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Dilemma Theory II
by Rom Part 4 Better Combos OK, we have the Wall Killer Wall setup. How can those combos be better? Let's look at that leading wall. Its purpose is to stop redshirts. It keeps someone from sending a useless personnel to encounter the killer dilemmas. Is there a way to really punish someone who tries that? There are a number of dilemmas, especially from recent sets, that act as both walls and killers. They require certain skills to pass, but can also remove personnel when encountered. For example, Chula: The Lights will always remove a personnel and then requires a number of personnel remaining. If the opponent redshirts, they lose a personnel and the dilemma goes back under the mission. Next time they attempt, they lose another personnel before they can cure the dilemma. So we now have this pattern: Killer/Wall Killer Wall What about the trailing wall? What's the best choice for that? Well, Killer/Walls usually have easier requirements than plain simple walls. It's best to use the cards with more difficult requirements here to keep the opponent from beating the mission. The list: This is a list of the more powerful dilemmas that can be used for simple combos. Note some of these "killers" don't actually kill, but are just as good at removing personnel for an extended time.
There you go, one from each column gives you a simple yet effective dilemma combo. A benefit of this setup is that you can mix and match the dilemmas and seed them in different combos. That way, if you play the same opponent all the time, they won't know what to expect from just seeing the first card of a combo. That's very useful if you have a limited supply of dilemmas. Also, either-or dilemmas tend to be less powerful than planet- or space-only. If you mix and match, you can start with 2 planet-only and 2 either-or combos, and end up with at least one planet-only dilemma at each of the opponent's 4 planets. Part 5 - The Borg Factor When selecting dilemmas, watch out for dilemmas that are irrelevant to Borg. You don't want too many useless dilemmas taking up seed slots. On the other hand, look for dilemmas that Borg need to Adapt to, those are very powerful. Anything requiring Officer, Diplomacy, Leadership, Empathy, Treachery, or unusual stats (like In The Pale Moonlight, Clan People) will require either a Counterpart in play, the right skill on the Queen, or an Adapt. Putting a few of those dilemmas together can keep the Borg delayed a while. (Borg Drones also lack Honor, VIP, and Civilian, but there are no dilemmas to take advantage of that.) On planets, leading killer/walls are great against Borg. Borg have to scout one drone at a time, unless they have a card like Emergency Transporter Armbands. The best they can do is lose a drone and hope to Adapt on the next turn. Then, if you counter the Adapt, the dilemma kills a drone on that attempt, too, and so on By the time they get to the other dilemmas, there may not be many drones left to scout with. In space, Borg are usually attempting with a LOT of drones. (Scout Swarms are certainly not as powerful as they used to be.) With the Interlink Drone, they have enough multiples of every skill to beat almost anything. So you should probably rearrange your combos to: Killer Killer/Wall Wall That gives you 2 chances to kill the Interlink, then maybe the trailing wall will stick around a while. Because killer/walls usually have some requirements, putting the plain killer first can help them hit. Part 6 Backing Up Your Dilemmas Dilemmas alone will not stop your opponent forever. You need to design the rest of your deck to support them. There are a few simple tricks that can make your dilemmas more effective.
Be able to beat your own dilemmas. Maybe you and your opponent will both seed the same mission, so you need to protect it with a dilemma or 2. Maybe you just want to steal a mission occasionally. Either way, you should be ready to pass a few of your own dilemmas. Chris 'Rom' Brennan
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