Hey guys some friends and I have been playing a bit this week and I was trying to play with HB for corp and running into some problems… I'm confused by the purpose of allowing the runner to use actions to break subroutines. I understand the idea is to limit the number of runs he is attempting but it also means he has a much easier time going through each piece of ice. He can just blow all of his actions and save his credits for the next ones. It just seems to be more beneficial to the runner than it is to me. Maybe I'm just missing something. Anyone else having success with HB that maybe has some tips or suggestions? Thanks!
Playing Haas-Bioroid
Hastur403 said:
Hey guys some friends and I have been playing a bit this week and I was trying to play with HB for corp and running into some problems… I'm confused by the purpose of allowing the runner to use actions to break subroutines. I understand the idea is to limit the number of runs he is attempting but it also means he has a much easier time going through each piece of ice. He can just blow all of his actions and save his credits for the next ones. It just seems to be more beneficial to the runner than it is to me. Maybe I'm just missing something. Anyone else having success with HB that maybe has some tips or suggestions? Thanks!
First of all, the Bioroid-subtype ICE are all credit efficient for their strength and number of subroutines. Compare Victor 1.0 to Wall of Static. Both are 3 credits for 3 strength but Victor 1.0 also deals brain damage.
Secondly, you have to understand the theme for Haas-Bioroid: They're all about doing things as efficiently as possible and overwhelming the runner with the shear amount of actions they can do in a given turn. By draining clicks from the runner, the runner is running against them less, generating fewer resources, and installing fewer cards. It doesn't matter if they are saving credits if they have no actions to spend them on.
Think of it this way, in an ideal situation where you have multiple ICE on one server.
Enigma:
[subroutine] The Runner loses [Click], if able.
[subroutine] End the run.
Ichi 1.0
The Runner can spend [Click] to break any subroutine on Ichi 1.0.
[subroutine] Trash 1 program.
[subroutine] Trash 1 program.
[subroutine] Trace 1 - if successful, give the Runner 1 tag and do 1 brain damage.
Victor 1.0
The Runner can spend [Click] to break any subroutine on Viktor 1.0.
[subroutine] Do 1 brain damage.
[subroutine] End the run.
That in total is 6 clicks that the runner loses, if they don't use other methods to break the subroutine. In this case, you the runner chooses to trash programs, dealing brain damage and possibly ending the run. All good outcomes for the corporation. And all of this can either be protecting an agenda, where you can even splash NBN's Red Herrings which requires an additional 5 credits to steal the agenda. Or you can set up a trap with Aggressive Secretary or Project Junebug where the runner gets screwed. Always remember with this game, that even with the most basic of decks, you have plenty of tricks up your sleeve, and you just need to play well, adapting to the runner's style when necessary.
I use them as my main corp. The way I look at those kind of ice are two fold. The first is to limit their actions, which in my oppinion is the more important use. The runners big advantage is they can choose to use all four of their actions while the corp has to draw a card. The second use is for tracing, I know te security force or have scorched earth in you hands they could very well be done for.
I have a great HB deck I', using. Only real weak side is bad draws and in the early game. Mid to late game no one will get in.
3 x Priority Requisition
3 x Private Security Force
3 x Accelerated Beta Test
3 x Enigma
3 x Wall of Static
3 x Viktor 1.0
3 x Rototurret
3 x Ichi 1.0
3 x Heimdall 1.0
2 x Tollbooth
2 x Wall of Thorns
1 x Archer
3 x Adonis Campaign
2 x Melange Mining Corp
2 x Akitaro Watanabe
3 x Hedge Fund
3 x Beanstalk Royalties
2 x Archived Memories
2 x Shipment From MirrorMorph
I constructed this by looking at the agendas and trying to get a synergy with them and the HB pokemon power. Sadly Private Security Force's ability never comes into play.
First turn: Place one ICE on HQ, one on R&D. If you draw only big stuff (8 cost) place it on the most important one. Usually HQ against criminal and R&D against anarch. You will have 8 credits and be safe. Next turn protect the other one. I almost NEVER draw cards. Let the runner try to get through Ichi only to encounter Heimdall on the other side. Or Wall of thorns right after a Tollbooth. With Priority Requisition, Accelerated Beta Test and Watanabe this is all possible.
1 x Watanabe could be switched for a third Tollbooth (only shapers can deal with it in a good way), or another Archer so that you can get luckier with your Beta Test. And don't forget to protect your archives before scoring the beta test!
As usual try to avoid placing two ICE of the same type on the same server when playing against shapers. Doing so has a high blame-yourself-factor.
I think HB is teh most powerful corp faction at the mo, it dose seam to be the one everyone is playing. I thin NBN will be bog soon.. but HB just has so many awesome tricks.