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Earl's Guide to Dilemmas
by Mastere When your opponent has savagely beaten you into the ground, so all that stands between him and a full win is your dilemma combos, they better be good. So I'm here to give you the low down on the 10 hottest dilemmas Decipher has put out and why you should use them. First, Dilemma 101. Dilemmas are sorted into four categories Filter, Wall, Killer, Global Filter: These are
designed to slow large away teams down by stopping or displacing
Wall: Like the name implies wall dilemmas will stop your crews cold and prevent them from going further, usually preceded by a filter. i.e. Shaka, When the Walls Fell, Q Gets the Point. Killer: They remove personnel from play, simple as that. Some just kill personnel; others put them on top of the draw deck. i.e. New Essentialists, Armus - Skin of Evil. Global: These alter the environment in which the game is plays, such as rearranging the spaceline. i.e. Q, Ferengi Bug Naturally the next 10 dilemmas possess many of these qualities, which is what makes them stand out. Here we go. 10) Hide and Seek: The best filter out there, it potentially
stops all unique personnel
9) Cytherians: A very effective space wall, it's a great because
lasts for a couple of
8) Kelvan Show of Force: An effective killer but its filter ability
is what makes it
7) Scientific Method : A great wall; it's tougher than you think
to protect 3 Science
6) Friendly Fire : When decks revolve around a dilemma in must
be special. While most away teams plow into missions with 2-3 Security,
most don't pack more than one Leadership. First, it's versatile: you can
seed in anywhere (i.e. Empok Nor). Second, if you fail not only do you
lose a guy but you have to wait two turns before you can attempt
again. This is murder to decks depending on Empok Nor. But wait, there's
more: Seed it after some filters and play with End Transmission, that way
you can stop the countdown and your opponent will never attempt that mission
again. Groovy.
5) Q-Type Android : The nastiest of the Q dilemmas. It's first
ability is somewhat weak,
4) Ferengi Infestation : The best wall out there. First you a
seed it at Empok Nor, goody goody. Second it's a huge wall that you'll
need at least five people to pass. This alone shuts down Mister Mister
decks. Second you can download 2 Ferengi to a facility there. This, my
friends, is the best way to get Brunt and his Writ out and you might as
well download Leck also and kill someone of your choice or download Gaila
and get Quark's Treasure and get out of there. I know I just use it for
that fact and I don't play Ferengi. If you do play Ferengi, your opponent
will be in trouble.
3) Q : These next three dilemmas have entire decks made around them, hence they deserve the top spots and there can be no substitute. Back in its day the Q dilemma was the way to go, play all unstealable missions, get a bunch of personnel (AMS usually), hit the dilemma and you're home free. This dilemma revolutionized Star Trek as much as AMS. Then Deep Space Nine came along and gave us Hide and Seek which slowed it down a bit (they had to use more Fire Sculptors or Countermandas), Then RoA came and Writ shut it down. While still a viable archetype, you now need to Pain Stick a Brunt First so no one can bring Writ in easily and this makes the deck less appealing than before. 2) Ooby Dooby : One of my friends said if a dilemma lets you draw up to 8 cards, it's got to be godly. I agree. Combine Ooby Dooby with the dilemma Rascals and you can at least draw up to 4 cards. Combine this with STP drop and Devidian Doors you have a lethal combination. The trouble with these decks is that they are extremely dilemma intensive. This leaves little to put under the opponent's missions, so speedy decks such as Mister Mister, Guardian of Forever, Bajoran or Ferengi can steal the win from you before you can get step up. 1) Female's Love Interest/ Garbage Scow : The trouble with the
last decks is that they have a severe weakness that is easily exploitable.
This one doesn't. With the coming of Enhanced Premiere Destroy Garbage
Scow decks have come back in the spotlight now that they can be seeded
at planets. First seed a Mission Debriefing, since you have to complete
the attempt to move it, Debriefing will stop them, then at planet locations
seed huge wall in front of Garbage Scow (Ferengi Infestation, Founder Secret)
to prevent redshirting and when they hit Garbage Scow, detonate it
with Destroy Radioactive Garbage Scow killing everyone on the planet. Pack
some Kevins incase of Thermal Deflectors and you will kill 5 personnel
every mission attempt and reduce its worth by ten. Combine this with a
good Hero of the Empire deck and Q-flashes (Bailiffs). Your opponent won't
make it past fifty points. At space locations it's a little less
effective; seed a huge wall, then Borg Ship or Cytherians then the Love
Scow. This prevents Senior Staff Meetings from hurting you big. Get out
Big Picture to prevent an all space win and
// Editor's note: there actually are weaknesses in this strategy…for example, it will probably lose to a good Borg deck. Well that's it. I hope you
found that informative and insightful. If you have any
NEXT MONTH: I'm going to shed the light on the Top Ten Deck of today. A must read for any player going to provincial/state qualifiers. Peace. Mastere Comments? Post on the New WNOHGB BBS! |