Wesley's STCCG card of the day #280
Hi, folks,
here's a simple card. Quite simple that is:
ESCAPE POD
Interrupt, common.
Plays on ship being destroyed. Escape Pod saves entire crew. Unseen by
enemy ships, crew remains in pod until personnel rescued. Disard after
rescue.
"Angosian escape pod used by Roga Danar in 2366. Escape pods can be used
in an emergency to save a crew."
Another "Oops" card. Oops because it only helps you in a situation that
shouldn't really have happened in the first place.
These situations can include:
- having been on the wrong end of a Borg Ship. Maybe the most useful
application for this Interrupt. Uncovering a Borg Ship under a mission is
something that can happen even to the best of players unless you're
regularly using Scans (cards that tend to clutter up your deck as much as
the Escape Pod though it might help you to decide which missions to
attempt). And in this case you are perfectly justified in assuming you
can rescue your crew later as there won't be an attacker waiting for you
when you come around with your next ship.
- seeing a small ship (Runabout, Scout) of yours destroyed by a shot from
a larger attacker. If there are several valuable crewmembers aboard that
ship a rescue attempt might make sense and also be successful in spite of
a waiting attacker if your rescue ship is large enough (or protected
enough) to withstand the attack of a Vor'Cha or D'Deridex class ship.
- Losing a big, laden ship to an armada. While in this case the
instantaneous effect of the Escape Pod might seem much more powerful than
in the first two cases where the loss is often limited to a smaller crew,
you will have severe trouble avoiding the very same fate for the rescue
ship you want to send in, as your opponent might leave two or three ships
in waiting, able to kill your new ship in two turns (or even one turn in
the case of 3 ships).
- Losing a ship to a Dilemma apart from Borg Ship. You did what? Hit
Cosmic String Fragment? Or Gravitic Mine with a damaged ship? Come on,
is the "crew" on that ship really worth saving?
- Losing a ship to an Interrupt or Event. Plasma Fire or Warp Core Breach
should not be that much of a threat. Maybe the occasional Auto-destruct
sequence used to finish off an opponent's ship? Waitasec... Your
opponent has a damaged ship with SHIELDS of 7 or less and you can't
finish it with your WEAPONS? You must either have a rather weak ship (in
which case there usually isn't much personnel aboard) or your opponent
has just been hit by a damaging Dilemma or Interrupt (in which case there
usually isn't much opponent to worry about) or you're playing Fed (in
which case I don't know how you got the ship damaged in the first
place)...
Yeah. That's it. Borg Ship Defence. Maybe a sideboard card (is that how
Q's tent is played? Sideboarding during a game?) But that requires that
you at least play two games and have the opportunity for deck alteration.
So try something else. (Although it might make sense, if Q's Tent works
this way and with the Pods, to put one in there and if you Scan a
Borg Ship and urgently want to attempt the mission to play the Pod. But in
this case you could as well attempt the mission from a ship with only a
single Redshirt aboard and save both the Pod and the Tent. Unless your
opponent used a Shaka / Borg Ship combo which requires you to go in there
with several crew...)
Favorite combo(s):
- Escape Pod + a strategically triggered Borg Ship. Just to fill this
space.
Ratings for : ESCAPE POD
Wesley's rating: 3.0
Allen's rating: 4.0
Cole's rating: 7.0
Data's rating: 7.5
Drew's rating: ---
Gowron's rating: 3.4
Hal's rating: 7.0
Jack's rating: 7.6
Lakanta's rating: 5.0
Nanite's rating: 7.0
Nouwa's rating: 3.75
Picarde's rating: 6.5
Q's rating: 3.0
Ranger's rating: 5.0
Ray's rating: 5.2
Tania's rating: 7.0
Tony's rating: 8.0
Wa'Qah's rating: 7.0
----------------------
AVERAGE RATING: 5.7
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LLAP,
Wesley Crusher, the new STCCG Lord
"A couple of lightyears can't keep good friends apart"