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Top Ten Dilemmas for Warp Speed Play
by Admiral Palleon

Number. Name (Rarity): Game-text: Hints

 

  1. Crisis (S): To get past requires Leadership (or [Com] and [Def] icons) in Away Team and an OFFICER-classification personnel (or 2 [Def] Borg) aboard your ship at this location: In warp speed, speed is essential, as the name suggests. Most warp speed players do not play Borg, and the likelihood of your opponent keeping an officer on a ship, and leadership on the planet is not high. In most circumstances, they will throw either a one or two person red-shirt away team at the mission, probably not containing personnel with leadership; or they will throw all their personnel into the fray in a hope to pass the dilemmas through shear numbers.
  1. Spatial Rift (C): Two personnel present (random selection) "disappear" (discarded) unless their combined CUNNING>14. To get past requires Astrophysics and 2 ENGINEER: This dilemma has to be my favorite. With most warp speed compatible personnel having cunning <8 the chances of getting past the first part of this dilemma is not all that great in and of itself. If by some stroke of luck your opponent’s band of peoples manages to pass the first part, they must also have the skills to pass the second, with Astrophysics and Engineer being two of the scarcest skills among warp speed compatible personnel. The hidden beauty of this dilemma lies not in its double trapper, but in the fact that if they fail to pass either part, they are stopped and the dilemma is RE-seeded, and they must face both parts again.
  1. Radioactive Garbage Scow (S): Place on spaceline here. Mission cannot be attempted where present. Ship with Tractor Beam and 2 ENGINEER can tow scow: Again, this is a speed thing. In order to use this dilemma effectively, seed a high-span mission next to the one you plan to place this at, preferably your opponent's outpost mission if it is space. Since most Voyager-environment missions have a span of 4, the majority of ships will not have range enough to tow the scow and come back to continue the attempt on the same turn.
  1. Ankari "Spirits" (R): Unless 2 Honor and INTEGRITY>35 present, place on ship. Now and start of each turn, kills two crewmembers (random selection). Cure with 3 ENGINEER and exobiology: Honor, though not incredibly scarce, is nonetheless not widely used in warp speed. This is a nasty shock to those who use a very small crew with a bare minimum of crew. Eliminating two crewmembers and then stopping the rest is harsh. The skills needed to cure the dilemma are also usually in short supply. 3 Engineer and exobiology are hard to come by unless your opponent is mega-teaming.
  1. Your Galaxy Is Impure (R): Place on mission. Now and at start of each mission or scouting attempt here, kills one personnel present (opponents choice). (Immune to Adapt: Negate Obstruction): Although it does not stop your opponent, it will allow you to pop off your opponent’s key personnel at the start of each of his/her mission attempts. Currently the only counter for this card is to stack Borg Nanoprobes in every away team, which takes up costly space in a deck. Having this dilemma present will make it necessary for your opponent to stack double of everything they need to complete the mission, which will take valuable time.
  1. Matriarchal Society (S): Cannot get past unless at least two female Away Team members are present: Ah females, so important and so few of them in most decks. Combine this dilemma with a well-placed Female’s Love Interest and stop up your opponent for at least a turn or two. A nasty shock for those of use who never stack those all too important women in our decks :-).
  1. The Cloud (R): Unless 2 MEDICAL, 2 ENGINEER, and 2 Astrophysics present, ship is damaged and "stopped" until end of your next turn. Discard dilemma: Unless playing Vidiian, medical is one of the, if not the rarest skill of all warp speed compatible personnel. Not only will this dilemma damage and stop your opponent, but leave them that way until the end of their next turn, giving you time to either solve your own missions, or sweep in with your ships for a quick kill of your opponent's key personnel.
  1. Sabotaged Negotiations (U): To get past, four personnel present (random selection) "attend a conference." If their total INTEGRITY<24, each one without Treachery x2 is killed. First off, if your opponent is red-shirting, this will stop them right away, as they’ll need four people just to attempt to pass. Second, the amount of high-integrity people in warp speed is extremely limited. They are an isolated group from the Federation and a select few from the other affiliations.
  1. Hanonian Land Eel (R): Unless SECURITY, SCIENCE, and STRENGTH>50 present, kills Away Team member with lowest CUNNING or fewest • icons (opponent's choice): Science as with medical, is in short supply. Using this dilemma to eliminate those pesky mission specialists that score extra points is a great way to keep your opponent's score down.
  1. The Clown: My Festival (R): To get past, crew or Away Team must have no fewer personnel than the lowest INTEGRITY present, and no more than the highest INTEGRITY present. Arguably THE best dilemma for warp speed play. Unless you opponent is incredibly lucky or plans ahead for this, he/she will in all probability be stopped by this dilemma. It also eliminates red-shirts and mega-teams for the dilemmas following this one. This has to be the best way to keep your opponent’s crew or Away Teams in check.

I hope these hints are valuable to all of those out there that love the game of Warp Speed as much as I do.

Imperial High Command Out!

-AdmiralPalleon



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