Built what I assume to be a standard cookie cutter Sloane deck for our first OP Kit ran tournament in our local gaming store. Just came back from vacation and didn't want a deck that had to make a lot of decisions or extended the game time so I knew Sloane was it. I am an original Doomtown player since Pine Box so I built this deck on the ideas of the old Blackjack decks.
Made it into the finals with another Sloane and we decided to draw the game as it was late and the store was giving out 2 OP Kits worth of prize support so we both snagged a playmat!
Local Game Store: White Widow Games @ http://www.whitewidowgames.com/
Notes Starting Posse changes depending on matchup, Barton Everest is the only person that is essential and the only true must start.
8 comments |
---|
Dec 05, 2014 mplain |
Dec 05, 2014
dacool561
I honestly put this deck together within an hour of the tournament since I was out on vacation. I just built this deck based on my experience with playing BlackJack in original Doomtown. I do like the 3s after looking at them and but I was really tunnel visioned on Barton Everest. Running max 4s and 5s values in the deck I plan on maximizing him and wanted Hiding in the Shadows to prevent him from leaving the shootout. War Paint and Bad Company was mainly there to fuel Kidnappin'. I also try to keep cheatin' or shootout cards to a minimum because I want to be able to cycle through my hand/deck very quickly and don't like having cards stuck in my hand. This is the reason for Whiskey Flask (though I admit this card is very weak). The Faithful Hound is much better but I was hesitant about my Ghost Rock Production. Recruitment Drive cost 1 to play so compared to Coach it's the same and comes down to personal preference. I think the ghost rock is always useful and helps with upkeep whereas Recruitment Drive can have times where it's not very efficient or downright useless. The main goal of this deck is to camp out in town square and collect CP and GR(from coach). If they want to fight, Barton gives me an edge in every shootout if I can keep him there. Otherwise I plan on just generating CPs with Outfit/Allie and Kidnapping high influence targets. This deck has a clear weakest vs cheating cards & law dogs, but from what I've noticed in my area they are the least popular and are perceived to be the weakest to most here. Out of 11, I think there was about 5 Sloane, 3 Morgan, a few 4th Ring, and I think only 1 or 2 Law Dogs. The top 4 was 2 Morgan and 2 Sloane. |
Dec 05, 2014
DarthNova
I may be wrong or missed something but according to the rules you can't have more than 5 dudes in your starting poss. |
Dec 05, 2014
dacool561
You are correct. I just mark all the possible guys I use to form my starting posse. After outfits are revealed you then form your starting posse so you can change it according to the matchup. |
Dec 06, 2014
DarthNova
Ok, so just Barton all the time, smart choice ;-) |
Dec 06, 2014
mplain
Ah. I always looked at the interaction between the two cards as: play Kidnappin' first, become wanted, then play Bad Company next turn. It didn't occur to me that you can actually prepare yourself before Kidnappin'. Smart, thanks for the insight! :) Recruitment Drive is the same 4 credits, true, but it doesn't give money to the opponent in case you fail. You cannot commit your whole gang to a job, right? So there must be times when they beat ya. You actually found a use for Faithful Hound? Was there, like, lots of Holster builds? Thanks for the write-up! :) |
Dec 06, 2014
DarthNova
Faithful Hound seems pretty useful against legendary holster and some annoying hexes...in the worst case he can take a lost bullet^^ |
Dec 07, 2014
dacool561
The hound is always great vs gadgets as well. Keeps those auto revolvers and flamethrowers in line :) |
Well, that's definitely not a cookie cutter. Weird build, some very uncommon choices here.
Like, you build around 4s and 5s, but instead of Coachwhip and Pistol Whip you play War Paint and Bad Company - cards that the opponent sees coming and that would make your dude a prime target for Paralyze Mark and Too Much Attention. You never ran into this kind of problem during the tournament?
I'd think that actions and goods at 3s are better - reducing enemy bullets is generally more beneficial than increasing yours, and the Stakes give a way to get a booted/whipped dude back into the shootout. And Shotgun looks so much more useful than Whiskey Flask...
And you don't play any cheatin' punishment at all...
Even A Coach Comes To Town - isn't Recruitment Drive just better? Both are off-value for this deck...
What was the meta at this tournament? Was it mostly Sloane? 4x Kidnappin' also suggest Landslide and/or Clowns... Would be very interested to hear about these card choices, and about your matchups!