Episode 76

Click Here To Check Out This Episode!

On our agenda:

State of the Meta

– Now that we’re on the tail-end of the Store Champs season, and we’ve seen the first two packs of Mumbad, what is the meta looking like? Has there been a decline in Faust and a subsequent rise in Palana?

Deck Tech: Argus Agro

– Jesse Marshall shares his latest Argus list which recently won him a Store Championship. The previous build had done a lot of work for both he and Brian over the past year, so you won’t want to miss this updated deck!

The Melbourne Netrunner League and the SanSan Circuit

– We close off the show with a quick discussion of our most recent TWA League that was run here in Melbourne, as well as some information on the upcoming SanSan Circuit- The Australian division of the ANRPC.

Like what we’re doing? You can help support us on Patreon; http://www.patreon.com/thewinningagenda

Jesse’s Argus List

Original Argus List (Brian’s Write-Up)

Episode 76

Episode 75

Click Here To Check Out This Episode!

On our agenda:

Discussion: The Tournament Rules Update

– This week, Jesse Marshall interviews Jacob Morris of Project ANCUR about the biggest update to the tournament rules in recent memory. From the minutia (no transparent sleeves or fan-made alt arts allowed), to some of the most polarizing issues in the community (intentional draws and concession), this is an episode you don’t want to miss!

Like what we’re doing? You can help support us on Patreon; http://www.patreon.com/thewinningagenda

Episode 75

How Much is a Credit Worth?: The Concept of the ‘Critical Turn’

A key idea in Magic: The Gathering is the concept of the Fundamental Turn, by Zvi Mowshowitz, in which he describes a particular ‘turn’, which varies depending on the format, in which the outcome of a match is decided. Unfortunately, due to the asymmetrical nature of Android: Netrunner and also its built-in check and balance mechanism, this concept isn’t easily importable to Netrunner.

17927_1007225105968017_7974140775864126688_nAssuming a ‘normal’ game of Netrunner, in which the Corp’s game plan is to win by scoring agendas (and not by murdering the Runner), a ‘Critical Turn’ could be defined as being the combination of the Runner’s turn before the Corp scores an agenda, and the Corp’s turn in which it scores said agenda. Following this idea, there would be multiple Critical Turns in any game of Netrunner, which is dependent on what archetype the Corp is. For example; over the course of a game, Foodcoats would have three or four Critical Turns (depending on whether or not Global Food Initiative is one of the scored agendas), Near-Earth Hub Fast Advance would have four Critical Turns, and Harmony Medtech would have two Critical Turns.

How the Runner and the Corp approach these Critical Turns will play a major role in affecting the outcome of the match.

Let us consider a hypothetical gamestate: You are playing as Noise, in the Foodcoats match-up. You’ve got your WyldCakes engine, but no Faust in play, and you’ve been happily milling some cards into Archives. There is an unrezzed ICE on R&D, HQ, and two unrezzed ICE in a remote server, which has an Adonis Campaign, Breaker Bay Grid and two unrezzed cards. The Corp decides to install into the server, trashing the Adonis, and advances the card twice. The Corp has, say, 18 credits. Both of you are on 0 agenda points.

The Corp has thrown down the gauntlet. It has declared a Critical Turn.

What are your options?

  1. Contest this remote server.
    • This seems very daunting at the moment. You’d need a click to get Faust into play, perhaps another to get D4V1D as well, and have to contend with 2 unknown ICE. Furthermore, there would be at least one Ash and potentially a Caprice as well.
    • This might not be the best option at the moment
  2. Mill a few more cards and then hit Archives, hoping to snipe a few agendas (and maybe even win the game!).
    • This seems reasonable, given that the Corp needs its whole next turn to advance out what seems to be a Global Food Initiative

You choose option 2, and steal one agenda. Next turn, the Corp advances out the Global Food Initiative, and the dance continues. You either get lucky with your next mills with Noise and win, or the Corp lucks out with Jacksons Howards and they win. It’s all luck, they say.

  1. The better option here, option 3, would be to start attacking other central servers, like HQ or R&D. Install a Medium and hit R&D, or, install an Imp, and hit HQ. Steal other agendas before the next Critical Turn happens.

However, I would like to present to you option 4. And here, you need to consider the question:

How did you, as Noise, let the game evolve to this state in the first place?”

A Critical Turn is a turn where the Corp is threatening to pull ahead significantly, but also the turn in which the Corp is at its weakest, as the resource to pull off a safe Critical Turn is immense. Near-Earth Hub Fast Advance needs to spend 8 to rez a SanSan City Grid and score out an agenda. Foodcoats needs two turns to score out an agenda (one turn to install, the other turn to advance it out); this means four extra clicks for you as a Runner. If you also choose to contest the scoring server, the cost to rez ICE is also huge.

Option 4 would be:

  1. Devote a significant amount of your play in the turns preceding the Critical Turns to setting up your gamestate so that you are best able to take advantage of the huge opportunity that opens to you during these turns. And to do this, you need to weaken the Corp’s Critical Turn. Ways to do this are:
    • Destroy the remote. Against Corps that uses remotes, like Foodcoats or Harmony Medtech, nullify the remote server as early as possible. Run it early, get the Corp to rez the ICE. If you can get it, get rid of any upgrades, economy etc. If you can’t get it, then start parasite-ing the ICE. With no remotes, they cannot score out. Even if you can’t achieve this, the Critical Turn will be significantly delayed, and be much weaker when it happens.
    • Destroy their economy. Against Near-Earth Hub Fast Advance, trash as many pieces of asset economy as you can reliably afford. You want them to end their Critical Turn on as low credits as possible, then you can start attacking elsewhere when they don’t have the resources to defend. Against Corps that need remotes, remember that the cost of rezzing ICE is huge. Advancing a 5/3 costs 5 whole credits (and 5 whole other clicks that could otherwise be gaining them more credits as well).
    • Threaten central servers. Set up a central threat that is so strong, e.g. Medium or Nerve Agent, that the Corp has to respond, and thus further delaying their Critical Turns. This is akin to stealing
    • Once all the above fails, then you can ‘just mills some cards’ and hope to win. This still works.

Depending on gamestate and match-ups, you will find that you need to do all of the above, 11255849_1007225132634681_2889632532573960683_nin varying degrees, in different matches.

This is why the current meta favours Anarchs so well. They can utilise all of their economy to compete with the asset economy of the Corps, as the Faust/David/Parasite/Cutlery combo is so good at completely destroying servers, and they have the supreme multi-access threat of Medium. If you are playing Shaper or Criminal, then your options change a bit. Perhaps you ‘destroy’ the remote by making it so cheap to run that they can’t reliably set up a safe Critical Turn. This would also mean that you need to manage your resources well and you don’t blow it all up doing other things.

The core idea is that delaying a Critical Turn, even by one turn, is huge. Four clicks to the Runner is huge. Play your game so that the Corp never has a safe Critical Turn. Agendas will then start piling up in central servers, and you can steal them from there. Of course, you’re never going to be able to compete well during every single Critical Turn every time, but you need to make sure you’re always thinking about these key points in the game and have a plan how you’re going to approach it.

Craft every click you utilise around the concepts of these Critical Turns. How much is playing The Maker’s Eye now going to affect my play during an eventual Critical Turn? How much do I really need to run 3 times with Medium now, in the context of an eventual Critical Turn? How much is this 1, or 2 credits now, and potentially more later, from this lousy Pad Campaign/Eve Campaign/Marked Accounts/Mumba Temple worth, to the Corp, in the context of an eventual Critical Turn?

Sometimes, the answer to these questions might be “not much”, in which case, you can safely ignore the issue and go about doing other things. Other times, the answer might be “a whole lot”, in which case, you better put your heart into it and deal with it as best as you can.

A credit might be just a credit if the Corp has an infinite amount of credits. But it might be a whole lot more than a credit if they are at 7 but need 8 to Fast Advance with a SanSan; here it might mean four more clicks to the runner, which might mean four more Medium runs, four more Noise mills, or another Clot appearing on the table.

Lastly, what can you do from the Corp’s perspective? In the current meta, options are limited, as inevitability happens somewhat early into the game, and is in the favour of the Runner. Options are:

  • Present a Critical Turn when the Runner is not ready – this is the Rush/Agro concept. Play loose [Editor’s Note: The author is the loosest bloke you’ll ever play against] and just go for it when you think the Runner may not be ready. If you can get away with less setup (i.e.; rushing an Astro behind an ICE without using SanSan, or rushing an Accelerated Beta Test and getting a good trigger with it), you’ve saved yourself a lot of credits and clicks and pulled ahead significantly.
  • Compress these Critical Turns as much as possible – Near-Earth Hub Fast Advance is best at this, as every turn might be a potential Critical Turn. Harmony MedTech also does this well as they only need 2 Critical Turns to win the game. For Foodcoats – just take the two off the Eve Campaign, trash it and move on to the next agenda!

Always present the Runner with a decision to make – take three off Adonis, trash it and install another thing into the server, even if it is another Adonis! The more decisions the Runner has to make, with imperfect information, the more likely they are going to make a decision that favours you.

Figure out what the other person wants to do and stop them from doing it!

 

crushedguava (Reddit/OCTGN/Netrunnerdb), is a guest writer for The Winning Agenda and an avid gamer. He listens to TWA during the long drive to his day job. He has multiple opinions but finds it difficult to articulate them. The Editor believes he is perfect and doing so.

 

How Much is a Credit Worth?: The Concept of the ‘Critical Turn’

Episode 74

Download this episode (right click and save)

On our agenda:

Business First Card Highlight: Corp

– The card highlight continues this week, with the Corp side (16 cards? How is that fair?). Panelist Hollis “Yalla Belly” Eacho pays special attention to Palana Foods (and the potential therein), while Panelist Jesse Marshall speculates as to the design intent of Mumbad Construction Co.

Join us next week for episode 75, in something marvelous will most likely happen!

Like what we’re doing? You can help support us on Patreon; http://www.patreon.com/thewinningagenda

Episode 74

Episode 73

Click Here To Check Out This Episode!

On our agenda:

Business First Card Highlight: Runner

– The Winning Agenda crew is once again joined by ANCUR Webmaster Jacob Morris, this time to discuss the Runner side of Business First. Tune in for rulings on cards like Net Chip, and deep analysis of Populist Rally!

Join us next week for episode 74, in which we discuss the Corp side!

Like what we’re doing? You can help support us on Patreon; http://www.patreon.com/thewinningagenda

Episode 73

Episode 72

Click Here To Check Out This Episode!

On our agenda:

A Huge Announcement

– We have a very big announcement. And what’s more, it’s right at the start! Huzzah! You’d might as well listen to the rest, seeing as you’re here.

Umbrella Builds: Dealing with Anarchy

– A very deep discussion on the three tenants of deck builds; Control, Midrange, and Aggro, with a focus on the latter. The Panel picks apart the aspects of these umbrella archetypes to hone in on the current Faust-ridden meta, and how to battle it on the corp side.

Deck Tech: FoodCoats

– Segueing, we move on to a discussion on the only non-Aggro deck we feel can compete in the current Faust environment; FoodCoats. Jesse takes us through the current TWA-Approved build, highlighting the aspects of the original list that still shine through, and touching on what has to change to adapt to the current meta.

Check out the decklist here.

Like what we’re doing? You can help support us on Patreon; http://www.patreon.com/thewinningagenda

Episode 72

Path to Victory; or Why Plan B is Still a Terrible Card

I look at my opponent, I look at the board. I have 3 NEXT ICE rezzed. I have ICE six deep on R&D. I have 3 deep on my remote. I have money. I have an agenda that can win me the game in my hand.

And I don’t have a prayer in the world.

Later my opponent would tell me that he didn’t have any idea how he was going to win, but he won anyway. Serves me right for playing NEXT Design? Well he was playing Surfer Kit; I call that a wash.

10670047_861865107170685_7049137074288641317_nI read an article this week (well… Skimmed), about having a plan while playing Magic: The Gathering. You must have a Plan. Get a Plan. When you’re off your Plan, work out how to get back on your Plan. That sort of thing.

Netrunner is not Magic, it’s asymmetrical and I think it changes this mentality of the Plan. The Corp and the Runner must approach the game differently. The Winning Agenda had an excellent episode about this about a year ago. It’s not an original idea in Netrunner that the Corp sets the pace of the game and that it’s up to the Runner to respond. I think the bulk of the planning is for the Corp to execute and for the Runner to interrupt.

On the Corp side, this explains what we currently see in the more widely successful Corp decks.

Near-Earth Hub Fast Advance is successful partly because the Plan is simple: Score out one AstroScript Pilot Program, leverage into a second and wrap it up from there. ButcherShop’s Plan is this plus a kill package so if the Runner makes a mistake, there’s another avenue to victory. Plan A is scoring and Plan B is also extremely effective.

Weyland has problems in the meta that are well documented. But the root of it is that; Plan A is scoring which is difficult and; Plan B is murder which is well documented to be easily avoided. If the Plans are reversed, the Corp often must sacrifice one for the other. Pick wrong and lose. Pick right and you still lose often because you can’t go back to Plan A when Plan B fails.

Weyland partly fails because its ability to murder (that is, Plan B), is so powerful that, by design, the ability to protect servers and score agendas (Plan A), had to be less powerful than other Corp faction.

Foodcoats (and to some extent every control build), works because the Plan is to; build; get money; and leverage that using Ash and Caprice Nisei to score. Caprice makes this Plan possible, which is why control decks like Replicating Perfection took off after her release.

I’ll come back to Jinteki, stay with me.

We now come to the Runner. The Runner’s Plan is quite simple and often the same: Disrupt the Corp’s Plan. Break the chain. Stop them from executing. If you steal two AstroScript Pilot Programs, you probably win. If you get out the Plascrete Carapace, you probably win. If you win the first Psi game, you probably win.

Noise always comes back in the meta because his native ability is to disrupt the Corp. Andromeda’s ability is useful because it affords the Runner consistent options to disrupt the Corp. Account Siphon; Inside Job; Parasite; icebreakers; they all disrupt the Corp. They stop the Corp from doing what it needs to do to win.

The Runner’s Plan really revolves around how the Runner intends to disrupt the Corp. Trashing cards, ruining the economy, vomiting icebreakers and copious amounts of cash are all ways the Runner frequently does disrupt the Corp.

And now we come back to Jinteki and specifically the recent flavours of Industrial Genomics; an identity that is close to my heart.

Industrial Genomics is difficult for the Runner because disruption is difficult. You sit there 10590409_856785501011979_709649455841083866_nthinking that if you run Archives you can then go and trash the Ronins and the other fun stuff. But you might die if you run Archives. Even then, you have to play Russian Roulette with the remotes. Imp disrupts pretty nicely as does Account Siphon, but there are counters to both. So how do you disrupt IG? I don’t know, if you do, tweet us @WinningAgenda

Okay, so we know what a Plan is and why it’s important. How do we use that information to score or steal the winning agenda?

There are two major facets to your Plan in Netrunner: Deck building, and playing.

In deck building, you must consider how your card choices affect your plan. What ICE support your plan? Which economy cards allow you to execute your plan most efficiently? Are your Icebreakers essential to your plan to disrupt the Corp? What if you don’t get them? Do you use so-called ‘silver bullets’ to disrupt the Corp’s plan?

As a Corp, is the finite Operation economy going to enable you to install and rez your ICE and execute other parts of your plan? Or do you need the larger payouts that Asset economy provides? Asset’s can masquerade as agendas; does that assist your Plan, or hinder it? Asset economy is more easily disrupted and trashed from R&D, allowing the Runner to see more cards. How does that affect your Plan?

What about ICE? Should you primarily use gear-check ICE designed to ensure the runner has a solution to pump out early scores? Or is taxing ICE more part of the plan, allowing the Runner in, but only once every one (or two or three), turns? How do these decisions affect the agendas you use? How susceptible are you to R&D lock if you use cheap gear-check ICE?

For example, we infrequently (that is, never), see successful decks that use big agendas and gear check ICE, partly because R&D can be very porous at any stage of the game and the high variance means that the Runner can usually score three agendas fairly easily.

For the Runner, consider that using Resource based economy in a deck that floats Account Siphon tags can lead to disaster. If Data Leak Reversal or Keyhole are your Plan, then a full breaker suite is probably not needed, and a stealth breaker suite is completely insane.

These may seem like obvious examples, but the principles always apply. Every card in your deck needs to work towards your Plan. If it’s not, cut it. Find something better.

Now of course, having a Plan, and having cards that suit a Plan, don’t necessarily breed success. I’ve played enough Weyland: Because We Built It to know that. The deck works, but it’s not good because the Plan is easily disrupted and it’s difficult to get back to the Plan once that happens.

When playing to your plan, always be thinking about what the next step is. Do you need the right card? Consider drawing cards. Do you need money to execute your Plan? Get money. Ok, these are not new ideas, but they’re always worth thinking about. What does your Plan need? Do that.

When you’re on Plan and it’s working, there should be very little standing between you and winning. But remember to consider the things your opponent can do to take you off your Plan.

And what happens if you do get off your Plan? You gotta get back on it!

Ask yourself what the path back is. The Runner has all their breakers and a decent level of credits? Maybe you can ambush them to trash a program. Maybe you can close their accounts. Maybe you can bait a run in a taxing server. Maybe you just have to install an agenda in a new server and bluff it as an Asset.

1896997_839255326098330_1428058334448190739_nOften as Corp, you’ve got to try and stop the disruption, but sometimes you’ve got to try and play through the disruption. If what you need is to score an AstroScript Pilot Program, work out how you’re going to do that. Do you draw for a Biotic Labor? Do you install one naked and pray? The game situation will dictate, but the key thing is to do what you think will get you back to your Plan.

As Runner you have to ask what you can do right now to disrupt the Corp in the most effective way. Do you get an R&D lock going to disrupt the Corp’s ability to get agendas? Do you gather resources and wait for the right time to strike? Do you try to go and find the Caprice or Ash that’s in HQ? Do you trash the Eve Campaign or the Breaker Bay Grid?

By the way, my opponent in the game from the intro didn’t see it. He totally disrupted my Plan. Surfer Kit was something I didn’t see coming and it ruined my Plan. There was no Plan B. He didn’t need a Plan to win at the end of the game. He already had a Plan to disrupt.

He’d already executed it perfectly, despite what he thought.

Sam Hall is an avid Netrunner player and listener of The Winning Agenda. When not scratching his head at the gaming table, he is most likely watching 007 Films, or running through Arrested Development for the 30th time. Check him out on twitter, @the_horseshoe

 

Path to Victory; or Why Plan B is Still a Terrible Card

Episode 71

Click Here To Check Out This Episode

On our agenda:

Meta Analysis: Corporation

– Now with 67% more Hollis Eacho, we continue our discussion of the current meta in the wake of Kala Ghoda, and the Most Wanted List. Sharing experiences from our recent Store Championships, special attention is paid to Near-Earth Hub and HB strategies, whilst analysing what is best placed in the virile Faust meta.

We certainly don’t forget to talk about Weyland, either.

Ben Blum’s Blue Sun List can be found here.

Like what we’re doing? You can help support us on Patreon; http://www.patreon.com/thewinningagenda

Episode 71

Episode 70

Click Here To Check Out This Episode!

On our agenda:

Meta Analysis: Runner

– With so many of us bashing at store champs and online, we thought the time has come to start talking a little deeper about how the meta has developed, both post MWL, but now also with the inclusion of Kala Ghoda. This week, we focus on Runner, discussing why so much of Anarch is working, what Shaper is still good at, and what Criminal needs to get back in the game.

Tune in next week for episode 71, in which we discuss the Corp side of the meta analysis.

Like what we’re doing? You can help support us on Patreon; http://www.patreon.com/thewinningagenda

 

Episode 70

Episode 69

Click Here To Check Out This Episode!

On our agenda:

Special Guest Interview: Matt Trobbiani

– We take a break from our scheduled programming this week to bring you a special interview with Matt Trobbiani; the designer and developer of ‘HackNet’, a hyper-realistic hacking simulator available now on Steam! Matt shares with us the inception of the game, his reaction to it’s award-winning success, and how Android: Netrunner was a key inspiration.

Join us next week for episode 70, when we discuss the runner meta breakdown for the post MWL world!

Like what we’re doing? You can help support us on Patreon; http://www.patreon.com/thewinningagenda

Episode 69