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Tactical Review
by Ensign Regis
Greetings one and all! This article deals with all of the different Tactics,
reviewing them one by one. Enjoy!
The first 6 I am going to do as one, because they are almost exactly alike:
- Primary Energy Weapon / Phased Polaron Beam / Spiral-Wave Disruptor / Plasma
Torpedo / Pulse Disruptor / Phaser Banks
Attack 1 / Defense 2
Attack Bonus +2 if you have a (affiliation) ship firing.
Hit = (flip flip), Direct Hit = (flip flip flip flip)
DAMAGE:
Casualities: Randomly kills a personnel (on a nor, one personnel at site of opponents choice).
RANGE -X WEAPONS -X SHIELDS -X Hull 30%
X is 1 or 2 depending on the tactic.
These could be called the "Typical Tactics" of each affiliation. One thing missing: Where is a Bajoran tactic? Anyway, these are the old standbys for each affiliation. Not particularly interesting, but possibly useful, for the affiliation it targets. Otherwise, pretty boring. And the damage is typical as well; Any random casuality, loss of at least one of each attribute, and the loss of at least one more point from another attribute (Spiral-Wave Disruptor: 2/1/1, for example). Somewhat useful, but boring. Next!
- Full Phaser Spread
Attack 3 / Defense 2
Attack bonus +1 if you have a Galaxy-class ship firing.
Hit = (flip flip), Direct Hit = (flip flip flip flip)
DAMAGE:
Science panel destroyed: randomly kills one Science or Stellar Cartography personnel (if on a Nor, one personnel in the Science Lab).
RANGE -1, WEAPONS -1, SHIELDS -1, Hull -30%
OK, this is better. This is one of several cards that helps out the Federation (the others being Pulse Phaser Cannon, Quantum Torpedo, and Photon Torpedo. Who'd have thought that the Federation would get the most tactics?) An attack bonus of 4 isn't bad at all: If used with the U.S.S. Yamato (with Dave Varley, also from Blaze), total attack will be 12, which is pretty good. And the Damage? Taking out a Scientist can be very helpful, especially if you know they are going to attempt a mission needing a Scientist. SCIENCE is a very much needed skill with some of the nasty dilemmas out there after all....
- Borg Cutting Beam (Borg Use Only)
Attack 1 / Defense 3
If you hit, you may relocate one of the targets crew memebers (random selection, from any one site if on a Nor) to one of your ships in this battle and assimilate that personnel.
Hit or Direct Hit = (down)
DAMAGE:
SHIELDS -2, Hull -40%
So long as you score a hit, you get at least one extra personnel added to your ranks. Plus, the SHIELDS get lowered a little. The only problem is this: if you score a direct hit, it is just the same.... Oh well! The hull damage is 40%! It works quite well, I'd imagine. You could get a stupid hologram or redshirt; but on the other hand, you could get Riker or Sisko. Thumbs up!
- Evasive Manuevers
Attack -2 / Defense 4
Defense bonus +2 if you have a ship with no staffing requirements.
Hit = (flip flip), Direct Hit = (flip flip flip flip)
DAMAGE:
Plasma Leak: Randomly kills one Engineer, Astrophysics, or physics personnel (on a Nor, one personnel in Ore Processing Unit).
RANGE -1, Hull -35%
Cool! The single most used card by Starfleet captains, most likely, so it has to have something good. Indeed it does: The highest defense rating of all the tactic cards, +2 if you hit a shuttle or something. AND you get to kill an ENGINEER as damage; wonderful for Birth of Junior - Theta Radiation Poisoning - Cytherians combos. Not to mention a high hull rating.
- "Crimson Forcefield"
Attack 0 / Defense 2
Harmless pyrotechnic ruse nullifies opponent's Tactic card unless oponnent has an officer with CUNNING>8 aboard a ship or facility in this battle.
Hit = (flip), Direct Hit = (flip flip)
DAMAGE:
Cloaking Device off line.
RANGE -2, WEAPONS -2, SHIELDS -3, Hull -40%
Interesting; Smart OFFCIERS are now more likely to show up your decks now, though strong one are needed too, for Maglocks and the like. And nullifying opponents tactic cards can be POWERFUL. Killing a Maximum Firepower can't hurt much after all....
- Strafing Run
Attack 4 / Defense -1
Attack bonus + 1 if you have a "Hideki"-class ship firing.
Hit = (down flip), Direct Hit = (down flip flip flip)
DAMAGE:
Bridge Damaged: Randomly kills one Officer, Leadership, or Navigation personnel (on a Nor, one personnel in Ops).
RANGE -1, WEAPONS -1, SHIELDS -1, Hull -20%
OK, this is fairly interesting. Unfortunately, as of yet, a Hideki class ship doesn't exist. That is OK; A high attack bonus, in combination with a well-armed ship, will guarantee a kill on the bridge. We saw how needful OFFICERS are with Crimson Forcefield, so why not go after one?
- Attack Wing
Attack 1 / Defense 2
Attack bonus + 1 for each of your ships firing. Defense bonus +1 if you have you have a Jem'Hadar Attack Ship defending.
Hit = (flip flip), Direct Hit = (flip flip flip flip)
DAMAGE:
Sickbay Damaged: Randomly kills one Medical, Exobiology, or disabled personnel (on a Nor, one personnel in Infirmary)
RANGE -1, WEAPONS -1, SHIELDS -1, Hull -25%
Great! Wonderful for the fabled Yridian Shuttle Attack Deck (use a ton of Yridian Shuttles, Launch Portal, Engage Shuttle Operations, etc. and attack everything). Essentially gives all of your ships an extra WEAPONS point. Plus you can kill Medics and Exobiologists, probably the most needed skills for dilemmas. A very good tactic to use.
- Maximum Firepower
Attack 6 / Defense -3
Hit = (flip flip) (Or (flip flip flip) if you have Future Enterprise, IKC Chang, IKC Fek'lhr, Decius, or any [AU] ship with the word future in its lore or a Borg Cube firing), Direct Hit = (flip flip flip flip)
DAMAGE:
Transporters off line.
SHIELDS -2, Hull -20%
Not terribly damaging, when selected as a damage marker, but still good - after all, you can prevent a ship from beaming up or down people... That can be a problem. But it really shines when used as a tactic; 3 flips instead of 2 can make the difference between a damaged ship and a destroyed ship, to say nothing of 6 bonus attack points.
- Quantum Torpedo
Attack 5 / Defense 0
Attack bonus +1 if you have a Sovereign-class ship firing.
Hit = (flip flip), Direct Hit = (flip flip flip flip)
DAMAGE:
Sensors off line: crew cannot attempt space missions.
WEAPONS -2, SHIELDS -2, Hull -15%
Another Attack +6 (with a Sovereign-class ship), but no defensive loss. Also, the damage is fairly severe; he can't attempt space missions without visiting an outpost first. If you can pull a Quantum Torpedo and Maximum Firepower for damage markers, you have eliminated his mission solving ability on that ship. Ouch!
- Pulse Phaser Cannon
Attack 4 / Defense 1
Attack bonus +1 if you have a Defiant-class ship firing.
Hit = (flip flip), Direct Hit = (flip flip flip flip)
DAMAGE:
Tractor Beam off line
WEAPONS -1, SHIELDS -1, Hull -20%
Attack of 5, Defense of 1 when the Defiant goes for an attacking vessel. Cool! But damage isn't that great; Tractor Beam offline? You really didn't do too much damage here...
- Photon Torpedo
Attack 2 / Defense 2
Attack bonus +1 if you have an Akira-class ship firing.
Hit = (flip flip), Direct Hit = (flip flip flip flip)
DAMAGE:
Tactical Panel overload: Randomly kills one Security or Computer Skill personnel (on a Nor, one personnel in Security Office).
WEAPONS -1, SHIELDS -1, Hull -35%
Not bad I'd say. SECURITY is always useful, and you can kill some! An Attack bonus of 3 isn't much, but hull damage of 35% is pretty good... More "middle of the road" than anything else...
- Picard Manuever
Attack 3 / Defense 0
If matching commander aboard, it appears to be in two places at once and has a 50/50 chance to avoid all damage this battle.
Hit = (flip flip), Direct Hit = (flip flip flip flip)
DAMAGE:
EPS Taps overloaded: Opponent may immediately download to this location one Plasma Fire or Warp Core Breach if possible.
RANGE -2, SHIELDS -2, Hull -20%
Neat! I've been waiting a long time to see the Picard Manuever! No defense bonus, but you can avoid any damage, so you really don't need it. Damage is interesting too... but who can't get past a Warp Core Breach or Plasma Fire? Hull of 20% isn't great, but isn't bad either. In any case, I REALLY like that you can avoid damage. This one is actually a defensive tactic.
- Target These Coordinates
Attack 3 / Defense 1
If matching commander aboard, it appears to be in two places at once and has a 50/50 chance to avoid all damage this battle.
Hit = (down flip) (or (down, flip, flip) if target is affected by Weak Spot), Direct Hit = (down flip flip flip)
DAMAGE:
Shields fluctuating: Opponents tranporters, if operated by Transporter Skill personnel, may beam through SHIELDS.
RANGE -1, WEAPONS -1, SHIELDS -1, Hull -20%
Interesting! I like it! You can hurt them a little extra with Weak Spot; as I said before, an extra damage marker can mean the difference between destruction and damage. And you can potentially beam aboard the ship and take it over too! I love it!
- Target Shields
Attack 2 / Defense 2
Hit = (down flip), Direct Hit = (down flip flip flip). Otherwise, drains opponent's SHIELDS (down).
DAMAGE:
SHIELDS enhancements off line.
SHIELDS -2
Ouch! You can hit them with ONE YRIDIAN SHUTTLE and lower there shields immensely! A KURLAN NASIKOS can be taken out with this! Very powerful, though not doing anything for the hull damage. They really made this card too powerful: It should have been "Drain Shields (subtract your WEAPONS from their SHIELDS)." It would be a bit more balanced that way...
And the last two are done together:
- Target Engines / Target Weapons
Attack 2 / Defense 1
Attack +1 if you have a Dominion Ship firing.
Hit = (down flip), Direct Hit = (down flip flip flip).
DAMAGE:
RANGE / WEAPONS enhancements off line.
RANGE / WEAPONS -2, Hull -25%
These are kind of interesting: Sick of that USS Pastuer running away when you want to fight? Zap it! Tired of the Defiant shooting up your ships? Zap it! These are rather interesting, and long anticipated. And a hull damage of 25%? Great!
Thus concludes my article on Tactics. Bear in mind that any tactic can be useful, in the proper Battle Bridge Side Deck. I wish you luck in your battles. Farewell.
Ensign Regis
EnsRegis@aol.com |
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