So, I got my roommate this game for Christmas, because we decided we needed something for two players to play in the evenings. Got a few cheap expansiosn from ex-players too, but we haven't opened them yet.
After a dozen games or so with the core, most factions paired against each other, I think, we have come to one problem:
The Runner almost always wins.
We are reasonably comfortable we're doing the rules right, but it just seems, well, the corp can never cover their ass enough. Early game, the Runner always has an avenue to attack that the corp hasn't had time to install ICE on yet. RnD, HQ, anything. Doesn't usually do all that much, but then they can also just build.
Late game, the opposite problem. We've never seen an arrangement of ICE that a determined runner can't get through. Never. Maybe they have to take a turn to bunker resources, but there never seems to be enough time for the Corp to score anything before the runner gets in. The runner always gets an opportunity to run at least once on an agenda before the corp can advance it enough, and usually one run is all they need.
Are there maybe any good strategy guides for the corp out there? Should we just delve into our expansions and deckbuild more?
Once you have the rules down, you should definitely start deck building to import cards from other factions; especially the corp profits from this a lot.
The basic mono-faction corp decks are not very good, and I think especially in the Revised Core the runner clearly has the upside with just these.
If you need help with this, there are definitely deck suggestions online, for example (but not only) on netrunnerdb.com
A common beginner issue is that the corp will only try to start scoring agendas when they know the runner cannot get in -- but that is not how the game works.
You often have to go for a score even if the runner can in principle get in; often they don't know that they can because your ICE is face-down.
Don't be afraid of having one agenda stolen -- if it costs the runner a lot, that can totally be worth it. Maybe they're too poor to do much else afterwards and now you can score, or maybe they're so poor you can now kill them.
It is true that the runner is generally stronger at the start of the game, and also will eventually win (runner-inevitability), but the corp is strongest in the mid-game, which they need to reach as quickly as possible.
Make sure your deck has an adequate amount of economy; money nearly always helps.
You're right that it's not possible to put ICE everywhere quickly, so make sure to put it where it matters most. (Shapers can attack R&D a lot; Criminals often profit from HQ accesses, to score you usually need 1-2 ICE on a remote -- although installing a 3/2 agenda naked can be a nice bluff; if they always run on any naked card, get some traps in your deck. Don't normally build more than 1 remote with ICE.)
These are just a few points; there are lots of better resources online. Search "common beginner mistakes", "beginner strategy", check out older articles on stimhack.com...
Hope these help a little to get you started!
- Last edited Wed Jan 23, 2019 11:26 am (Total Number of Edits: 1)
- Posted Wed Jan 23, 2019 11:21 am
Early game, the Runner always has an avenue to attack that the corp hasn't had time to install ICE on yet. RnD, HQ, anything.
Which is why ICE placement is crucial. Cover what you value most, sacrifice what you can get away with.
We've never seen an arrangement of ICE that a determined runner can't get through. Never.
Good, because that's not what the game is about. Over time, runner will have the means to enter everywhere. The key here is time and resource spent. You need to manipulate that to your advantage.
The runner always gets an opportunity to run at least once on an agenda before the corp can advance it enough, and usually one run is all they need.
Then place an advanceable trap there. Or other asset. Or upgrade. Let the runner think it is an agenda, spent time and resources and once he flops, THEN install agenda.
Should we just delve into our expansions and deckbuild more?
I'd say stay away from deckbuilding for now, get some decks from the net that consists of cards you have. Or even play standard decks.
There is ton of subtleties to be aware of. Maybe the general mindset is your problem. The corp rarely plays a "shut out" game. It plays a trick game or efficiency game. Force runner to make poor choices. Apply pressure. Bait. Send mixed signals (agendas are in HQ, but they actually aren't, etc.).
General advice is really hard to get, as a lot of "knowledge" is situational and best given when looking at that particular game. If you want to play on jinteki, I can observe that game and maybe give you some advice then.