Networking Connections
It always helps to know who you can count on to cover your back in a fire
fight. This page is dedicated to cards that excel in working well
together, and make great combos. Aside from the obvious color coding,
they should be fairly clearly listed for use by any runners or sys-ops
finding this page. This is a font for everyone, so please send me
any other ideas you come up with. Thanks cutter!
Siren
(2.1) and New Blood (1.0)
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Start
building up a subsidiary data fort with 4 or 5 pieces of ice (you don't
need to be able to afford them). Then, install Siren in that fort,
and then play New Blood. Using New Blood, transfer all rezzed ice
from the central data forts to protect the Siren fort. Then, as long
as you can afford the bit to keep the Siren running, you have no risk of
being run in your central data forts, and already have paid for ice protecting
your investment.
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Shredder
Uplink Protocol (1.0) and Core Command: Jettison Ice (1.0) or Security
Code WORM Chip (1.0)
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Install
the Shredder as your first action, then take the probably free run through
Archives into HQ. Then, you can play CC:JI and SCWC when the Corp
could take it least. Finally, you can run to where the ICE was dumped
from or use another evil prep. It's great for giving corporations
headaches.
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Rio de
Janeiro City Grid (1.0) and Obfuscated Fortress (2.1)
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This is
best installed in a central data fort where you know the runner is going
and works optimally with 3 or more pieces of ICE. The two upgrade
cost ten to install together, but then the runner must calculate how much
the run will cost, and gamble on the roll of the dice. If Rio comes
up with a 1, especially early in the run, not only has the runner wasted
the bits for the ICE he's already passed, he also wastes the bits that
would have been used to break the rest of the ICE, and cause him to have
to start saving again. Evil and fun!
Remote
Detonator (2.1) and Dashi's Second ID (1.0)
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First
make a run, especially if you can do this in a central data fort.
Then play the ID and the Remote Detonator. The tags can be free gotten
rid of with the last action with the ID, leaving an data fort completely
exposed and the Corporation scrambling. This can be done slightly
cheaper with Demolition Run (2.1), but then it is possible the corp will
not rez the ICE that aren't even exposed.
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Tycho
Expansion (1.0), Project Consultants (1.0), and ACME Savings and Loan (1.0)
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This old
and truly evil combo starts after you score your first Tycho Expansion
(giving you 4 agenda points). Then, when you have all three of the
above cards in your hand, regardless of your bit pool, you can win the
game. A1: Install TE. A2: Install and rez ACME (gaining 12
bits and going to 3 agenda points). A3: Project Consultants on the
TE, and score the 4 agenda points for the win. You never have to
pay back the loan from ACME. This combo led to a whole deck theme
known as Psycho Tycho, and is currently illegal in any TRC sanctioned event
(because TE is banned). However, truly open tournaments will still
find this hideous theme truly destructive.
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Armored
Fridge (1.0) and Full Body Conversion (1.0)
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For a
combined cost of 3 bits, this makes it very expensive for the corp to do
meat damage to you. For the first seven points of meat damage the
corp does, besides paying for the damaging card, they must pay a bit through
the Full Body Conversion, just to have it stopped by the Armored Fridge.
This makes it very expensive for the corp, especially if extra FBCs, AFs,
or Dermatech Body Plating are added. Additionally, this is all hardware,
not subject to MU limits or resource discarding tied to tags.
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Underworld
Mole (2.1) and Closed Accounts (1.0)
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Underworld
Mole can be played anytime a runner plays a resource, making this useful
for decks other than tag and bag, since it destroys that resource and then
delivers a tag. Then Closed Accounts cleans the runner out of bits.
Considering that the third action on such a turn is usually 2 bits to destroy
another resource, the runner will be scrapping hard the next turn to get
enough money to dump the tag before the corp does more damage. This
usually guarantees a couple turns of lack of harassment (since the runner
is rebuilding himself) to safely advance agendas.
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Self-Modifying
Code (1.0) and Viruses
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Most people
look at SMC as a good way to get ice breakers that you may need if you
don't have them all. However, it is also a great method to suprise
a corporation lat in a run. You can activate the program before accessing
cards in whatever fort you are running. Use it to get damaging or
suprising viruses that put a corp on its heels. Good suggestions
include Gremlins or Scaldran on HQ, Cascade on R&D, and Viral Pipeline
for any central datafort run. This fear effect usually results in
the corp skipping actions to get rid of the counters, even if they don't
need to, because of the shock. Great mental tactic.
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That's all for right now.
Please send me your combos and make this page a wonderful resource.
I will personally add to this page every month! Yogi, signing off!
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