Stronger Forever

shwub 53

I'm intrigued by the ST identity, and figure it can only go up from here, like anarch. As for agenda choices, I'm going for a strong glacier build, where the runner needs to steal 3 agendas, while I only need to score two and a domestic sleepers. Assets are numerous to help with bluffing in the super remote when I don't have agendas (GRNDL refinery) and the campaigns are a note taken as inspiration from the popular HB Redcoats. The Tyr's Hand upgrades are meant to complement the bioroids who have end the run subroutines, in conjunction with Marker (From Jinteki). The Red herrings were a last minute spalsh. Howlers, were put in instead of Bioroid Efficiency Server, as a way to through down a Heimdall or Wotan in the first few rounds if I can't afford it. Let me know what you all think!

4 comments
10 Aug 2014 esutter479

I'd stay away from Howlers, unless you're certain that they're going to open up an immediate scoring window. The runner can jack out after encountering it, thereby avoiding your "surprise" big ICE entirely, forcing the dreaded de-rez. The Bioroid Efficiency Research must be a 3'fer here, IMO.

10 Aug 2014 GammaCodeX

Why not upgrade the markers to inazuma? you even have the influence lying around. Id like a bit more economy especialy since you run the huge 2.0s and no way to cheat them on. Howler doesn't do that job particularly well as the runner can just run again.

10 Aug 2014 shwub

Those are both excellent pieces of advice. I never considered that they could jack out after seeing a howler, I thought it forced a confrontation. Switched them out for Inazumas, and added some Bioroid Efficiency Research.

10 Aug 2014 shwub

Changes are now. + 2 Caprice Nisei + 2 Inazuma + 2 Restructure + 2 Bioroid Efficiency Research + 2 Melange Mining Corp + 1 Heimdall 2.0 + 2 Paper Wall + 1 Eve Campaign - 2 Adonis Campaign - 2 GRNDL Refinery - 2 Red Herrings - 2 Interns - 1 Heimdall 1.0 - 2 Marker - 2 Howler