Where No One Has Gone Before: The Online Magazine



Search this Site
Look for:
Case:

Submit an Article
Submit an Article

Read and Sign the Guestbook
Read and Sign

Bulletin Board
Bulletin Board

WNOHGB Dictionary
Terms and Acronyms

What's News
News and Updates
The Ninja and the Doctor Review:
Establish Home Planet

by The Ninja Scott and Dr. Telek R'Mor

As you may have heard, The Ninja Scot and Dr. Telek R'Mor have decided to do a one-page review of every card in Holodeck Adventures.  That's right, all 131 cards!  Better set aside lots of reading time for this…  (DTRM is doing evens and TNS is doing odds)  The opinions, of course, are those of the authors :-)

41) Establish Home Planet – Planet Mission – Leadership + Engineer x2 + Computer Skill x2.  Span – 4.  30* Points - * = +25 if all personnel in Away Team are (HOLO) – Any Away Team may attempt mission.

 The perennial Holodeck mission who gives the Holo-only deck their main mission of points but how easy is it for them to do?

 First of all, I find it kinda ironic that a mission that can net 55 points for solving with nothing but Holograms comes out the same time that In the Zone comes out, limiting 5 of those points from winning.  There are 6 different “natural” Holographic Engineers, 7 different Computer Skill and 10 with Leadership so it’s not as though you’re going to be lacking in the requirements.  It even enforces the Children of Light principle by not having any affiliation icons on it and best of all, much like most missions with little extras in the point department (A Good Day to Live, Establish Settlement, etc.) the mission can be protected by Fair Play while still netting you potential high bonus points.

 I specify natural (although I rather like the irony of a creation of lights and programs to be natural) because this mission would also go great with Holoprogram: 221 B Baker Street, making copies of personnel placed underneath it holographic.  That increases the number of possible holograms that could solve the mission dramatically but there’s a limit to how many people that this could happen to.  Professor Moriarty increases the inherent limit to two people per turn placed underneath and Regina Barthalomew lets you report copies of personnel you place underneath for free which can be anywhere from one to your entire hand (if they’re universal, of course) Of course, this is vulnerable to your outpost being blown up but then, so are lots of other things in life.
 
 One of the advantages that your opponent can have when they see this is that it’s a pretty good indication of what you’re playing, especially if they see Answer Distress Signal and can plan accordingly.  By targeting non-Holograms, they become vulnerable to Deactivation on the planet, plus there are certain dilemma combos and individual dilemmas that work better for Holograms than non-Holograms.  It’s really a matter of figuring what works against the holograms and what doesn’t.  Of course, there’s nothing stopping non-Holograms clearing out the dilemmas in the holograms' place…

 Hologram decks love this mission.  Shrewd people might give off the impression that’s what they’re playing to draw away a Dead End and some people find it ironic that Prevent Annihilation requires one more Leadership to net 10 more mission points ;-)

Combos – Answer Distress Signal + Establish Home Planet + Dr. Leah Brahms – Holo-only two mission win.

Combos – Opponent’s Holoprojectors + Your Q-Flash containing Dr. Q Medicine Entity – I’ll move this Holoprojectors to a different mission, thanks.

Combos – Examine Singularity + Deactivation + All-Holo Away Team – Lights out, Holograms.
 



Comments?
Post on the New WNOHGB BBS!

Info | Decks | Strategy | Features | Beginners | Viewpoints | Database | Registry | Interact | Back Issues | Links

Where No One Has Gone Before is in no way associated with Decipher, Inc. Star Trek: Customizable Card Game™ and Lord of the Rings Trading Card Game™ are Decipher registered trademarks.