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Planning Your Dilemma Resolution Personnel
by Admiral Bill
At some point during your deck design process, you select missions. You then need to find the right personnel to fulfill those mission requirements. After you decide how many of each personnel you want to include in your deck for your missions, whether in the Q's Tent or in the draw deck, you need to add more personnel. These personnel will be used in particular in overcoming Dilemmas. How do you determine how many of each personnel to use? How do you decide which Classifications you need and then what regular Skills these personnel should have? This article will help you make personnel decisions based on your strategy and the possible dilemmas that you could encounter.
Let me first of all define what this article will contain. Each Classification and Regular Skill will have listed after it a number of dilemmas that requires or targets that particular Classification or Skill. It will also give you the maximum number that is required by dilemmas and also what the bare minimum number to stock is. The dilemmas reviewed are up to and including Rules of Acquisition. The numbers will be broken out by "Planet and Space/Planet" Dilemmas and then "Space and Space/Planet" Dilemmas. A "Top-Ten" styled list will be included at the end of each type so you can easily see which are most important for those Dilemmas. Also, if there are only 1 or 2 Dilemmas that require a Regular Skill, and any of them is a Wall Dilemma, recommendation will be made to stock at least one of that Regular Skill.
This article will not include any of the Q-related dilemmas, including Hide and Seek. No specific Borg-related data will be provided. There is no consideration for what Classifications or Regular Skills of your opponent's that might be present while you encounter a particular Dilemma. The effects of Interrupts, Events, Objectives, etc. on your personnel are also not discussed. Dilemma resolution by having a specific person or android type is not considered. No provision has been made for padding Classification or Regular Skill personnel due to potential loss of personnel while encountering Dilemmas or Dilemma Combos. All of these may be considered in future articles. What we want to see in this article is how many Dilemmas require a specific Classification or Regular Skill requirement, how many of that requirement, and whether we want to stock it or not. We will see what Classifications and Regular Skills are never required, occasionally required and often required.
The Classifications and Regular Skills listed here are taken from both the WNOHGB database and the list from Major Rakal's website. It is complete based on what Classifications and Regular Skills that you find on personnel cards. You can use the Personnel Power Search on this website to choose personnel with the appropriate Classifications and Regular Skills.
There are 165 Dilemmas with the requirements listed above. There are 55 Planet only, 37 Space only and 73 Space/Planet. The listings below will not reflect what you need in addition to the Classification or Regular Skill that you are considering; just how many of that one in particular. Also, if none of the Classifications and Regular Skills are a requirement, such as "Q's Vicious Animal Things" which is overcome by Strength only, those Dilemmas are not factored into the list below. If there is only 1 Dilemma per Classification or Regular Skill, I have listed which Dilemma it is.
Planet and Space/Planet Dilemmas
Classifications:
- ANIMAL - None.
- CIVILIAN - Required by 1, "Primitive Culture", requires only 1.
- ENGINEER - Required by 6, plus "Make Us Go" targets most Cunning ENGINEER to be held with Dilemma and "No Loose Ends" targets all ENGINEERS to be killed. Stock at least 3 ENGINEER for most Dilemmas, but "Theta Radiation Poisoning" requires 6 to cure.
- MEDICAL - Required by 16, plus "No Loose Ends" targets all MEDICAL to be killed. Only "REM Fatigue Hallucinations" requires 3 MEDICAL, but for most you should stock at least 2 MEDICAL. Unless of course "DNA Clues" is used and you continue, in which case all MEDICAL requirements for Dilemmas at that mission would all be "plus 2".
- OFFICER - Required by 5, plus "Don't Call Me Ahab" stops an OFFICER and "Shot In The Back" stops an Android OFFICER. The most OFFICERS required are 2 and you would be safest with at least 2.
- SCIENCE - Required by 8, plus "Odo's Cousin" gives you Bonus Points, and "Unscientific Method" kills 1 SCIENCE without Greed or Treachery. "Scientific Method" requires 3, and since it is a Common and a Space/Planet Dilemma, you should stock at least 3 SCIENCE.
- SECURITY - Required by 18, plus "Angry Mob" kills a SECURITY, and "Shot In The Back" stops a SECURITY Android. The most SECURITY required is by "Center Of Attention" which requires 4. You shouldn't have any less than 3 for most of the rest of the 18 Dilemmas.
- V.I.P. - None requires V.I.P. "Misguided Activist" will kill 1 V.I.P.
Regular Skills:
- Anthropology - Required by 3. "None Shall Pass" requires 2. You might choose to include only 1.
- Acquisition - Required by 4. "Skullduggery" allows a personnel to be stopped instead of killed if you have Acquisition. The minimum if you stock it would be 1.
- Archaeology - None.
- Astrophysics - None.
- Barbering - None (I know this comes as a surprise to everyone!)
- Biology - Required by 2. Both only require 1 Biology.
- Cantankerousness - None.
- Computer Skill - Required by 4. "Ferengi Ingenuity" requires one personnel to have CS x2 otherwise stops a Computer Skill personnel. You should stock at least 1.
- Cybernetics - Only "Borg Servo", which only applies if your opponent is playing Borg. "Borg Servo" requires 1 Cybernetics.
- Diplomacy - Required by 3. "Zaldan" targets 2 Diplomats to be killed. "Shaka, When The Walls Fell" of course requires 2 and "None Shall Pass" requires 3. You should at least have 2. Easily accomplished by stocking "Dathon" in your Q's Tent.
- Empathy - Required by 7. "Empathic Echo" targets 1 Empath to be killed. "Frame Of Mind" requires 3 Empathy. You should have at least 2, if not more. Easily accomplished by stocking "Maques" in your Q's Tent.
- Exobiology - Required by 6. You should stock at least 2, which is the most required by any one Dilemma.
- FCA - Only required by "Ferengi Bug", which requires 2 FCA. If not stocking, you could use 3 SECURITY and a Tricorder, or you will be playing with your hand face up.
- Geology - Required by 2 Dilemmas, "Odo's Cousin" and "Seismic Quake". Both are Walls. Stock at least 1 Geology, if not more.
- Greed - Required by 4 Dilemmas. 3 Dilemmas target Greed. "Unscientific Method" targets a SCIENCE without Greed or Treachery. "Skullduggery" allows stopping instead of killing a personnel if you have Greed. The most required is 2, by "Primitive Culture". Most of the 4 are passed with only 1.
- Guramba - "None Shall Pass" is the only one that requires. But you could also use Strength > 53 OR 3 Diplomacy OR 2 Anthropology. If you stock, the minimum would be 1.
- Honor - Required by 2, "New Essentialists" requires 2 Honor. If you stock it, stock at least 1.
- Klingon Intelligence - None.
- Law - Required by 2. No more than 1 Law per Dilemma. If you stock Law, the minimum would be 1. Neither Dilemma is a Wall.
- Leadership - Required by 6. "Alien Abduction" requires the most at 3, but you should have at least 2. And of course, not related to Dilemma resolution, you need Leadership to initiate battles.
- Mindmeld - Required by "Interphasic Plasma Creatures". Since you will probably already stock 2 SCIENCE, use them instead to resolve.
- Miracle Worker - Required by "Duonetic Field Generator". Only "Montgomery Scott" has, so use 3 ENGINEER instead to resolve.
- Music - Required by 1, "Wind Dancer". "Ooby Dooby" targets. Since "Wind Dancer" is a Wall, stock at least 1 Music, or 1 Youth or 1 personnel with Strength > 9.
- Navigation - None.
- Obsidian Order - Required only by "Primitive Culture". If not playing Cardassian, solve "Primitive Culture" using other requirements. Simplest way would be to stock in your Q's Tent any one of the following Non-Aligned CIVILIANS: Hagath, Kathleen Tonnell, Madam Guinan, Martus Mazur.
- Physics - None.
- Resistance - "No Loose Ends" is the only 1 that requires. Unless playing Bajoran, simpler to use "SCIENCE, OFFICER and Computer Skill".
- Section 31 - None.
- Smuggling - Required by "Arms Deal" and "Skullduggery" allows you to stop instead of kill one personnel. If you stock, include at least 1.
- Stellar Cartography - None.
- Tal Shiar - Required only by "Primitive Culture". If not playing Romulan, solve "Primitive Culture" using other requirements. Simplest way would be to stock in your Q's Tent any one of the following Non-Aligned CIVILIANS: Hagath, Kathleen Tonnell, Madam Guinan, Martus Mazur.
- Transporter Skill - Required only by "Vantika's Neural Pathways". If you stock, you would only need a minimum of 1. The only way to overcome this Dilemma is with MEDICAL and Transporter Skill at Infirmary Site. Probably not worth stocking, unless you already include the Infirmary Site, because "Vantika's Neural Pathways" is not a Wall.
- Treachery - Required by 5. Targeted by 3. "Unscientific Method" targets a SCIENCE without Greed or Treachery. "Skullduggery" allows you to stop instead of kill one personnel if you have Treachery. "Dangerous Liaisons" requires 3. Stock at least 2.
- Youth - "Wind Dancer" requires 1 Youth. "Ooby Dooby" targets all Youth. "Bendii Syndrome" targets Vulcan with Youth. Unless using for a mission, not incredibly useful to stock for Planet Dilemmas other than "Wind Dancer" which is a Wall. You would need either 1 Youth or 1 Music or 1 personnel with STRENGTH>9.
Planet and Space/Planet Top Twelve List
(Based upon total number of Dilemmas requiring, not upon most required on one Dilemma)
- SECURITY - 18 Dilemmas, 4 Maximum on a Dilemma, Stock at least 3
- MEDICAL - 16 Dilemmas, 3 Maximum on a Dilemma, Stock at least 2
- SCIENCE - 8 Dilemmas, 3 Maximum on a Dilemma, Stock at least 3
- Empathy - 7 Dilemmas, 3 Maximum on a Dilemma, Stock at least 2
- ENGINEER - 6 Dilemmas, 6 Maximum on a Dilemma, Stock at least 3
- Exobiology - 6 Dilemmas, 2 Maximum on a Dilemma, Stock at least 2
- Leadership - 6 Dilemmas, 3 Maximum on a Dilemma, Stock at least 2
- OFFICER - 5 Dilemmas, 2 Maximum on a Dilemma, Stock at least 2
- Treachery - 5 Dilemmas, 3 Maximum on a Dilemma, Stock at least 2
- Acquisition - 4 Dilemmas, 1 Maximum on a Dilemma, Stock at least 1
- Computer Skill - 4 Dilemmas, x2 Maximum on a Dilemma, Stock at least 1
- Greed - 4 Dilemmas, 2 Maximum on a Dilemma, Stock at least 1
Planet and Space/Planet "Don't Need" List
(Based upon Dilemmas not requiring)
- ANIMAL
- Archaeology
- Astrophysics
- Barbering
- Cantankerousness
- Klingon Intelligence
- Navigation
- Physics
- Section 31
- Stellar Cartography
- V.I.P.
Space and Space/Planet Dilemmas
Classifications:
- ANIMAL - Required only by "Vole Infestation". Simplest way to overcome would be to stock a hand-weapon.
- CIVILIAN - None.
- ENGINEER - Required by 14, plus "Make Us Go" targets most Cunning ENGINEER to be held with Dilemma. You need at least 3 ENGINEER for most Dilemmas, but "Theta Radiation Poisoning" requires 6 to cure and "Gravimetric Distortion" requires 4. Probably best to stock at least 4.
- MEDICAL - Required by 11, plus "Hippocratic Oath" targets to be relocated, "No Loose Ends" targets all MEDICAL to be killed and "Tarellian Plague Ship" targets 1 MEDICAL to be discarded. Only "Rem Fatigue Hallucinations" requires 3 MEDICAL, but for most Dilemmas you should stock at least 2 MEDICAL, and that is provided none get targeted. If "DNA Clues" is used and you continue, all MEDICAL requirements for Dilemmas at that mission would all be "plus 2".
- OFFICER - Required by 5, plus "Don't Call Me Ahab" stops 1 OFFICER. The most OFFICERS required is 3 by "Maglock" and you would be safest with at least 3.
- SCIENCE - Required by 14, plus "Unscientific Method" targets 1 to be killed without Greed or Treachery. More than one Dilemma requires 3 SCIENCE so stock at least 3.
- SECURITY - Required by 9, plus "Misguided Activist" allows you to stop one personnel instead of 1 being killed if you have 2 SECURITY. More than one Dilemma requires 4 so you should stock at least 4.
- V.I.P. - None requires V.I.P. "Misguided Activist" will kill 1 V.I.P.
Regular Skills:
- Anthropology - None.
- Acquisition - Required by 2. "Skullduggery" allows a personnel to be stopped instead of killed if you have Acquisition. "Dangerous Liaisons" is a Wall Dilemma, so to overcome you need 1 Acquisition and 3 Treachery OR 2 SCIENCE and 2 SECURITY OR Ty Kajada. Might be simplest to stock Ty Kajada in your Q's Tent.
- Archaeology - None.
- Astrophysics - Required by 4. "Gravimetric Distortion" requires 2 Astrophysics but the rest only require 1. You should stock at least 1.
- Barbering - None (I can't believe it! Not required for Space or Planet!)
- Biology - Required by 3. "Aphasia Device" requires 2 Biology. You should stock at least 2 Biology.
- Cantankerousness - None.
- Computer Skill - Required by 4. "Pup" requires 4 but most require 2. Stock at least 2.
- Cybernetics - Only "Borg Servo", which only applies if your opponent is playing Borg. "Borg Servo" requires 1 Cybernetics.
- Diplomacy - Required by 3 plus "Strict Dress Code" kills 1 Diplomat. "Shaka, When The Walls Fell" of course requires 2 and "Nagilum" requires 3. You should at least have 2. Easily accomplished by stocking "Dathon" in your Q's Tent.
- Empathy - Required by 6. "Empathic Echo" targets 1 Empath to be killed. "Frame Of Mind" requires 3 Empathy. You should have at least 2, if not more. Easily accomplished by stocking "Maques" in your Q's Tent.
- Exobiology - Required by 3. You should stock at least 2, which is the most required by any one Dilemma.
- FCA - Only required by "Ferengi Bug", which requires 2 FCA. If not stocking, you could use 3 SECURITY and a Tricorder, or you will be playing with your hand face up.
- Geology - None.
- Greed - None require Greed. "Unscientific Method" targets a SCIENCE without Greed or Treachery. "Skullduggery" allows stopping instead of killing a personnel if you have Greed and "Center Of Attention" targets personnel with Greed.
- Guramba - None.
- Honor - None.
- Klingon Intelligence - None.
- Law - Required by 3. No more than 1 Law per Dilemma. "Drumhead" is a Wall Dilemma so you should stock at least 1.
- Leadership - Required by 3. The most common is 2 Leadership so stock at least 2. And of course, not related to Dilemma resolution, you need Leadership to initiate battles.
- Mindmeld - Required by "Interphasic Plasma Creatures". Since you will probably already stock 2 SCIENCE, use them instead to resolve.
- Miracle Worker - None.
- Music - Required by 1, "Crystalline Entity". "Ooby Dooby" targets. Since "Crystalline Entity" kills the whole ships crew unless you have Music or Shields > 6, to protect weaker shielded ships you could stock Music. Otherwise not really useful for Dilemma Resolution.
- Navigation - Required by 8. "Gravimetric Distortion" requires 1 personnel with Navigation x2. "Subspace Seaweed" requires 3 Navigation, most of the rest require 2. You should stock at least 2, and probably 1 with Navigation x2.
- Obsidian Order - None.
- Physics - None.
- Resistance - "No Loose Ends" is the only 1 that requires. Unless playing Bajoran, use "SCIENCE, OFFICER and Computer Skill".
- Section 31 - None.
- Smuggling - Required by "Arms Deal" and "Skullduggery" allows you to stop instead of kill one personnel. If you stock, include at least 1.
- Stellar Cartography - Required only by "Navigational Hazards", which is a wall. Stock at least 1.
- Tal Shiar - None.
- Transporter Skill - Required by 2. "Vantika's Neural Pathways" requires MEDICAL and Transporter Skill at Infirmary Site. "Orion Syndicate Bomb" will damage ship if you don't have Transporter Skill. You may want to stock at least 1.
- Treachery - Required by 3. Targeted by 3. "Unscientific Method" targets a SCIENCE without Greed or Treachery. "Skullduggery" allows you to stop instead of kill one personnel if you have Treachery. "Dangerous Liaisons" requires 3. Stock at least 2.
- Youth - None required. "Ooby Dooby" targets all Youth. "Bendii Syndrome" targets Vulcan with Youth. Not especially useful for Space and Space/Planet Dilemmas.
Space and Space/Planet Top Nine List
(Based upon total number of Dilemmas requiring, not upon most required on one Dilemma)
- ENGINEER - 14 Dilemmas, 6 Maximum on a Dilemma, Stock at least 4
- SCIENCE - 14 Dilemmas, 3 Maximum on a Dilemma, Stock at least 3
- MEDICAL - 11 Dilemmas, 3 Maximum on a Dilemma, Stock at least 2
- SECURITY - 9 Dilemmas, 4 Maximum on a Dilemma, Stock at least 4
- Navigation - 8 Dilemmas, 3 Maximum on a Dilemma, Stock at least 2
- Empathy - 6 Dilemmas, 3 Maximum on a Dilemma, Stock at least 2
- OFFICER - 5 Dilemmas, 3 Maximum on a Dilemma, Stock at least 3
- Astrophysics - 4 Dilemmas, 2 Maximum on a Dilemma, Stock at least 1
- Computer Skill - 4 Dilemmas, 4 Maximum on a Dilemma, Stock at least 2
Space and Space/Planet "Don't Need" List
(Based upon Dilemmas not requiring)
- Anthropology
- Archaeology
- Barbering
- Cantankerousness
- CIVILIAN
- Geology
- Greed
- Guramba
- Honor
- Klingon Intelligence
- Miracle Worker
- Obsidian Order
- Physics
- Section 31
- Tal Shiar
- V.I.P.
- Youth
So, what do we learn from this? Some interesting things. First of all, no Dilemma requires Archaeology, Barbering, Cantankerousness, Klingon Intelligence, Physics, Section 31 or V.I.P. Of course, Barbering was no surprise, but I was surprised that Physics and Archaeology are not requirements for any Dilemmas. Also, no Planet and Space/Planet Dilemmas require Astrophysics, Navigation or Stellar Cartography. No Space and Space/Planet Dilemma require Geology, Greed, Honor or Youth. We also can see which Classifications and Regular Skills have a better chance of turning up (SECURITY, MEDICAL, SCIENCE, etc.) and which we have a better chance of avoiding altogether (Cybernetics, Transporter Skill, etc.) This should make it easier to choose fewer personnel because you won't be tempted to select personnel that would never be used with the types of Dilemmas that you would encounter.
Most people include personnel to solve all of their missions, Space or Planet, but often I and others plan to solve only Planet or Space missions. This guide will help with the selection of the right personnel for the type of Dilemmas you might encounter.
Let me reiterate that the minimum number to stock listed for each Classification or Regular Skill is just that, the minimum. Obviously, even if none of your missions required MEDICAL, you would not rely on JUST 2 MEDICAL. Personnel could be killed, captured, discarded, relocated etc. and not just by Dilemmas and Dilemma Combos. However, if your opponent did not play DNA Clues, used no other cards like Interrupts and Objectives against you, and you never had any of your personnel die, based on the requirements listed above, you could survive with just 2 MEDICAL. Some people like to stock 2 times the number of each Classification or Regular Skill they need for mission solving. You might consider using the same type of philosophy when adding your Dilemma Resolving personnel.
Another factor to consider is that if the majority of your missions are Space, then you might want to have the minimum required personnel as outlined above on whichever ship is attempting missions, or each ship attempting missions. The same holds true for away teams that are attempting missions; each might have the minimum required personnel.
William A. "Admiral Bill" Simendinger
was-sks@juno.com
Comments? Post on the New WNOHGB BBS!
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