here's the last COTD from the basic set:
But its use goes a little farther and this is now also a viable Federation strategy (though as a Fed you will first need to somehow get a Wartime Conditions out): Take a single expendable Klingon (perhaps the key guy for the mission you just completed) and send him in alone to do battle. He will of course lose, but not without taking an opponent's key crewmember with him. Try this on an opponent who relies on Devinoni Ral for Empathy or who tries a Mickey D. approach to a few quick points. Also works great on these really annoying Selas and Taibaks your Rommie friend uses to complete his mission(s).
And for a maximum surprise effect (this is a late-game combo), play the Klingon (and Worf, K'Eleyhr and Alexander are equally good choices for it) from your hand using a Devidian door once you're really ahead on points and just need to stop your opponent from catching up before you draw your last card. Fire the Klingon, stop the away team, eliminate a key personnel and (hopefully) win the game! Just make sure you get him there one turn before your opponent beams down, otherwise you'll not be able to initiate battle. Also a good ploy for Feds: Deploy an Alexander at some planet where your opponent is likely to attempt a mission. Wait for beamdown, she'll hopefully attack you, you eliminate a key player and have a great excuse to play a Wartime Conditions. This will teach warlike opponents to stay peaceful...
Wesley's rating: 5.0 Lore's rating: 5.3 Owen's rating: 2.2 Ian's rating: 4.0 Jack's rating: 3.0 Jason's rating: 6.5 Cole's rating: 6.0 Mark's rating: 4.0 Movar's rating: 4.0 Serge's rating: 4.0 Andrew's rating: 4.5 Ted's rating: 3.0 ---------------------- AVERAGE RATING: 4.3
Enough of that stuff now! Meet you all tomorrow in your favorite ALTERNATE UNIVERSE!
Please direct all email concerning card of the day to: crusher@kiss.de
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Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"