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About hollis

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    Edmonton, Alberta, Canada
  1. I had the opportunity to get Lukas Litzsinger's take on some of the hot topics floating around the Boardgamegeek Android: Netrunner strategy forum these past few months. I am cross-posting a link to the interview here, for those of you who do not frequent boardgamegeek but may still want to listen to a design/strategy interview featuring the lead designer of Android: Netrunner. Here is the link.
  2. sharoth said: The Running Agressively series was very interessting and I´m tempted to run a lot more agressive. But a lot of my opponents run jinteki decks and I´m wondering if its a good idea to run agressive against jinteki with all their traps. Would love to see a video about that some time in the future. Running into an early game neutral katana pretty much stoped me from running aggressively the whole game. Getting snared early game wasn´t a factor I was worried too much, but I think jinteki is built to punish a aggressive runner with all its traps and mind games. Jinteki certainly requires a more tempered approach to running -- don't run with fewer than 3 cards in hand, and preferrably you want at least 4. Decent decks will have redundancy; losing a couple cards from hand won't hamstring you. However, just be aware of what is in your hand, what is in your deck, and whether your should play key cards before or after running. There are are perhaps more opportunities to make mistakes against Jinteki than the other factions. Indiscriminately fearing neural katana makes it that much stronger of a card. One of the pieces of advice I give to players I've taught is "run on everything, if for no other reason than to get an idea of how often various threats surface. You'll be able to make more informed decisions from this in the long run." Doing this, you might be surprised at how rarely neural katana actually surfaces in the early game. As to their other traps … data mine you're going to hit eventually. Wall of thorns, you're often ok trading 2 cards for 8 credits. You'd rather see project junebug in R&D/HQ than in a remote server. And like you've already identified, early Snare! is a periphary concern. Some Jinteki videos are on my bucket list, but I have a couple other interesting games on my HD I want to post first.
  3. Aaaand… with nicer links, now that I am not on my iPad. The three most recent videos are part of a series. Links to them below: (Running Aggressively as Kate) (Running Aggressively as Noise) (Running Aggressively as Gabe)
  4. Figured I would bump this thread. We have had a couple new videos since the last post. The newest ones have been focused on how to play an effective, early aggressive game with each of the three core set runner identities. (aggression as Kate) (aggression as Noise) (aggression as Gabe)
  5. TheRedArmy said: Kind of a shame you focus on having 3 of each card - me and a friend saw the game when we went on vacation to an event near Chicago and bought it together - I doubt either one of us would have bought it individually. Not for lack of funds (on my part), but for lack of competition. At least this way we would play each other often. I suspect the 3-card assumption is more of a theoretical issue than a practical issue. You may see decks in the videos running x3 copies of consoles, SanSan, Corporate Troubleshooter, Scorched Earth. However, aside from those cards, the core set card distribution simply doesn't affect available deck archetypes all that much. All datapacks contain 3 copies of all cards, so as the cardpool grows my possible viewership becomes less and less constrained. It is also worth pointing out that this is not a series about deck construction. I am interested in talking about how to play the game well. Presumably, that is (mostly) detached from the specifics of card accessibility. My suspicion is that the majority of my target audience will have access to 2 or 3 copies of the core set cards. I am basing this on the purchasing habits of myself and my friends who also play. I have no intention to please everyone. But, the way I am doing it, I suspect I will please the majority. And, most importantly, I am doing this as a hobby interest, and my foremost goal is to get pleasure out of my time. Working with x3 copies of each card is certainly going to be the way that I will get the most pleasure.
  6. signoftheserpent said: Are these strategies aimed at decks built with 3x every card (which of course is a lot easier to do online)? My target audience is intermediate/advanced players with a full playset of each card (x3 copies).
  7. LifeKnight said: Love it so far, would love to see commentary on more conventional build type decks. It's always fun to see how other people try to puzzle through situations. Keep an eye out over christmas then. I have a few excellent games recorded that highlight some of the finer points of running aggressively in the early game, and how to navigate some of the trickier situations you get into early as an aggressive runner. It's just a matter of doing the commentary now. The next video, though, will be with two fairly unorthodox decks. However, it is a great context for discussing what is meant by a bluff in A:NR, and how it is different from a bluff in poker (which A:NR Is commonly compared to in terms of its "human element"). This is a topic that has been on my mind since A:NR came out, and I finally have a great video captured to use as a backdrop for discussing this topic. I am really excited to get words to video. Should be up in the next couple days.
  8. If you follow boardgamegeek, you might have noticed I've started a youtube video series targetted at intermediate/advanced players who want to sharpen their play skills and learn how to analyze complex board states. Three videos are up so far (1hr, 1hr, and 30 mins) that feature 10 edited games, with commentary and analysis. I thought I would cross-post the link to this video series here. The goal is to have a new video every few weeks. Each video focuses on discussing some aspect of A:NR. The first two videos focus on getting value out of ambush assets in the mid/early game. The third video focuses on playing Gabriel Santiago in the late game. The audio/video quality of the first video is a little poor; still learning the ropes of video editing. Quality gets better in the second video. If you find the quality of the first video offensive, skip to the second one. Youtube Link: http://www.youtube.com/user/RnDAccessGranted
  9. Cool stuff! I am in the Old Strathcona area. There is another guy in the west end who plays (but doesn't frequent the forums). Perhaps over the Christmas holidays, we can get some games in.
  10. I am crossposting this thread from boardgamegeek.com; I figured it may be of interest to the general A:NR community. http://www.boardgamegeek.com/article/10365762#10365762
  11. I am thinking about it. If you are going, that makes my decision slightly easier
  12. JoshTheStampede said: You can't jack out after the data raven gets rezzed. Your chance to end the run was before he rezzed the ice. Runner decided to jack out or not (as long as this is not the first ice encountered during the run). Ice is then approached. If it is unrezzed, the corp may choose to rez the ice. Rezzed ice is then encountered. Data Raven reads: When the Runner encounters Data Raven, he or she must either take 1 tag or end the run. Hosted power counter: Give the Runner 1 tag. [subroutine] Trace3 - If successful, place 1 power counter on Data Raven. You're right, the chance to jack out has passed by the time corp rezzes Data Raven. However, Data Raven gives the runner another option to end run when the ice is encountered.
  13. Buhallin said: It's a clear problem in the interaction between the players, which was so elegant in the original, and FFG has thrown to chaos. One of the major defining elements of the original was that the interactions were largely dependent on actions by the runner. Until I made my first run, there wasn't really anything the corp could do to me. Even then, most of the trace/tag options were generated by ICE. This gave the runner a "safe" setup time to get their defenses in place. You knew the corp was doing their things too, so there was still plenty of pressure, but there wasn't a chance for the game to just outright end before you ever made a run. Now, not only are those defenses seriously limited due to the faction/influence mechanic, several corps can tag you pretty much at will. An installed agenda and 5 bits means the runner has to keep 4+ cards, or the game can end immediately. That's not good balance, and it's honestly not a whole lot of fun. From what you are saying, it sounds like the real problem -- if there is a problem -- is not with scorched earth but, rather, with cards like breaking news, SEA source, posted bounty, etc. Is that right?
  14. gokubb said: The original combo I had listed was with Breaking News and Scorched Earth. Posted Bounty and Sea Source don't bother me as much because Decoy gets around both. Breaking News adds two tags and is super cheap to complete (I know the deck using almost all its influence for the 3x SE). Breaking News is probably the best source for scorched earth tags, but by running x3 Scorched earth in NBN you are handicapping yourself in so many other ways. You will probably get a few more "jackpot" wins than running scorched earth in Weyland, but your overall win percent compared to a more influence-diverse NBN deck is probably going to go down -- you are sacrificing overall strength of the deck for a better shot at hitting your one-trick pony. gokubb said: Then, two Scorched Earths Now you introduce to yourself the same problem runners are posed with when facing a Scorched Earth deck -- there will be some games where, when the runner draws the right cards in the right order, you will just simply lose without being able to do anything to prevent it. What happens if noise plays a virus and one of your two scorched earths are discarded? Game over, man. Game over. You'll probably have more wins running x2 SE and x3 anonymous tip than if you run x3 SE, but you are going to end up in some really crappy positions because of it. So it seems that, like most other cards, there are real trade-offs to running scorched earth. There are also ways to deliberately play against a deck running scorched earth. Those are two pretty good reasons why a 1-per-turn limit wouldn't be required.
  15. Games for me certainly become much more stressful when I run on HQ or R&D and happen upon a scorched earth. There is something disheartening about the idea that a loss might end up being completely outside of my control if my opponent draws the right cards in the right order. In practice, though, there's lots of ways to fight back against scorched earth decks. The main method is to be very aggressive with your runs. Force the corp to be rezzing ice constantly (even if you don't have breakers) so they are never in a position where they can spare the money to land two scorched earths in one turn. Also, put heavy pressure on R&D; score those breaking news/posted bounties before your opponent gets them on the table. And always have a safety net. Decoy is such a cheap, effective card right now. It will stop the SEA source approach to scorched earth, as well as posted bounty. It *could* be that scorched earth is broken and will need to be limited to once-per-turn (or something like that), but personally I am not overwhelming convinced; there are currently effective ways to fight back against scorched earth decks.
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