks if you want to share it with the Netrunner community. I won't structure it again. Just use it if you have the influence and/or are playing the best faction for it. Additionally you may for sure have recognized that I focused on 2 cards combos. I really don't like the idea of 3 or more cards because most combos are firing once and afterwards the runner can work something out to outmaneuver us. That's the pure thing behind Netrunner. If I have to wait too long he will be able to access my servers which is always unfortunate. If he has all breakers installed and enough economy nothing will hold him back. So I have to play those tricks fast. Don't rely on your combos especially not on game winning combos (like scorching). If you are not drawing those cards play something else, adapt and win the game.

Here are some examples for ICE Combos I use:

1. Chum + Fenris (early game)

Cheap and a totally early game killer. If that hits the runner looses 4 cards in total. 

2. Eli + Viktor 1.0 or 2.0 (mid game)

Good and affordable. You can spare the token on Viktor for the time you scored Sentinel Defense Program.

3. Swordsman + Archer + Ice Wall (early, mid, late game)

Oh I love it, they prepare, get economy and start the run, and suddenly Darwin, Atman and Crypsis are rupturing. 

There are plenty of possibilities. In the next articles I will continue with operation based combos and after the whole series is at it's end I will combine everything for final combinations





Pictures: http://fc09.deviantart.net/fs70/i/2013/064/c/d/android_netrunner_freelancer_by_arvalis-d5x32jy.jpg

Dienstag, 28. Januar 2014

Top mistakes and how to avoid it - Part II - Runner

Woohoo, I don't know whats really happening but at the moment I'm only throwing big walls of blog-ICE at you but if you read everything so far you are apparently indeed interested to consume all this Netrunner nerd writing. I really appreciate it. If you like what you see please leave comments and g+1 me. 

So, back to business. This entry will complete the two article series about common mistakes for both factions. You could add much more points but I guess this will sum it up quite well. I will not talk about ruling questions instead I will focus on decisions made during the game which are unfortunate.

Lets start with a more general introduction:

The majority of mistakes the runner usually does end up in either ending the run with more or less effect (worst case dying), getting flat-lined during the corps turn or not being able to snitch the agenda. All points specified are not really desirable so check out the following list. Again, no sorting or hierarchy. 

1. Don't forget your runners ability (sound odd, but I still see players forgetting the 1 credit for Kate)

2. Check your MU, if you on limit you have to trash first, before you can install. Include enough MU providing cards in your deck. 

3. Think about the chronological order of your actions especially if you want to draw a card or make a run. Do not draw on your last click, maybe the card would have been of use for the turn. Draw only on last click if you want to increase your grip in preparation for a Scorched Earth, neural EMP etc..

4. Take a look at the corps credits and learn the costs of the ICE. If he has no 8 credits, he can't rezz a Tollboth. If Jinteki has not 4 credits it can not afford to pay for a Snare etc. Has Weyland scored a 1 point agenda it is likely he may rezz an Archer if you went through this ICE before without getting it rezzed.

5. Don't include only 1 copy of each ICEbreaker in your deck. The probability is way to low to get it in time. use tutoring cards (Self  Modifying Code, Special Order ...) or more copies.

6. Apply pressure evenly on the corporation. Do not focus only on one server.

7. Run aggressively. If you don't run the Corporation will outplay you. 

8. Keep the Corp poor by forcing ICE to be rezzed (take precautions).

9. You are strong in early and late game so take your chances. The Corp has a more effective window in mid game to score agendas.

10. Fast advance Decks are common. Cut off the supply of agendas by establishing a R&D lock. Agendas will be scored out of hand so the remote is not a valid target (only if you trashed San San City grid before).

11. Run archives at least once a game if you see concealed cards in it. You never know...

12. Run archives definitely if HB made use of Accelerated Beta Test

13. Don't feel to safe. A lot of people are splashing a surprise card in their decks which can really ruin your day (Scorched in Jinteki or an Archer in HB...)

14. If you play against Jinteki run with enough money to pay for a fetal AI.

15. Never ever run on your last click versus HB when you are facechecking the ICE.

16. Combos are fun but don't use too many like SMCing to install a Yog which you host on Dinosaurus or to pump it up with Personal Touch while searching for Helpful AI....whatsoever. During this time the Corporation has already won the second game against the next opponent.


SHAPER:

1. Do not play a zero credit program before installing a more expensive card if you play Kate. You cannot save the credit that way.

2. With R&D Interface you MUST access all cards. Keep that in mind if you can't steal an Agenda, take a Snare and get a neural EMP if you play versus Jinteki. To hit two Snares is very unlikely (check my statistics articles).

3. Katman (Atman) is still strong but bring a Mimic or a Femme Fatal with you to avoid swordsman. Don't play Atman without Datasucker.

4. Run on Jackson Howard and trash it before you use Indexing. Otherwise the Corp may use his ability to shuffle R&D.

5. Don't use professional contacts as your primary economy card. It is not a good choice at the beginning. play it earlier if you have really bad cards or if you need THIS particular card. It will slow you down very much during the early game.

6. Shapers have a lot of 2/5 Star cards (see my rating in True Colors). Don't try to use a lot of singletons. Stick to a concept and build around it. Everything else is futile.

7. Clone chip can be used during a run, like SMC. You don't have to use it before. That's the true strength of those cards. 

8 Don't save up to much money (especially on Kati Jones). The Corp has many ways to thwart your plans. Use your money wisely. 

ANARCHS:

1. Remember the Corp to trash on card from R&D if you play Noise. They may forget it.

2. If you play Parasite check your MU. It is hosted on an ICE but you still must afford the MU.

3. Host Datasuckers on Djinn to keep MU under control.

4. Play Grimoire first after that install other Virus programs.

5. You can accelerate the effect of Parasite by using Datasuckers but you have to get to the ICE first.

6. Yes, purge viruses removes ALL virus markers, therefore don't play Imp and let it untouched for some rounds. Corporations hate Imp.

7. Milling is less effective if the Corp uses Jackson Howard so either trash it first or use another tactic.

8. Anarch economy is always an issue. Remember that when you set up your deck.

9. Use Stimhack wisely as an emergency backup. Don't waste it. 

CRIMINALS:

1. Silly, but don't risk tag'me style against Weyland. Remove your Account Siphon tags.

2. Criminals may use tag'me playstyle when you play non or just a few resources. 

3. Desperado + Datasucker is awesome. Run Archives instead of clicking for one credit.

4. Don't hesitate to play Inside Job and Forged Activation Order during early game if it gives you a good chance to steal an agenda and it is really keeping the corp poor.

5. Never forget the tags you receive after playing Account Siphon.

6. Don't play Sneakdoor beta to early, only if it will be rewarded. Let the Corp install and rezz expensive ICE in front of HQ first.

7. Criminals should run more aggressive although such a playstyle should be part of Anarchs which is not actually supported by the meta. Nevertheless if you run aggressive but at least one Faerie in your deck to avoid dangerous sentry ICE. 

8. Don't use Peacock, simply don't use it.

9. HQ and R&D Interfaces is good but you have to be able to pay 4 credits/ each, consider using Nerve Agent.

10. Account Siphon is not a credit denial card anymore, it is simply a burst economy for you. Most Corporations are using operation based economy which is a direct counter to Account Siphon.

I hope some points were helpful for you although it is focused on new players. If you know more common mistakes or bad playstyles feel free to leave a comment.

Keep running!


Pictures: http://fc05.deviantart.net/fs71/f/2012/366/b/4/staph_by_el_grimlock-d5pxmqj.jpg

Montag, 27. Januar 2014

Top mistakes and how to avoid it - Part I - Corporation

Welcome back runners and mega-cons.

I guess providing you with some pure basic guidance regarding the worst mistakes could be a good idea so I will point out common mistakes and how to avoid it in this article. 

First advice will be: After a game (doesn't matter if you have won or lost) analyze the game. Evaluate how you performed, which parts caused you to loose the game or at least caused a good opportunity to get vanquished. 

Let's start with the corporation. Which are the most common mistakes? Get yourself a beer or glass of good wine and think about it.

Please note that some mistakes I'm mentioning could be used as gambling tools for different play styles. This guide is mainly for beginners so please show some forbearance. 

CORPORATION

General mistakes:

If you played ANR a couple of times and you feel more comfortable with maneuvers and rules it still may happen that you experience situation you could get angry with yourself because it was a simple mistake which had a huge impact on the game like ultimately loosing it. Don't be a sore looser. Look at your mistake, adapt to it and play again. It's learning by doing and after a while you will decrease the number of mistakes you do dramatically.

1. Installing upgrades under your remote, not at the same spot as agendas. The reason for people doing it is you have to play those cards under your R&D or HQ ID. Play it in the same spot.

2. Accidentally naming the type of ICE you install (I'm installing a barrier...) without rezzing the card (therefore giving the opponent a huge advantage).

3. Not shuffling your cards (If the runner runs R&D he may know what you will play)

4. Forgetting your IDs ability (Not taking 1 Credit for HB:ETF) or causing netdamage for each scored or stolen Agenda of Jinteki:PE .

5. Yes, bad publicity is a free credit for each run the runner performs, not once during a turn. And yes, he can use it for cards like Self Modifying Code.

6. Not having enough Credits to rezz a piece of ICE after install.

7. Every piece of ICE you want to install after the first one costs 1 Credit for each already  installed ICE.

8.  Don't forget if the runner is tagged and plays tag'me style. You may punish him later.

9. Keep track of the the runners economy and calculate a "card based burst economy (CBBE)" like Stimhack, Dirty Laundry etc. if you are playing an Agenda into your remote.

10. Jackson Howard can be used after the Runner runs Indexing and before he accesses the R&D again

11. Clone chip can be used during a run to get SMC, which will lead to play SMC and use SMC to get the breaker. Don't feel to safe.

12. Don't open up to many equally defended remotes. You lower the overall defense capabilities of your central servers.

13. One big ICE in front a remote won't protect against Inside Job.

14. Don't put a single copy of a card you need in your deck and rely on it to draw the card.

Haas Bioroid:

1, Don't forget your 1 Credit for HB:ETF

2. You can't install a second piece of ICE in a remote if you have 0 Credits. You get the one credit AFTER installing.

3. Do not always protect every remote, play Adonis and Eve undefended if you have enough credits to force the runner to run and pay the trash costs

4. 1 Heimdall 1.0 does NOT protect a server

5. 2 Heimdall 1.0 are a different story

6. Janus is a good card if you can afford it, but don't leave your HQ open against criminals.

7. Fast advance needs Archived Memories, Biotic Labour and 2 point agendas, don't play around it.

8. Zed should be installed as the first piece of ICE

9. Hourglass should be used at the outermost piece of ICE

10. Wotan is not that bad as people say (use Bioroid efficiency research or oversight AI)

NBN:

1. Don't try to be competitive with your Midseason, Psychographics, Project Baele combo. Simply don't try!

2. Don't discuss about point 1.

3. Dataraven may telegraph your opponent if you play tag'n'bag. (may also used as a distraction)

4. Closed accounts is a lovely Account Siphon counter. Don't hesitate to use it also if the runner has 5 credits if those 5 credits will allow him to melt through your server.

5. Fast advance NBN depends on Astroscript. Don't gamble with this card. Score it safely.

6. Tollboth and Popup Window are must have NBN ICE.

7. Don't use Hunter anymore. It is extremely outdated.

JINTEKI:

1. Don't forget your IDs ability (J:PE) when you score an Agenda.

2. The runner has to perform a run in J:RP not a SUCCESSFUL run

3. Have always enough Credits to pay for your Snare or traps.

4. Having 4 Credits is a magic number for Jinteki which could scare your opponent. Don't miss that.

5. Bad Publicity is not really a problem for Jinteki at the moment but may change in near future (Raymont flint).

6. Use Snare in your HQ. It is much more worth in it (referring to probability if the runner accesses HQ).

7. The runner MUST access all cards if he uses R&D Interfaces.

8. The Runner wins if he scores 7 points and dies in the same run.

WEYLAND:

1. Archer is lovely but a lot of runners are splashing Emergency Shutdown so defend HQ or Sneakdoor Beta combos.

2. Don't hesitate to rezz a heavy ICE (Hadrians, Archer) with Oversight AI and put a cheap one in front to avoid Inside Jobs.

3. Tag'n'bag is good but don't see flat-lining the runner as your one and only way to win. It is always a secondary win possibility. 

4. Always look if the runner has counter tracing/tagging options when you are planning to play Sea Source. 

5. Posted Bounty is a wonderful way to tag the runner.







Picture: http://fc06.deviantart.net/fs71/i/2013/021/0/3/android__replicator_by_vashperado-d5s8l5q.jpg

Freitag, 24. Januar 2014

Chronos Protocol - Overview

Well fellow readers here we go again and I will try to continuously write down most of my blog articles in English to allow more people to access everything. 

Well, per aspera ad astra.

In this next brief article I want to provide some insights about the new Chronos Protocol Identities. For the ones who are not familiar with those new cards feel free to take a closer look at the FFG promotional website:


Throughout April/ May we will have the opportunity to join a special event comparable to the Plugged In Tour to choose between two unique identities. One will be added to the game the other one will vanish forever. At the present time we will see 7 tournaments in Germany.

I am pretty excited about it because I love to have the opportunity to join those events and besides that I really like the idea of being able to be part of the whole decision-making process. I hope FFG will recognize how much the community likes those events although the feedback of the Plugged In tour was more negative or non-existing. This is very unfortunate because their motivation regarding organized-play will definitely diminish if we do not show gratitude and enthusiasm.

After they announced the Plugged In Tour I was disappointed at first to see it being an US exclusive event but on the other hand every kind of special event enriches the experience for the whole community and game. Remember, LCGs are no money making machines like TCGs.

I want to mention that I could not agree with the decision people made during the Plugged In tour causing Fisk to be the winner. People were so afraid of the Collective that they decided to vote against it. The Collective would have provided with so much interesting deck building choices it would have had an impact on the meta which I always welcome.

Well this time we have the choice between 2 very interesting identities which I would love to see both in the game in the near future. But that's not the way it works.




Two men enter, one man leaves.

So, let's take a further look:


Both identities have the same number ob cards necessary for a deck and have the same total influence points you are allowed to spend.

The Jinteki identity gives the Corp the possibility to deliver selective net damage which is incredible awesome and threatening at the same time. Jinteki is already delivering net damage constantly over a game and now this ID allows specifically to choose the card which is trashed. Besides that you can effectively revealing all cards in the runners grip. Knowledge is power. HB is focused on brain damage and will force the runner to remove all copies of the trashed card from the game. Awesome.

Let's dive into more details and evaluation. Which cards allow us to deliver net damage without the runner being able to avoid any of it besides installed cards like Net Shield or by making mistakes?

Jinteki:

1. Assets

Ronin: We can advance the card and do 3 net damage to the runner

2. Operations

Neural EMP: One net damage after a run last turn (no successful run).

So, at the moment we only know 2 cards which allow us to deliver net damage without possibilities for the runner to avoid it due to his play style. Please note that the runner has to do a run for Neural EMP to fire but I I guess that is necessary for him nonetheless.

Every other source of net damage is caused via ICE or other Assets like Junebugs. With Woodcutter Weyland also possesses an ICE which most likely won't be splashed in Jinteki decks at the present time due to it's high influence costs and the really bad ability that you can advance it only when rezzed.  Maybe we are getting surprised.



Hokusai Grid - as an example for an upgrade - stands for another category of cards doing net damage during a run.



As you can see a lot of cards will cause net damage and it's nearly impossible to avoid all of it. The question will be: When will the runner be most vulnerable and when will we able to deliver our net damage?

From my point of view the runner will try to avoid net damage as good as possible when he still has to assemble his rig. He does not want to get his valuable ICE Breakers or R&D interfaces trashed or cut off from his economy cards. On the other hand this will cause the runner to include more in faction breakers or cards which will allow him to fish those cards out of the heap again like clone chip as well as cards simply avoiding net damage. You cannot put one Corroder into your deck and one clone ship. You have to prepare for eventualities.

I guess it is a good opportunity to present the actual cards avoiding net damage. ANR allows us to use 4 cards referring to net damage:


Only net shield and Feedback filter (all shaper cards btw) will provide sustainable protection vs. net damage. Nobody will use Monolith or Deus Ex for that purpose. Deus Ex is also a one shot wonder and not really efficient. Net shield will avoid only the first net damage which will make cards like Tsurugi really dangerous and Feedback Filter will costs a small fortune to avoid all net damage.





I am playing with feedback filter since a while ago and it was really a boost vs. Jinteki shell game but I never played a game where I was able to avoid all net damage caused because of economy limitation or simple unfortunate game situations.

The Runner has to run. As simple as it sounds it is crucial for him to get his Agendas. If he runs we are able to slow him down, if he does not run we get enough time to set everything up so it is a win-win situation for us especially after IAA (install-advance-advance) will be hard to manage for the runner. Is it a Junebug he could ignore, a fetal AI causing net damage or a Ronin which will be very dangerous? There is less possibility to gamble. Will he trash my most valuable card in the grip or not. From now on he will definitely do it.

The runner will be put under extreme pressure. He has to get all his valuable cards out as soon as possible to use the rest as a simple life bar for runs. This again will give us more time to set up our remotes. Additionally it will change the way people will play Jinteki. At the moment it is more an ICEless shell game style with RP or PE. We may see now more ICE and defended Ronin or Junebug assets which I think will be quite interesting. I don't know when they want to release the card but I assume it will be 2-3 month after the decision was made (I expect to see Laramy Fisk in Honor and Profit).

I think the Jinteki ID is a very strong card. It can absolutely have an effect on the whole meta.

Haas Bioroid:

Whenever brain damage is caused the runner must remove (it states remove, not trash) all copies from the game. From the game, REALLY? Oh my gosh that card is unbelievable! Really? Is it so good? 


Let's analyze:

HB has plenty of cards dealing brain damage. Most of it is caused by HB ICE. 10 in total at the present time. Additionally one asset, the Cerebral Overwriter, also deals brain damage depending on the number of advancement tokens on it. Edge of the world, a Jinteki asset also causes that kind of damage.


In respect of Jinteki we have no choice of dealing brain damage actively (Victor 2.0 excluded). We have to depend on the Runner making mistakes either by running into an advanced Overwriter or facechecking HB ICE without being able to break the subroutines. If the Runner has still some clicks left he could avoid the brain damage in most scenarios.

If brain damage is caused we have to rely on chance to remove all valuable cards of one sort from the game. No selective trashing performance like Jinteki provides exists but it leaves the runner without any possibility to get his cards back into the game. No retrieval run or clone chip magic will help. If that hits a breaker and you have no plan b like a backup Crypsis you are really screwed.

Don't forget stimhack!  I guess it will be a dead card if you are facing HB:SMM.

With the release of True Colors Fenris has become a very potent early game ICE which will be Rototurrets best buddy. If you have no sentry breaker out and you are facing a Rototurret your program is lost. If you encounter a Fenris without proper breakers you may loose much more valuable cards. That will cause the runner to avoid early game runs without a sentry breaker. I assume we will see much more nasty combinations if this card if it will be released. Howler gets much more interesting or Whirlpool to set up traps which are not worth to use by now.

If you encounter a Janus I don't want to think about the result. You may loose a maximum of 12 cards! 

What options do we possess to avoid brain damage? Only 2 cards, both have to be trashed, Feedback Filter and Monolith (which needs to be fueled by a program from the grip).

Some people already think that HB is stronger but I would say it is more tempting. Ask yourself a question: How often have you received brain damage and how often net damage?

Conclusion:

I would say that HB:SMM earns a solid 10/10 on the threat scale but Jinteki:SMM will be the card you will definitely learn to hate because it's effect will trigger much more often.

What would be my choice? I would love to say both but I don't have that kind of privilege. I would pick HB:SMM because HB deserves a strong new ID and it pushes brain damage a bit more. I hope my article helps to ease the fear of one particular card.

Don't listen to people already swearing against one if it. Get your own idea.



Pictures: 
http://www.fantasyflightgames.com/edge_news.asp?eidn=4556
http://fc06.deviantart.net/fs71/i/2013/021/0/3/android__replicator_by_vashperado-d5s8l5q.jpg





Donnerstag, 23. Januar 2014

Psychologie in Netrunner - Teil 2 - Fallen


In diesem nächsten Teil der "Psychologie in Netrunner" Reihe möchte ich mich mit Fallen in Spielen beschäftigen. Der erste Abschnitt wird sich mit dem erfolgreichem Aufsetzen und der zweite Abschnitt mit dem erfolgreichem Vermeiden aus Sicht des Runners beschäftigen. 

Dabei werden die Prinzipien nicht einfach nur umgedreht, sondern auch die Wahrscheinlichkeiten berechnet (Yay, math again, bitches!).

Im Grunde macht es keinen großen Unterschied welche Falle ich spiele, ich will, dass der Runner auf sie trifft mit möglichst maximalem Effekt. Was gibt es für Fallen? Nahezu alle sind natürlich Assets, damit ich sie ausspielen kann. Einige, wie die Fetal AI oder inzwischen TGTBT sind Agendas und wenige, Jinteki zugehörig, ICE.





Kosten:


Alle Fallen kosten zum Auslösen eine unterschiedliche Menge an Credits. Agendas kosten euch keinerlei Credits. Das ist wichtig zu berücksichtigen, speziell in der Vorbereitung. ICE hat natürlich eigene Kosten, die variieren können. Nichts ist ärgerlicher, als seine Falle dann nicht bezahlen zu können, also achtet auf die Kosten und behaltet das als Backup.





Beispiele für ICE:






Grundlagen:

Klassische Fallen sind natürlich oftmals Kombinationen wie Chum + Datamine, die einfach mal 4 Netzschaden verursachen und damit den Runner manchmal schon zwingen den Run abzubrechen, oder zu töten, wenn er auf eine Fetal AI trifft und/oder wir in unserer Runde einen Neural EMP spielen. Dennoch möchte ich mich nicht stark über Schaden etc auslassen, sondern eher wie ich den Runner in die Fallen locke.

Vorteilhaft ist, dass viele Fallen eine eigene ICE Kategorie darstellen und bis auf Datamine und auch Chum (nicht richtig eine Falle) z.B. mit Atman nicht gebrochen werden können daher verliert dieses ICE auch im mid und late game nicht die Wirksamkeit. Bedauerlicherweise hat der Runner im Verlauf des Spiels schon mehr Möglichkeiten der Falle zu entgehen, sei es u.a. durch Netshield. Howler hingegen kann durch ein ICE eurer Wahl sehr unangenehm werden. Ein vorsichtiger Spieler wird eure Fallen möglicherweise überleben, aber ihr könnt ihn ausbremsen und sein Spiel extrem stören wenn u.U. Icebrecher getrasht werden, oder andere Karten die er unbedingt braucht. Mit den neuen Chronos Protocol Identitäten wird Net- und Braindamage eh noch gefährlicher.




Fallen die taggen bauen natürlich für eure Runde ein ganz anderes Potential auf, sofern der Runner nicht alles entfernen kann oder will. Ich selber habe eine Weile mal Ghost Branch in einem Weyland Tag'n'bag gespielt, allerdings mit mäßigem Erfolg. Warum erkläre ich später.


Einsatz:

Wenn ich Fallen spielen möchte sind einige Dinge zu beachten. Ich persönlich finde es ist nahezu der schwierigste Aspekt im ganzen Spiel einen Runner in eine Falle zu locken.

1. Wenn ihr eine Falle spielen wollt müsst ihr sicher gehen, dass der Runner die Karte bei einem HQ/R&D Zugriff (abgesehen von Snare, TGTBT etc.) nicht schon gesehen oder zugegriffen hat (ich beziehe mich auf Expert Schedule Analyzer oder ähnliche expose Karten. Nehmen wir an, der Runner spielt Indexing oder schaut sich eure Handkarten an und ihr habt keine Agenda darunter und spielt die Falle dann aus ist es natürlich relativ einfach für den Runner das zu durchschauen. Hier ergibt sich aber eine gute Möglichkeit, wenn der Runner vielleicht Karten im R&D gesehen hat, aber ihr eine Falle auf der Hand habt, die er noch nicht kennt/gesehen hat. Dennoch solltet ihr die Karte nicht einfach ohne Konzept spielen.

2. Fallen unterscheiden sich stark im Einsatz, eine Snare ist meiner Meinung nach am besten auf der Hand aufgehoben, Jinteki shell game kann sie natürlich auch auslegen, aber das klappt eher selten. Warum auf der Hand? Nun, der Runner muss eh auf eure Central Server bei J:RP laufen, aus dem R&D wird er oder ihr sie eh irgendwann ziehen. Zudem ist die Wahrscheinlichkeit mit 20 % auf der Hand bei 5 Karten viel höher als die Karte aus dem R&D zu ziehen (knapp 7 % ). 
Ein Junebug hingegen kann fast immer gespielt werden, wenn ihr Trick of Light nutzt und die Marker dann auf Agendas oder andere Fallen (hrhr) verschiebt. Hier könnt ihr aber schon mal risikofreudiger agieren und im ersten Zug eine Fetal AI ausspielen, diese 2 x advancen und hoffen, dass der Runner nicht zugreift. Wenn ihr dann später Trick of light nutzt um Marker zu verschieben denkt der Runner vielleicht es ist eben ein Junebug / Cerebral Overwriter und ignoriert die Karte. Zum Matchpoint scored ihr einfach die Fetal AI und macht das Spiel. Das klappt häufiger als man denkt, erfordert aber etwas Risikobereitschaft.

3. Sinnvoller Einsatz sollte Grundeinstellung sein. Wenn ich keine Tags brauche muss ich Ghost Branch nicht spielen, Net-oder Braindamage lohnt sich natürlich fast immer und muss nicht ganz so stark bedacht werden. Aber ich will nicht mehrere Clicks für eine Falle ausgeben, wenn es mir gar nichts bringt (er hat keine Ressourcen oder ihr kein Scorched, Closed Accounts). Manchmal könnt ihr die Situation sogar für euch verschlimmern, wenn der Runner dann z.B. Data Leak Reversal spielt, gerade mit Keyhole und Noise wird diese Karte eher mal zu sehen sein, wenn der Runner sich sogar selber taggt (Account Siphon).


4. Wenn wir also sicher sind diese eine Falle jetzt spielen zu wollen müssen wir das von unsere Gegner abhängig machen. Es bringt absolut gar nichts eine Falle zu spielen, die ich advancen muss wenn der Runner eh nicht durch den Server kommt. Genauso wenig macht es Sinn eine Falle zu spielen, wenn der Runner einfach durchbricht wobei es dabei eine Ausnahme gibt, wenn ihr den Matchpoint habt. Das stellt im Grunde auch das Hauptproblem da. Wie kann ich sichergehen, dass der Runner anbeißt? Ich muss ihm einen Grund geben. Sicherlich ist es am einfachsten, wenn er denkt es ist eine Agenda, aber dann spielt ihr sie nur, wenn ihr denkt, der Runner kommt nicht durch, aber ihr wollt ja, dass der Runner durchkommt, aber euch nicht durchschaut.

Matchpoint:

Diese Situation ist in meinen Augen die einfachste. Hat der Konzern bereits eine Zahl von Agendas gescored, so dass die nächste zwangsläufig zum Sieg führen würde zwingt ihr den Runner zu laufen. Greift der Runner nicht zu, ist er entweder sehr abgebrüht oder einfach doof. Ausnahmen stellen natürlich Fast Advance Decks da, die meist eh "aus der Hand scoren" und die Agendas nicht über eine Runde hinaus liegen. Ihr müsst einfach abwägen, was der Runner machen könnte.

Schafft es der Runner nicht in seinem Zug auf die Falle zuzugreifen macht das Spielen keinen Sinn, weil ihr eigentlich nächste Runde fertig seid und dann auf einmal nicht mehr advanced? Dann könnt ihr auch gleich die Agenda spielen. Der Runner hat natürlich noch Tricks auf Lager. Ein Anarch Spieler hat vielleicht noch einen Stimhack auf der Hand, Andromeda einen Inside Job oder rennt auf eure Hand und derezzt danach über Emergency Shutdown euer starkes ICE. Am besten funktionieren Fallen, wenn ihr Sie spielt und euch danach gemütlich zurücklehnt und versucht einen gelassenen Eindruck zu vermitteln. Ihr müsst die Falle so spielen, dass der Runner mit seinen Möglichkeiten, die ihr seht NICHT durchkommt, aber es doch schaffen kann, ihr aber ihm suggeriert, dass ihr nicht denkt er würde es schaffen. Manchmal reicht da ein nicht gerezztes ICE aus, ist alles aufgedeckt ist es sein Creditpool oder vielleicht sogar ein fehlender Brecher. Dieses letzte Beispiel ist natürlich das riskanteste.

Hier solltet ihr euch auch merken wieviele Events der Runner gespielt hat. Hat er überhaupt noch Inside Jobs, oder hat er noch einen Stimhack? Viele nutzen inzwischen nur noch einen pro Deck (sinnvoll?).

Greift der Runner zu macht es ihm nicht allzu leicht, sofern ihr noch Möglichkeiten habt ihm etwas in den Weg zustellen (ungerezztes ICE). Und fangt bloß nicht an zu grinsen BEVOR er zugreift. Habe das alles schon erlebt.

Dieses Spielen von Fallen dient natürlich dem Zweck, dass der Runner entweder gleich stirbt oder, der häufigere Fall, sich so verausgabt, dass ihr in der Runde danach die echte Agenda spielen könnt. Wenn das nicht klappt haltet euch nicht lange mit eurer Falle auf, sondern plant um. Sucht nach mehr ICE oder einer passenden Operation und scored eure Agenda auf eine andere Art und Weise.

Wenn ihr gezeigt habt, dass ihr eigentlich ein recht guter Spieler seit könnt ihr das ganze auch mal umdrehen. Das bietet sich insbesondere an, wenn die Situation recht arg für euch aussieht. Damit meine ich, dass beide Spieler kurz vor dem Sieg stehen und ihr denkt, dass der Runner sowohl auf eure Server und auf eure Hand sowie R&D laufen kann. 

Das funktioniert nur, wenn euer Gegner euch nicht für einen Hansel hält, der einfach so einen offensichtlichen Fehler machen würde. Das würde ich nur selten beim Matchpoint machen, aber funktioniert da auch. Ihr spielt wirklich eine Agenda in den Remote und entwickelt diese. Bei 4 Punkten kann der Runner immer noch abwägen, ob er es riskiert die Karte in Ruhe zu lassen (2er Agenda) oder riskiert das Spiel zu verlieren (3er Agenda). 

Wenn ihr euch jetzt fragt warum ich das vorschlage ist die Anwort simpel: Die Wahrscheinlichkeit, dass der Runner eine Agenda zieht, wenn er auf mehrere Karten im R&D zugreifen kann ist oft höher, als wenn er sich auf den Remote läuft oder zwischen R&D, HQ entscheiden muss. Das ist natürlich situationsabhängig. Ich würde so spielen, wenn ich schon selber recht lange keine Agenda mehr gezogen habe, ich weiß, dass der Runner durch das R&D kommt und recht offensichtlich auf den remote könnte. Das ist ein Glückspiel, aber lieber riskiere ich das und gewinne, anstatt in der nächsten Runde zu verlieren. Rennt er auf meinen Remote ist das eine 50 :50 Chance für ihn, R&D ist höher, kann ich aber nicht ändern.  Geht er auf das R&D und hat vielleicht noch keinen Matchpoint gewinnt ihr. Diese Art von Spiel bietet sich aber nur an, wenn ihr wirklich keine bessere Idee habt.

Eine Falle zu stellen funktioniert am besten mit Fallen, die ich entwickeln kann (Junebug, Cerebral Overwriter), es geht auch mit Snares etc. aber mit den Markern funktioniert es meist besser. Ich renne auch eher auf Remotes, wenn da zumindest ein Marker liegt. Ist es gar nicht advanced gibt es so viele andere Möglichkeiten wo ich meine Credits für verballern kann.

Ihr seht also, dass der Matchpoint einen sehr starken Zwang ausübt, den der Runner oftmals nicht riskieren kann zu ignorieren und euch dann in die bessere Situation bringt.


Offensichtliche Fehler:

- spielt keine Fallen, wenn der Runner Lemuria Codeknacker, Raymond Flint o.ä. ausliegen hat. 
- Wenn er schon mal Infiltration gespielt hat müsst ihr abwägen, ob ihr noch Fallen einsetzen wollt.
- Vergesst nicht die Kosten, habt genug Credits, um eure Fallen bei Zugriff bezahlen zu können.
- Versucht nicht über Fallen zu gewinnen, dafür ist die Meta momentan nicht ausgelegt.
- Spielt keinen Junebug oder Cerebral Overwriter und advanced ihn nicht gleich. Der Runner wird vielleicht laufen wenn kein Marker drauf liegt und dann zündet eure Falle nicht.
- Jackson Howard kann auch mal Snares etc. zurück in das Deck bringen, wenn ihr denkt das lohnt sich


Zielführung:

Natürlich setzt ihr Fallen nicht einfach so ein, ihr wollt ja auch etwas erreichen. Ihr könnt natürlich die Beispiele von Punkt 4.1 euch zu nutze machen, aber ihr habt vielleicht auch noch keine Agendapunkte erzielt. Da wird der Runner vielleicht nicht laufen. Scheut euch nicht Fallen, die nicht funktionieren zu trashen. Ihr habt nicht ewig Zeit, der Runner ist im Endgame nahezu immer stärker. Manchmal, aber doch selten, kann es klappen eine Falle später doch noch weiter zu advancen, um den Runner zu verwirren, aber das klappt nicht immer. Ein weiteres Problem ist, dass viele Spieler zu Bauchentscheidungen neigen und unüberlegte Dinge tun, dass kann sowohl gut, als auch schlecht für euch sein.

Je länger ein Spiel dauert, ein Turnierspiel, desto stärker wird die Anspannung, desto eher passieren Fehler. Denkt daran. und denkt vor allem daran, dass der Runner auch gewinnt, wenn er im Run stirbt, aber trotzdem noch 7 Agendapunkte erzielt.

Ihr solltet euer verhalten auch durchaus mal bewusst variieren. Wenn ihr eine Falle gespielt habt, dann könnt ihr mal zwischendurch (wirklich selten und im passenden Moment) zu beginn des Zugs des Runners die Hände hochreißen und so tun, als hättet ihr einen Kardinalfehler begangen. Nichts ausführen, aber dabei auf das Rig des Runners, oder seine Credits starren, dann entnervt zurücksacken. Das bietet sich an, wenn ihr sonst eher ruhig spielt. Das Spiel ist so stark mit Bluffs verbunden, dass das wirklich mal klappen kann (und bei mir schon funktioniert hat). 


Fraktionswahl:

Fallen könnt ihr in jeder Fraktion spielen und ihr solltet auch mal probieren den Runner zu überraschen. Am besten zünden Fallen, wenn der Runner es nicht erwartet (welche Erkenntnis, ich weiß). Das kann bei einigen Weyland tag'n'bag mit einer Snare der Fall sein bevor der Runner schnallt, das ein solcher Deckarchetyp gespielt wird oder auch mal NBN mit einem Cerebral Overwriter. Bei Jinteki erwartet man es natürlich, aber nach Einführung von Ronin ist es auch nicht mehr so leicht Fallen zu ignorieren. Wenn dann IAA gespielt wird kann es vieles sein und für den Runner böse enden. 

Ich habe vorhin erwähnt, dass Phantom Branch mit Weyland bei mir nicht gut funktioniert hat. Das Problem ist, dass Weyland so gutes ICE hat, dass es so schwer ist da durch zu kommen und das man somit Fallen eben nur schwer setzen kann. Die einzige Falle, die da gut funktioniert ist die Snare, weil der Runner nur zugreifen muss. Shock würde auch gehen, aber kostet auch mehr Influence und lohnt sich daher nur bedingt. Ich werde aber mal testen einen zu spielen und ihn dann als "Archivpikser" zu nutzen, um den Runner zu stören und die Datasucker sowie Dirty Laundry runs zu beeinflussen.

Bei Jinteki würde ich euch raten alles rein zu nehmen was geht, also Cerebral Overwriter, Shock, Junebugs, Ronins, Fetal AIs. Wenn schon, dann richtig ist da meine Devise. 

NBN kann auch Fallen vielerlei Art nutzen, aber Rush und Fast Advance Decks dominieren da stark und ich würde für Fallen da keine Influence ausgeben wollen.

HB hat ein paar Fallen und die kann man dann auch gerne in das Deck nehmen trotz Fast Advance Spielweise. Allerdings habe ich mehr Erfolg mit Project Ares gehabt und auch selber zu spüren bekommen. Ein Freund spielt ein sehr interessantes HB Braindamage Deck und ich bin da auch schon mal in einen 4 x entwickelten Cerebral Overwriter gerannt. Gerade mit Sentinel Defense Program kann es allgemein sehr weh tun, vor allem da es noch nicht so viele Karten gibt, die Brain Damage verhindern.



Bedauerlicherweise gibt es keine Garantie für das erfolgreiche Spielen von Fallen, aber wichtig ist, dass ihr so tut, als wäre alles geplant und den Runner glauben lasst, dass ihr denkt er kommt nicht durch. 

Falsche Fallen können auch als Vorbereitung gesetzt werden. Ich kann also auch Fetal AI spielen, IAA und sie als Lieferant für Marker über Trick of Light nutzen. greift der Runner zu bekommt er 2 Netzschaden, mit Jinteki:PE +1 und wenn ihr dann eben noch 1-2 Neural EMPs habt ist das Spiel vielleicht schnell vorbei. Solche umfangreichen Varianten sind natürlich nur mit Jinteki machbar, wobei Fenris als early game ICE encounter auch einen ordentlichen Effekt haben wird und ich will gar nicht daran denken, wenn HB die Chronos ID wird. Dann kommt Facechecking ohne Programme für Rototurrets nicht mehr so leicht in Frage. 

Wahrscheinlichkeiten:

1. Meine gewünschte Falle zu ziehen, wenn ich 3 im Deck habe und keine auf der Hand bei 45 Karten im R&D: 6,8 % zu Spielbeginn und steigt dann erst mal nur mit ca. 0,3 % pro gezogener Karte.

2. Das der Runner auf eine Snare trifft, wenn er auf 2 Karten im R&D pro Run zugreifen kann, ab 45 Karten im R&D: 12, 7 %. Steigt ebenfalls erst mal nur um knapp 0,3 % pro Karte weniger (!) im R&D.

3. Wahrscheinlichkeit, dass der Runner auf meine Snare auf der Hand zugreift bei X Karten: 1/x ( 5 Karten = 20 %)

4. Das Andromeda zu Spielbeginn wenigstens einen Inside Job oder Emergency Shutdown auf der Hand hat (49 Karten Deck, jeweils 3 mal im Deck): 42,4 %.

5. Das man auf 2 Snares trifft, wenn man auf 3 Karten im R&D zugreift (gemittelte Wahrscheinlichkeit): 4,3 % (zu Spielbeginn unter 1%).


Ich hoffe es hat euch wieder gefallen. im nächsten Teil geht es mit dem Vermeiden von Fallen weiter.

Keep trapping!







Bildquellen: http://farm8.staticflickr.com/7117/7454496994_b354407c33_z.jpg