If you, as a new employee of DM-Corp, have any of
your own ideas for methods in which we can increase our productivity,
please forward them to our Continuous Improvement Department at
codeslinger@mail.com.
Your contribution will of course be credited to you.
Getting the tags on can be done with a combination of Trojan Horse, Chance Observation and Audit of Call Records. These are probably easier than tracing the Runner, and can be done on your turn anyway, so you can do the bagging before the Runner has a chance to remove the tags.
The Agenda doesn't matter much, but it's probably best to choose it in small pieces, so the Runner needs to liberate as many cards as possible to win the game. A maximum of 3 Agenda points per card means the Runner will need to liberate at least 3 cards to win, while a 2 maximum ups the total to at least 4 cards. There is a limit, however - you don't want your deck chock with Agenda, or else you'll have problems keeping it in HQ or having to discard it to Archives.
Details of this deck type to be made available soon - Dept. of Information Retrieval.
However, since you can't rely on scoring your own Agenda to win - you would be in deep trouble if two Political Overthrows were in the last few cards to be drawn - you have to actively flatline the Runner. Similar tactics to a basic Tag 'Em and Bag 'Em deck apply, except that in this case you have to be prepared if the Runner works out your deck type and refuses to run. You have to get the tags on fast, and make them stick.
Datapool by Zetatech comes in handy here, especially in multiple copies. Preferred Ice is anything that traces and tags: Fetch and Hunter are the good, cheap choices. Also useful are Chance Observation and Audit of Call Records.
This deck type was first postulated by myself on WotC's NETRUNNER-L mailing list, and the strategies also developed by me.
With multiple Walls of various types - particularly the nasty rare Walls such as Laser Wire, Razor Wire, Shotgun Wire, and Wall of Ice - this can make hard going for any Runner not packing a Piledriver. Maybe add a handful of Code Gates and Sentries just to keep the Runner on her toes, and advance your Agenda safely behind the Great Wall of Chiba.
Employee Jonathan Barrett (Dept. of Organic Acquisition) recommends also using an Aardvark or three in this style of deck, making the Runner rely on noisy icebreakers to get through the Walls. This renders any Stealth cards completely useless for the Runner.
Suggested cards to use in this deck coming soon.
This deck type was suggested by employee John Casker (Dept. of Exterior Modifications).
Deck suggested by a memo from employee Arne Bister (Eurotheatre-Atlantis Liaison Dept.).
Deck suggested by a memo from employee Len Blado.
Created on: August 1, 1998
Last updated on: August 1, 1998 |
Created by: Scott Dickie <codeslinger@mail.com>
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