nice to see some of you still care ("once in every five millenia ? >:-( " ?). Seriously, I try to maintain an average of at least 4.5 a week but if you have to put in 18 hour workdays you sometimes get a little tired...
Anyway:
The most important words on this Dilemma card are the ones that are not on it, namely "Discard Dilemma". Yes, it just stays there and acts as a big Feddie blocker. As long as you don't try with a non-aligned ship or one of an affiliation you have a treaty with, a Fed crew just can't get past this one.
The bad thing about it: It does nothing against the other affiliations.
Right: Nothing. So playing it is a little risky. But considering the
abundance of Fed decks especially in high level environments, it is often
worth using it even in your starting deck, but if you don't you should at
least have a few in your sideboard.
The other risk behind it: You might run into an opponent who has no space missions. Like my Blue Lightning deck. But this can also be tolerated as you will always have to count on decks like this. All space and all planet strategies just are effective.
But I wouldn't be Wesley if I had not discovered a sneaky use with this Dilemma. If you play Fed and intend to use WNOHGB or Lakanta, you can try this play:
Use four planet missions and two space missions. All Fed only. The four planets are the ones you want to solve and during seed you must see to get a Space mission into the sixth or seventh slot. (If your opponent also plays Fed, you can as well use her space missions for it). Place your outpost near it (best next door), but not directly on. Now seed a Maman Picard last under that mission.(ensure you have lots of Dilemmas so you can seed last.) Once you have your WNOHGB or Lakanta you have an instant, permanent teleporter that boosts your operating range by quite a few cards! Whatever end your opponent chooses, the wraparound will get you to where you want to be. Can you say speed advantage?
Good way to reach the outer positions in short time (esp. # 1/2/11/12). Even better in multi-player or long spaceline games. Try it with a 120 card / 200 point / 12 mission each deck design and then you really start gaining turns.
Wesley's rating: 7.5 Cole's rating: 3.0 Conner's rating: 6.0 Hal's rating: 4.5 Heather's rating: 6.0 Jack's rating: 7.5 John's rating: 8.0 Lore's rating: 7.0 Movar's rating: 6.75 Ray's rating: 4.0(*) Serge's rating: 5.0 Tony's rating: 5.67(*) ---------------------- AVERAGE RATING: 5.9
(*) Can't them guys stick to one rating, sparing me the averaging and finding out how you weigh the different ratings against each other ?
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With all back issues from #1 up to today !
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"