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Playing The Borgby Evan Lorentz, aka "Mot the Barber"Everyone is talking about First Contact, and mostly about the Borg. It seems they are "slow," "not to be taken seriously for tournament play", "easily beaten", and more. I've been playing Borg almost constantly since the set came out, and I simply haven't come up against these problems. In response, I've decided written a mini-series of articles on playing the Borg. I should warn you now that I am opinionated, and these express my personal experience with playing the Borg affiliation. There are other ways to play the Borg, and if they work for you, don't let me or anyone else tell you to change things around. In fact, you should share your discoveries, since we'll only benefit more from everyone's experience as we find our way around this new affiliation. I will sign especially opinionated information with the warning, "MOT'S ADVICE." Feel free to take it or leave it..., but again, it's how I play. Also, these articles will rarely focus on the actual rules of playing Borg, such as how skill-sharing works, or how the Borg deal with dilemma X, etc.. So, introduction now out of the way, time to dive in.
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MOT'S ADVICE ON THE BORG #1: PROBING For the Borg, probing is first and foremost. If you cannot probe successfully, you cannot win. Here, I'm just gonna go over the basics. Taking a quick look at the Borg objectives, you'll find that the needed outcomes for success on all of them are the subcommand icons of the Borg Collective: Communications, Navigation, and Defense. (Yes, Eliminate Starship is an exception to this rule -- but I consider destroying an opponent's ship and immediately drawing a card a benefit of its own, regardless of the outcome on the probe. Throughout this article, I will be ignoring this objective.) You should build your deck to include the highest possible ratio of cards with those subcommand icons. Fortunately, you'll be using most of these cards anyway: Borg drones, Adapt cards, objectives and Borg ships all have the subcommand icons. Some cards have all three icons, so be sure to use some of them: Awaken, Activate Subcommands, Retask, the Borg Queen, Locutus, Borg Cube (and also the Queen's Borg Cube), and Assimilate Counterpart. More importantly, you should minimize the number of cards in your deck that don't have Borg subcommand icons on them. There's no question that extra Events and Interrupts can slow your opponent down. But don't forget they'll slow you down too, later, when you're trying to probe. So when adding these kinds of cards, evaluate whether they will hurt your opponent more than they will "hurt" you. Try to put such cards in your Q's Tent whenever possible, keeping them out of your draw deck. MOT'S ADVICE: I would also recommend against including Kevin Uxbridge, Amanda Rogers, or Q2 in your deck. The reason for this is two-fold. One, they are not successful probes for your objectives. Two, you are bound to take a point loss for them on The Line Must be Drawn Here -- and when playing Borg, you do not have points to spare. Only in the rarest of games can a Borg player score 100 points off three objectives. They'll usually have to complete four objectives to win, and since the most accessible Borg objectives only score you 25 points, you'll end up with exactly 100 points when all is said and done. If you lose any points along the way, you'll have to go through another objective to win. You shouldn't put yourself through that unless you absolutely have to -- and my own solution to that has been to simply remove the temptation by stocking no "troika" cards in my Borg decks. When building your deck, you should even go so far as tailoring your Borg personnel to your objectives, or vice versa. If you choose mostly Defense Drones for your deck, don't choose Establish Gateway as your most common objective, since a Defense icon won't be a success for you there. Instead, focus on Assimilate Planet. If you loaded up on Navigation Drones, the opposite would be true. If you can, try to have a lot of Communications Drones in your deck, since this icon will succeed on every Borg objective but Salvage Starship. (And don't forget Adapts have Communications icons, and Transwarp Network Gateways have Navigation icons -- one good reason to stock the Gateway itself instead of the Transwarp Conduit interrupt.) When you build your deck for probing, you remove one of the greatest speed barriers working against the Borg. You'll find yourself succeeding at probes on the first try more often than not. Basically, if you are ever playing Borg and fail to probe successfully three turns in a row, I'd take a look at the deck and start removing extra cards that don't have the subcommand icons. |
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MOT'S ADVICE ON THE BORG NO. 2:
DOWNLOADING Downloading is the Borg's speciality. Other affiliations can download, but none do it as well as the Borg. It is a very powerful ability to be able to search your deck (Q's Tent, hand, or Zalkonian Storage Capsule) for a card and immediately play it without it counting as a card play. It's like turning your whole deck into a Q's Tent. Downloading lets you include fewer copies of specific cards in your deck. If the primary element of my Borg strategy is to rig probe draws with an Orb of Prophecy and Change, I'll need the Survey Drone in order to acquire that artifact. In a conventional deck, I would have to include several copies of such a necessary card, so that at least one was available in time for my first scouting attempt. With downloading, I can simply go get that drone when I need him. I can play an Activate Subcommands on turn one, and immediately go get the card that is most valuable to execution of my strategy. You might at first hesitate at stocking only a single copy of a vital personnel, even knowing it can be downloaded when needed. Well, don't forget about the special ability of the Bio-Med Drone. The Bio-Med can "reabsorb" one just-killed Borg per turn into your draw deck if present. Even when you lose a vital card, you don't have to lose it for good. So by now, it should be obvious that the Borg Queen is the card to have. With her in hand, you can download a drone or A Change of Plans in place of a card draw. That doubles your ability to report personnel in a turn, or gives you a way to draw an objective or change out one that is going badly. I firmly believe you could build a Borg deck without a Queen, but I'm certainly not yet skilled enough to try it. :-) Activate Subcommands and Awaken are also great cards. With Activate Subcommands, you get three Borg personnel of your choice reported in one turn. For the privilege, you sacrifice your card draw, but it's worth it. As for Awaken, why should you stock a card that lets you download one drone. when you could instead stock the drone itself? For one, Awaken has all three Borg subcommand icons, where a drone will have only one. Don't forget the importance of probing! Also, smart players know that the best way to stop Borg opponents is to initiate personnel battles against them. Awaken gives you a great way to respond to this. You can look all innocent with only one Assault Drone on board your Cube, and when they come calling with their phasers and disruptors, immediately download two more Assault Drones in response. Don't forget that you can download to your hand in most cases, not just into play. Why would you not want to play a free card? As I mentioned in one of my "Useless" Reviews, you can use Zalkonian Storage Capsule to rig your probe draws. If you don't have the right icon for your objective on any card in your hand, you could download one there using your Queen to complete the trick. A word of caution on downloading: just because you can download so much when playing Borg doesn't mean you should. Remember, probing is your livelihood. If there aren't successful probes in your deck, you cannot win. So don't download more cards than you need (or at least, not many more). You'll thank yourself later for not over-indulging when you're trying to score points. I've focused mainly on the Borg ability to download personnel. Here are a few final notes on other very important forms of downloading: The Procurement Drone with Borg equipment. Currently, that's just the Assimilation Table -- but what an important card to many Borg strategies. Don't worry about not having the Table when you need it... my formerly Bolian friend will get it for you. The Quantum Drone with Alternate Universe Doors. I can't stress enough the importance of stocking at least one AU Door in a Borg deck. It will get you past Q-Nets in a pinch. It'll hold Rift-happy opponents in check. Most importantly, it nullifies Revolving Door, which many players are gonna try and do to your Transwarp Network Gateway before you can get into the Alpha Quadrant. The Transwarp Drone and Transwarp Network Gateways or Transwarp Conduits. You don't have to worry about how long it will take you to move to the Alpha Quadrant once you get that Cube staffed, not with this drone to help you go when you're ready. Finally, let me address the ability of objectives to download other objectives. Most Borg objectives let you download another when you complete them. This is great. You can get away with stocking only as many Objectives as you really need, since you'll just be daisy-chaining them along on your way to victory. No need to worry about whether they'll come up or not. Just seed one such objective to start the game, and you're off to the races. You'll note I've left out one major way the Borg can download...and download a lot. I'll save that one until my next article, in which I talk about Retask. |
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MOT'S ADVICE ON THE BORG NO. 3: RETASK
Last time I talked about one of the greatest advantages
a Borg player has -- downloading. I did leave out the grand-daddy of
downloading, however. So this time out, I bring you: Mot's Advice on the
Borg #3: Retask Retask is an Event that plays to replace a Borg Ship
dilemma with a universal Borg Cube and seven of your drones. It's a
favored method of many Borg players for jump-starting into action. |
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MOT'S ADVICE ON THE BORG NO. 4:
Reporting Personnel Quickly
Last installment, I talked about Retask and revealed (to
some people's surprise) that I don't use it. But neither do I rely on
reporting Borg slowly each turn until I can finally get a ship into the
Alpha Quadrant. Here is my fourth "Mot's Advice on the Borg" -
Reporting Personnel Quickly.
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MOT'S ADVICE ON THE BORG NO. 5: Choosing
Personnel (Communications)
So far, I've talked a lot about personnel. How they are
important to probing, how you can use fewer duplicates of personnel in a
deck with downloading, and how to get personnel out quickly. But I haven't
given you ideas on which personnel to use. |
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MOT'S ADVICE ON THE BORG NO. 6: Choosing
Personnel (Navigation)
Let's continue analysis of the Borg personnel by turning to the second subcommand. Astrogation Drone (Eighteen of Nineteen): No "classification" skills here, which is a drawback - not much help in dealing with dilemmas. The RANGE enhancement to Borg ships can be quite nice, though, when faced with Cytherians, or when trying to move quickly to the location you've targeted with your next objective. It's near impossible to catch up with and eliminate the Pasteur or Future Enterprise without this drone. MOT'S ADVICE: Most Borg strategies work without this drone. If you're trying to get to your next location faster, use a Sphere. Move your Cube its full RANGE, launch the Sphere and move its full RANGE, then start scouting. Next turn, you can move the Sphere back, pick up the Cube, then move the Cube back and pick up scouting (or probing), where you left off. Quantum Drone (Six of Eleven): Vital to a successful Borg deck. Three regular skills -- Physics, Navigation and SCIENCE. Navigation helps against a few dilemmas, and helps you use cards like Asteroid Sanctuary if things get really rough. The SCIENCE is a basic staple dilemma requirement. All this, plus the ability to download an Alternate Univere Door in place of a card draw. The AU Door will unblock your Gateways that your opponent has tried to block with a Revolving Door (or unblock any other Doorway, for that matter). It'll get you by Q-Nets if the Queen isn't handy. And it'll nullify Temporal Rifts if you should come up against a player favoring those (you'll have to download it before the Quantum Drone gets put in the Rift, of course). Survey Drone (Sixteen of Nineteen): Archaeology and
Geology aren't of much help with dilemmas. The main reason you'd use a
Survey Drone is its ability to acquire artifacts. The Orb of Prophecy and
Change can be so useful in rigging probe draws, you might consider
stocking him for that reason. Tachyon Drone (Ten of Nineteen): Navigation appears on other drones you'll be using, and Astrophysics won't help solve any dilemma that can't be solved with some other skill, anyway. The real value of the Tachyon Drone is its ability to force your opponent's ships to decloak. If you have a battle-oriented strategy, you'd better stock this drone in case your opponent is playing Klingon or Romulan (or the Future Enterprise). Transport Drone (Two of Eleven): Transporter Skill, the put upon skill. I did a few "Useless" Reviews some time back, on Anti-Matter Pod, and the three planetary obstruction Events. In an unlimited deck size environment, you might start seeing these cards more, and might do well to have Transporter Skill in your hive. ENGINEER, of course, you'll need (but can get elsewhere). Really, this Drone's main ability is to beam through your opponent's SHIELDS. You'll need this if planning an Assimilate Counterpart strategy, or if you are planning to use Undetected Beam-Ins to report personnel to your opponent's ships or Borg Servo to acquire drones (in order to retrieve them later). If you are planning other tactics, the Transport Drone is not likely to help you. Transwarp Drone (Two of Nineteen): Yet another drone with Navigation, so nothing extraordinary there. The Stellar Cartography is unique to this drone, but also not needed for anything other than mission attempts, so currently of no value to you. The ability to download a Transwarp Network Gateway or Transwarp Conduit, however, is very powerful indeed. MOT'S ADVICE: I stock one Transwarp Network Gateway for every Establish Gateway objective in my deck, another for my outpost, and usually two more for transportation purposes or emergency building situations. This is not always enough to guarantee one will naturally come up in a card draw, depending on the size of the deck. So be sure to stock this drone so you can download one when you need it. Navigation drones are important to have around, since you need at least two to staff a Borg Cube or Borg Sphere. Even the easy to staff Borg Scout Vessel requires a Navigation Borg. Swarm strategies will definitely need lots of Navigation to get all those ships staffed. These drones also facilitate your movement by allowing you to build Transwarp Network Gateways. If your strategy is space-intensive, you'll want these in your deck for the probing -- both Establish Gateway and Secret Salvage will succeed on a Navigation icon.
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MOT'S ADVICE ON THE BORG NO. 7: Choosing
Personnel (Defense)
Here's the final installment of my anlysis of Borg personnel: Assault Drone (Eight of Nineteen): Standard decks need MEDICAL, SCIENCE and SECURITY. So do The Borg, and the Assault Drone helps. Note the STRENGTH bonus. This is important to a strategy built around stunning and assimilating personnel (if you can't beat their STRENGTH, you can't stun). The Assault Drone is also one of the best to download with Undetected Beam-In. There should be at least one, if not two, in every Borg deck; you never know when an opponent will beam over to your ship to interfere with your plans. Guard Drone (Four of Eleven): Having MEDICAL as a first-listed skill makes this Drone less desirable than the Bio-Med Drone. The SHIELDS bonus looks nice, but you could play a Nutational or Metaphasic Shields instead and have ENGINEERs and SCIENCE all throughout your hive providing +2 SHIELDS each. The Guard Drone's saving grace is Computer Skill. If Assimilating Starships is a part of your strategy, you may want him around. MOT'S ADVICE: The Astrogation Drone is better still for assimilation. Its RANGE bonus insures you can catch the ship you want to assimilate. Sadly, the Guard Drone's abilities are duplicated too well on other cards. Multiplexor Drone (Nine of Seventeen): A purely defensive card. When using the Eliminate Starship objective, you are only allowed to attack the one ship you've selected. Only if your opponent initiates a battle against you can you retaliate by attacking multiple ships. Being able to do that is a great thing, especially if you're gonna lose the ship -- take as many of them with you as you can. MOT'S ADVICE: Think of this card as you would think of Metaphasic Shields in a normal deck. I'm not implying it's "useless." (You know I would never do that!) But not every deck has a Metaphasic Shields. Not every Borg deck needs a Multiplexor. If you have room for it, use it. If not, you'll probably be okay, too. Sabotage Drone (Six of Seventeen): This drone is perhaps the most highly specific of all Borg drones. The special ability to sabotage the RANGE or WEAPONS of a ship by 2 is a nuisance. It's no coincidence this drone also has Computer Skill. He makes the ideal scout to send over for the Assimilate Starship objective. His presence there is not only a threat of impending doom for that ship, but a pain in the neck until he succeeds. It's a big incentive for your opponent to attack the Drone, which lets you counterattack by beaming over a Borgish horde, or by destroying the ship. MOT'S ADVICE: Most players are too smart to fall for Sabotage alone, no matter how much of a pain it is. They know what's coming if they attack you. To really induce an opponent to attack you, you need the Assimilate Starship objective as well. If this is a focus of your deck, then the Sabotage drone is nice to have around. Otherwise, don't bother. Tactical Drone (Thirteen of Nineteen): One of three Borg SECURITY drones. This one's special ability is to enhance the WEAPONS of your ship by 2. This is an ability you're only likely to ever need against another Borg opponent. MOT'S ADVICE: Anyone else who has SHIELDS so high they can withstand the assault of even an unenhanced Borg ship should be dealt with other ways. Shipwreck comes to mind. Your unenhanced ship will be more than a match for your non-Borg opponent's. And as for Borg opponents, Assimilate Starship is a much more devious approach. The Borg opponent has no way to attack your drone aboard their ship, scouting for the objective. They can only play Eliminate Starship to attack the ship itself. While you could benefit from Tactical Drones here, I find the attack from within more effective than the one from outside. Talon Drone (Three of Nineteen): The final SECURITY drone, the Talon Drone can both assimilate any personnel you've stunned, and download an Assimilation Tubules once per game. You'll need STRENGTH enhancements for your Drones (in the form of Assault Drones or Lower Decks) to be sure you're stunning your opponent's personnel to do this. And remember, you can only have a personnel battle one of two ways: by your opponent picking the fight against you first, or by an Assimilate Counterpart objective. MOT'S ADVICE: Remember that the Assimilate Counterpart objective does not give you leave to initiate personnel battles at will -- only against the Away Team containing your target, and only until you succeed in abducting that target. You could prolong this process if you are trying to assimilate your opponent's personnel, but usually you'll want to send a large enough group to succeed in this on the first try. That leaves Talon Drones as a means of retribution if your opponent beamed over to your ship to battle you, delaying your probing. Measure the value of that retribution according to your strategy. If your intended Objectives don't probe successfully off Defense icons, consider leaving out Talon Drones. That takes care of the Defense subcommand drones. Of course, I've left out the two main Borg, the two with all three icons. So, a few words about the Borg Queen and Locutus of Borg. Borg Queen: Like the card says, she is the Collective. Have one in your Tent, and at least another in your deck. For that matter, it would not be unreasonable to stock every copy of the Queen you own in your deck, as you'll make it more likely to get one by a natural card draw. Even though you can only play one at a time, she makes for easy probing later on. (Again, I'll say I believe a Borg deck can work without a Queen, but this is a topic for later.) Locutus of Borg: Obviously a good card. OFFICER for Maglock, Leadership for Q, Diplomacy for Shaka, and a ready-made counterpart for assimilating the Federation homeworld. MOT'S ADVICE: Don't let the flash and glitz draw you in. Most Borg decks can get by without Locutus. I played Borg for weeks before my Fajo Collection arrived, and managed just fine. The Queen's skill changing ability will cover you in the cases I mentioned. There's no question that the matching Federation counterpart is Locutus of Borg's best feature. If you are doing a Homeworld-centered strategy, stock this card. If you have a copy of Locutus, go ahead and throw him in the deck or the Tent. But if Homeworlds aren't the big thrust of your deck, you don't need Locutus to win. Don't use a Tent thoughtlessly -- make sure he'll really help you more than some other card in your Tent at that moment. And there you have it, an in depth look at all 20 Borg personnel. By now, you should have a good idea about who to choose for which strategy -- and there are definite, distinct Borg strategies. So which one should you try?
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MOT'S ADVICE ON THE BORG NO. 8: Choosing
Objectives
Objectives These are the source of points when playing the Borg, so you should choose them as you would choose missions when playing a normal deck. Either pick some objectives, and then the personnel with the probe icons to match, or pick personnel, then the objectives to match. Above all, focus your strategy. Just as the best non-Borg decks don't usually have six missions with wildly different requirements, the best Borg decks aren't out there trying to do all 9 Borg objectives. Here's a look at a few of the predominant tactics for the Borg: Emphasis on Space Establish Gateway is your primary objective. Stock multiple copies of it. Space locations are easier for the Borg, but there is a trade-off for this -- after you have completed scouting a space location and scored your points, a non-Borg opponent can still come by and score points for completing the mission -- with no dilemmas remaining to oppose them. Most decks of this type stock an Eliminate or Assimilate Starship objective or two just to be sure this doesn't happen. (Communications and Navigation drones are most important to this strategy.) Emphasis on Planets Assimilate Planet is your primary objective, so stock multiple copies of it. You should choose planet missions worth at least 35 points, since you can't always count on an opponent to play missions you can target for assimilation. If they do, you will usually want to grab their missions first before scouting your own. For one, you know what dilemmas you'll be facing at your opponent's missions (and you should pick at least a couple pairings of dilemmas designed for your Borg to easily overcome). Second, by assimilating those planets, you remove the options for scoring points your opponent had intended -- no one can complete a mission at a planet location that has been assimilated. Foremost, target any legal planet location where your opponent has foolishly seeded an outpost, so that you can assimilate that outpost and prevent your opponent from reporting cards for duty. (Communications and Defense drones are most important to this strategy.) Emphasis on Attacking Stock copies of Eliminate Starship objective as prevention against your opponent's aggressive scoring. You do not score points just for doing this. You'll need to combine this tactic with another, and one of the best matches is a strategy-centered on Salvage Starship. You might use Hails or other cards to be sure you stop your opponent's ships at space locations. When you Eliminate them at space locations, you can then target those locations with Salvage Starship for 30 points (and enhancements coming from the ships salvaged). (Navigation and Defense drones would be most important to this strategy). Assimilating Personnel Another strategy that is not entirely self-sufficient, your plan is to try and assimilate as many of your opponent's personnel as possible -- after all, they cannot win if they have no people to score with. There are only two common ways you can get involved in personnel battle with your opponent (where you'll have the opportunity to assimilate people with your Talon Drones). First, you can retaliate against attacks they initiate against you. The best way to induce your opponent to attack you is with an aggressive Assimilate Starship strategy. Second, you can use the Assimilate Counterpart objective. Beam over as many Assault and Talon Drones in your team as possible when striking for the counterpart, to take as many with you as possible. You can always use He Will Make An Excellent Drone to convert any counterparts you obtain back into drones so you can play Assimilate Counterpart again and attack your opponent again. (Defense drones, particularly the Talon and Assault, are most important to this strategy.) Assimilating Starships This objective is usually only played as a means to an end -- getting your opponent to initiate a battle against you. Requiring a turn of scouting, Computer Skill, and a successful probe, it's less efficient than just Eliminating the Starship... although your opponent can't Regenerate, Res-Q, or Palor Toff a ship you assimilated, so there is a benefit. It's also powerful against a Borg opponent, who cannot attack your scout attempting to complete this objective. In any case, you score no points for this alone, and so need to pair this tactic with another that will score you points. (Communications and Defense drones are most important here, especially drones that have Computer Skill -- or extra Communications drones to share that ability.) Assimilating Homeworlds Choose the three Homeworld missions for your deck, and go for points that way. Generally, you'll want to play Locutus of Borg first, and assimilate Earth, then convert Locutus to a drone so you can try an Assimilate Counterpart on your Klingon or Romulan opponent. If the counterpart you get from your opponent has at least 4 skill dots, this can give you the win off only 3 objectives (40 + 20 + 40). But if your opponent is playing Borg or Federation, the homeworld tactic is not self-sufficient. You'll only have one homeworld (Earth) to target, so look to get other points with Establish Gateways in space -- unless you want to risk Balancing Act by playing with other planets. (A good mix of drones is best here. Navigation and Communications drones will help most if you need to Establish a few Gateways to win, while Defense drones are best for the assault on the counterpart. But most importantly, you need Communications icons for the Homeworld objective -- nothing else will work.) Time Travel You can plan to go back into the past to assimilate Earth, erasing all Federation and human personnel in play. Beware also that this will erase some of your Borg: the Astrogation Drone, Multiplexor Drone, Quantum Drone, and of course, Locutus of Borg. Try to avoid depending on any of these cards when time traveling, since you won't have them after you do. Much of what applies perparing for Assimilate Homeworld applies here, since you must scout Earth before traveling back to begin probing. The first time-travel objective, Stop First Contact, has a countdown icon of 3. Usually, you can get a successful probe in this amount of time if you've build your deck well (with probe rigging). But since only a Defense icon will work here, and because your opponent might land the Vulcans or commandeer the Phoenix on you, you should probably stock Build Interplexing Beacon as well as a backup plan. MOT'S ADVICE: Time travel can be time consuming as a primary strategy. The two time travel objectives should probably be backup cards in your Tent. Normally, you'll just want to assimilate Earth in the present and be done with it. If, however, your opponent is Federation and has reported a large number of personnel, you may fall on your backup plan to erase history and stop him from running away with the game. Think of the time travelling cards just like the movie -- assimilating Earth in the past was not the Borg's primary plan, rather their fallback when their Cube was destroyed. When choosing objectives, make sure you have enough to get to 140 points. You should cover for the possibility your opponent will play a Q's Planet. Since you cannot attempt that mission to restore the win conditions to 100, and you certainly can't count on your opponent to be merciful, you'd better be sure you can win if this happens. Also, you'll probably want to stock at least one Eliminate Starships in every deck. By the time you get to the Alpha Quadrant in many games, your opponent will be up and running, or near to it. If you can catch them with this objective, you'll set them back enough to catch up. Remember that many objectives allow you to download new objectives upon completion. This allows you to stock only as many objectives as you need in a deck, without worrying about the extras needed to guarantee them coming up in card draws. Just as you download personnel, and thus don't need to stock as many, you can stock few objectives. Don't forget about A Change of Plans. This will help you get an objective if you just completed one that didn't let you download a replacement. More importantly, it is the only way the Borg can "shift on the fly." You might be happily scouting a planet, when suddenly your opponent takes off in a loaded ship to start completing missions. A Change of Plans would be nice to let you swap out for an Eliminate Starships. And of course, the Queen can download that interrupt. Above all, if you can get by with only one type of objective, do. Building a deck around Establishing Gateways means all you need to probe for are Communications or Navigation icons. An eclectic mix means more varied probe requirements, which translates to a slower deck. So now you've got your objectives. You'll be using them to target missions on the spaceline. What missions should you use? |
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MOT'S ADVICE ON THE BORG NO. 9:
Choosing Missions
One of the differences of the Borg affiliation that is most apparent is their treatment of missions. A Borg player's perspective needs to be very different indeed when it comes to selecting them. Missions are irrelevant. As Borg, you will not be attempting them. To the Borg, missions are merely (in Q's words) "something they can consume." You must select them with your objectives in mind. By now, you've probably got a very clear idea what the strategy of your deck is going to be. Your mission selection will come directly from that. Planets The main thing the Borg need to look for in a planet is a point box showing 35 points or more. (Undefined values such as the "X" on Reunion do not count.) Choose nothing you cannot target for assimilation. Be wary; your opponent may try to complete the mission before you arrive to assimilate it. While this will make your scouting efforts easier, it will also give your opponent at least 35 points. Try to pick missions with difficult requirements. (Diplomatic Conference would be a good example, though beware the Romulan Sisters/Major deck ready to take this away from you!) The harder a mission is to complete, the less likely your opponent can gather those skills in time. Once you have assimilated that planet, of course, the mission cannot be attempted. Space Establish Gateway requires only a point box with a number (any number). Generally, you will want to choose the lowest numbers possible. Don't give your opponents more points that you have to. (Samaritan Snare is a good one.) Remember, though, after you have completed an objective at a space location, a non-Borg opponent may still complete the mission there, so don't make it easy for them. Difficult mission requirements should again be your rule of thumb. (Compromised Mission is a good example of this -- a Federation player isn't all that likely to have Treachery x2.) Secret Salvage This specific mission may be targeted by the Salvage Starship objective, so you'll see it in a lot of Borg decks. You can also use Salvage Starship at any space location where a battle has taken place, so many Borg players not doing a homeworld-based strategies will favor space missions over planets (and use Hails or some such trick to force opponents to stop at space locations). You could also use copies of the universal Space mission. You get two locations for the price of one. They cannot be targeted by Establish Gateway, but work just fine for Salvage Starship. Homeworlds The three homeworlds currently in the game are Earth (Espionage Mission), Qo'noS (Expose Covert Supply), and Romulus (Cloaked Mission). None of these planets may be targets of Assimilate Planet (as per the text on that card), so don't use them unless you are using a Homeworld strategy. With Locutus of Borg in your deck, it is possible to use only Espionage Mission and leave the other two homeworlds out. Most homeworld decks will feature all three though, since you don't know for sure what affiliation your opponent will play, and assimilating their homeworld is the best way to shut them down. (Enjoy homeworld decks while you can! With Balancing Act around, homeworld assimilation is gonna become a guessing game once new affiliations arrive on the scene.) In general, you'll want to vary the affiliations on your missions, choosing a mix of Federation, Romulan, and Klingon missions. If your opponent begins stealing missions from you, there will be a limit to the number of places they can do this. (Although one reason you might choose not to do this is if you want to try to fool your opponent into believing you are not playing Borg throughout the dilemma segment of the seed phase.) It may also be wise to select missions that can normally be attempted by one affiliation only, avoiding missions that can be attempted by all three. Also keep an eye on the span of your missions when selecting them. If you are using Scout Vessels and Spheres extensively in your deck, you will want to select missions with low spans, to make it easier for you to get around. Even when playing the Cubes, this may be a wise consideration. Only if you know you will have the Queen's Borg Cube or several Astrogation Drones might you consider opting for the higher span missions (in an effort to slow down your opponent's movement). One very special mission will find its way into almost
every Borg deck: That wraps it up for missions. The seed part of your deck is not quite finished yet, though...
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MOT'S ADVICE ON THE BORG NO. 10: Borg
Dilemma Strategy
In previous articles I've covered all the major points of building a Borg deck. Time for the finishing touches. In this article, I'll focus on Borg Dilemma Strategy. If your Borg deck gets a bad shuffle, or your opponent is playing a very fast strategy, your dilemmas may be all you have to hold the Alpha Quadrant until you can arrive on the scene and begin assimilating. While it's possible to get fully staffed Borg Cubes in play by turn two or three, there are also times this may take longer. Choosing the right dilemmas is very important if your opponent starts attempting missions before you can provide any direct opposition. Many players favor dilemma combos where the first dilemma is designed to remove a key personnel. It's then followed by a second dilemma that will kill the rest of the Team (or most of them) for lack of the key skill. Examples of this are Yuta/Barclay's Protomorphosis Disease, Shot in the Back/The Sheliak/Q, REM Fatigue Hallucinations/Cytherians, and Strict Dress Code/Nagilum. These are all well and good, when they work. Sometimes a Team can survive even these nasty combos. And sometimes your opponent will "redshirt" their way around them. "Wall" dilemmas (dilemmas which simply may not be passed until a certain condition is met) are thus very important to a Borg deck. Things like Alien Labyrinth, Ancient Computer, Dead End, Lack of Preparation, Maglock, Radioactive Garbage Scow, and Shaka When the Walls Fell all have conditions for overcoming them. It may take a few extra turns for your opponent to gather personnel to meet those conditions. Either way, it will force your opponent to gather a more sizable Team to face your dilemmas. All it takes is the few extra turns these wall dilemmas will buy you to get to the Alpha Quadrant and start Eliminating Starships. You should also put some dilemmas in your deck that you can overcome easily yourself. Given the time and sacrifice often required to scout missions, it is probably a good idea to at least steal one of your opponent's. Because the Borg ignore dilemmas related to points and gender (among others), there are a number of good cards that will hurt your opponent, but have no effect on you. The complete list of worry-free dilemmas for the Borg: Anaphasic Organism, Android Nightmares, Bendii Syndrome, Borg Servo (against a non-Borg opponent), Borg Ship (if encountered by your own Cube, this will only stop you; it won't even damage you), Chinese Finger Puzzle, Dead End (will stop you only the first time you encounter it), DNA Metamorphosis (if you have a Cyber Drone), Don't Call Me Ahab (so long as your Queen isn't an OFFICER), Edo Probe, Female's Love Interest, Firestorm, Male's Love Interest, Maman Picard, Matriarchal Society, Outpost Raid (you won't have an outpost anywhere you could encounter this dilemma), Parallel Romance, Quantum Singularity Lifeforms (so long as you don't seed a Scout Encounter in front of it), Rascals (if Locutus or another Counterpart isn't around), System-Wide Cascade Failure, and The Higher... The Fewer. A whole lot more dilemmas are not at all dangerous if your Queen has the right skill at the right time, or you are otherwise prepared to encounter your own seed cards. Barclay's Protomorphosis Disease, Cardassian Trap, and Coalescent Organism are among the dilemmas easy to overcome with the right Borg. So, for example, say you plan on stealing one of your opponent's planet missions. Seed a wall dilemma there, followed by say a Parallel Romance and a Borg Servo. Or at a space location, how about a Radioactive Garbage Scow? If you get there first, it's no problem. If your opponent should beat you there (or come to snatch the mission after you've cleared out the dilemmas), they will still have to tow the Scow. Just beware of going too extreme on stocking dilemmas the Borg can easily overcome -- you might just wind up playing a Borg opponent. A few words on three very important dilemmas to the Borg: Borg Servo. I'm not seeing Cybernetics much these days. Even those playing it in their decks won't always have it out in play, since it's not a very common skill. So you can usually count on this dilemma taking out an opponent's personnel -- best of all, they become yours to control. Borg Ship. Still as tough as it ever was. Now you can Retask it, too. I did challenge the validity of a heavy Retask strategy in an earlier review. Nevertheless, in some decks, with certain players, it does work. Certainly, you have little to fear from using it. Scout Encounter. The Borg and the Romulans are currently the only affiliations with Scout Vessels. This can be a great way to jump-start some extra cards into play. It's also one of the best ways the Borg can deal with the Patrol Neutral Zone deck. With Launch Portal in play, Borg Scout Vessels can land on planets. Land on a Neutral Zone planet, and the PNZ deck is shut down. Of course, the other element of dilemma strategy is how you will deal with your opponent's dilemmas when scouting your own missions. |
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MOT'S ADVICE ON THE BORG NO. 11:
Scouting
My look at dilemmas continues as I examine the other side of the equation -- how the Borg encounter them. First, a quick glance at the rules basics. There are three different scouting techniques for the Borg: planet, space, and ship. To scout a planet, you beam down one (and only one) Borg to begin encountering dilemmas. That Borg continues until it is stopped, killed, or successful. If the Borg is stopped or killed, another may be sent down (on the same turn, if desired) to pick up the job. Scouting is complete when all dilemmas are gone. To scout a space location, designate a ship present to do the scouting. All Borg on that ship encounter the dilemmas together (this is essentially how any other affiliation encounters dilemmas at a space location). Scouting is complete when all dilemmas are gone. To scout a ship, you need the Transport Drone to beam through that ship's SHIELDS (unless it is another Borg ship). Send over one (and one only) Borg. If that Borg is somehow killed, you may send another over to replace it. Scouting is complete at the end of your turn if you have Borg aboard the target ship. Now onto the more strategic aspects of scouting. There's not a lot to talk about with scouting ships, so I'll focus on scouting related to mission locations. There are two distinct approaches you can take to encountering dilemmas. You can try a red-shirt strategy. Since Lack of Preparation inflicts no point loss on the Borg, and Dixon Hill's Business Card can only target a "mug what ain't Swedish", Borg players have little to fear from sending drones out to the slaughter. You could also try to encounter dilemmas with the intent of overcoming them, not merely eliminating them. The basic "food groups" needed to face dilemmas have not changed. If you are intent on overcoming dilemmas without suffering casualties, you should at least have MEDICAL, SCIENCE, and SECURITY present. Having ENGINEER along (especially at space locations) is also a good idea. Typically, these slots will be filled by the Bio-Med Drone, the Cyber (or Quantum) Drone, the Assault Drone, and a Countermeasure Drone. (Other Borg can provide these skills, but these are the most common and valuable ones.) Armed with just these four Drones, the Borg player can overcome most dilemmas. Add in the Interlink Drone, and you can overcome many more (and scout more effectively at planets). Essentially, a fully staffed Cube that includes the Drones listed above will be able to handle almost anything at a space location either by overcoming it, or downloading an Adapt: Negate Obstruction with the Countermeasure Drone. When scouting planets, an Interlink is a necessity if you plan on overcoming many dilemmas. All your scouts will need to be Communications icon, to receive the skills shared by the Interlink Drone in your hive. This means stocking extra, expendable Communications Borg in your deck if you plan on scouting mostly planets. While you can scout planets with Navigation or Defense Borg, they will not advance very far without skills shared from the hive. If you have advance knowledge of the dilemmas (by Full Planet Scan, for example), you may be able to send down non-Communications Borg at the right time if you are running low. There a lot of confusion about how the Borg deal with various dilemmas. Here are some examples to help explain. A Borg player is scouting a space location with a fully staffed Borg Cube and encounters Theta-Radiation Poisoning. The dilemma is placed on the ship. A Countermeasure Drone and an Interlink Drone are present among the seven Drones on the ship. The Countermeasure's ENGINEER skill is thus shared to all Borg on the ship. With 7 ENGINEER present, the dilemma is cured. A Borg player sends down a single scout to a planet location, and encounters Armus -- Skin of Evil. The drone is killed. On a later turn, if any Communications Borg encounters another copy of Armus, the Borg player may play an Adapt: Negate Obstruction to nullify that second Armus. A Borg player sends down a Transwarp (Navigation) Drone to a planet location and encounters Barclay's Protomorphosis Disease. The Transwarp Drone doesn't have MEDICAL, SCIENCE, or SECURITY, and is killed. Had the Borg player sent down a Unity (Communications) Drone instead, that drone could have shared skills. If an Interlink Drone, MEDICAL, SCIENCE and SECURITY were in the hive, the Unity drone would have had those skills too, and survived. A Borg player encounters a Maglock at a space location. Locutus of Borg is not present. The Borg player may overcome this dilemma one of two ways. At the beginning of next turn, the Queen's skill may be changed to OFFICER. With an Interlink Drone and two other Borg of STRENGTH greater than 5 present, Maglock would be overcome. Or the Borg player may wait until next turn, and encounter the Maglock again. They still do not have the required skills, but since they encountered Maglock on a previous turn, they may play an Adapt: Negate Obstruction to nullify it. Finally, a Borg player sends down a single Communications drone to a planet mission and encounters a Lack of Preparation. The drone has only one subcommand icon, so cannot continue. The Borg player has three options for overcoming the dilemma. He can send down the Borg Queen or Locutus of Borg as a scout. They have all three icons, and can overcome the dilemma. He can wait until next turn, and play an Adapt: Negate Obstruction to nullify the Lack of Preparation. Or he can (after the Communications scout is stopped), send down a Navigation drone to scout. When the Navigation scout is stopped by the same dilemma, he can send down a Defense scout (to also be stopped). Next turn, the three Borg on the planet can join together to form one Away Team and scout together. All three icons are now present, so they overcome the dilemma. Generally, it is better to try to overcome a dilemma than to use Adapt: Negate Obstruction to nullify it. You will have only a limited number of the Adapt cards in your deck, if you use them when you don't necessarily have to, you won't have them later for dilemmas you might need them for. Alien Parasites, for example, can be overcome almost no way other than Adapting to it. If you have to Adapt, remember the Countermeasure's ability to download that card for you. You can stock fewer copies of Adapt than you might expect, since you don't have to rely on drawing one normally when you need it. You can stock fewer still if you are certain of getting a Borg Queen into play, since her skill changing ability will help you out of most dilemmas that would normally require an Adapt. There are a few good ways for Borg to "cheat" around the single-scouting technique required at planet locations. With Emergency Transporter Armbands, you can beam down multiple Borg as one Away Team to begin scouting together. Or you can deliberately seed wall dilemmas like Lack of Preparation to be encountered first in your scouting efforts. Use the wall to accumulate a number of Borg on the planet on one turn, then join them together to scout as a group on the next turn. When red-shirting dilemmas as a primary strategy, you should designate one or two specific Drones as your expendable personnel, and stock multiple copies of them. For example, you might choose the Countermeasure Drone for red-shirting (since he can download Adapts, and he is a Communications icon drone). Stock lots of copies of him -- eight or more would not be unreasonable. Send these extras to the slaughter, not risking drones you deem more valuable -- drone you stocked fewer copies of. Another benefit to loading up on multiples of a particular "red-shirt" is that you can choose that red-shirt for its icon, to match your objectives. The Countermeasure Drone's Communications icon, for example, will succeed on any Borg objective. A Quantum Drone's Navigation icon would make him good red-shirt material for an Establish Gateway deck, and so on. Now you know how to deal with the dilemmas your opponent will throw your way. But there are other ways to mess with a Borg strategy... and ways to deal with them. |
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MOT'S ADVICE ON THE BORG NO. 12:
Countering Anti-Borg Tactics
Way back in the first installment of this series, I made the recommendation not to stock any copies of Kevin Uxbridge, Amanda Rogers, or Q2 in a Borg deck. (This remains a piece of "Mot's Advice.") Many were quick to point out that not stocking these cards would leave the Borg vulnerable to a number of nasty things. Static Warp Bubble. I have actually found this to be rather ineffective against the Borg. Most typical Borg strategies are based around downloading necessary cards and putting them directly into play. You don't need to worry about keeping cards in hand. Also, many Borg players use Zalkonian Storage Capsule (along with Mercy Kill) to rig their probe draws. When faced with a Warp Bubble, a Borg player could begin storing their hand to protect it. Still not convinced? Stock Deactivation. It's even a Captain's Order, so a Ready Room Door can download it. Telepathic Alien Kidnappers. Another "hand-shrinking" card, not too powerful in the face of an affiliation not too big on keeping cards in hand. For this, I recommend an Intruder Force Field in the Tent. You can reflect the TAK back on your opponent, and also deal with another very powerful anti-Borg strategy... Rogue Borg Mercenaries. I'm sure you've seen Rogue Borg used singly to stop a ship for a turn (by battle). This hits the Borg doubly hard, since they cannot probe on a turn they've been battled. You'll definitely want to have access to an Intruder Force Field, so that if your opponent does want to Rogue Borg you to slow you down, they'll have to spend three cards to do it. Baryon Buildup. I don't see many players using this, but I can't deny it's a powerful anti-Borg strategy. Returning to your outpost is time consuming and counterproductive. Playing a Regenerate, though, will not only repair your ship, it will discard any cards (like Baryon Buildup) that are reducing your RANGE. (The repair function of Regenerate will also help against cards like the Calamarain). Temporal Rift. Use your Quantum Drone to help you out of these, by downloading an Alternate Universe Door. This will protect you against casual, delaying use of the Rift, but leave you open to Patrol Neutral Zone decks in the hands of smart opponents. For them, land a Scout Vessel (using Launch Portal) at a Neutral Zone planet. That'll really put a crimp in their plans! Invasion. Sometimes, your opponent will beam over onto your ship with an arsenal of weaponry and a squad of their toughest personnel. There are three ways to deal with it: preventative, reactive, and vengeful. By preventative, I mean discourage your opponent from ever doing such a thing. Play with a lot of Assault and Talon Drones -- and make sure your opponent knows every time you are adding them. They'll think twice about personnel battle against Borg with STRENGTH in the teens. By reactive, I mean using cards to get you out of battles. Emergency Transporter Armbands is a great one, allowing you to escape onto your opponent's ship (and you may already be using this Interrupt to help you with scouting planets). By vengeful, I suggest that while you may or may not be able to do anything to stop the attack, you can teach them a lesson for doing it. With the opponent's Away Team on your ship, play Auto-Destruct Sequence to kill them all. A Three-Dimensional Thinking or Escape Pod will even save your crew when you eliminate your opponent's. Alas, Poor Queen. People will use the invasion tactic above, or dilemmas like Yuta to target your Queen, allowing the use of this interrupt. Your best bet is to stock Assault Drones, again discouraging combat, and also tampering with the Queen's Yuta number in the process. Q-Nets. If the Queen or Locutus of Borg isn't around to help you pass a Q-Net, use the Alternate Universe Door (downloaded by the Quantum Drone, if necessary), to allow your ship to pass through it. Revolving Doors. If you find your Transwarp Network Gateway or other valuable Doorway closed, Alternate Universe Door can also deal with that problem. Borg Hunting. Players may come after your little Scout Vessels and Spheres for the point bonuses, or even bring a Kurlan Naiskos or fleet up against your Cubes. Intermix Ratio can be a deterrent against the former, and Shipwreck and a Multiplexor Drone can foil the latter. If you are using smaller ships, you might try to keep a Cube handy to retaliate if they are attacked. You'll notice that the same cards keep coming up here: Alternate Universe Door, Quantum Drone, Intruder Force Field... a surprisingly small number of cards will protect you against a wide range of anti-Borg tactics. These make great cards for your Q's Tent (although I do recommend you stock the AU Door in your deck itself, in case the Tent gets closed). There are also a handful of cards that work quite well in supporting Borg strategy and holding back your opponent.
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MOT'S ADVICE ON THE BORG NO. 13: Borg
Support Cards
Last time, I talked about cards you can use to combat an
opponent's anti-Borg strategy. This time, cards to promote your own. There
are a lot of ideas below on cards to use to support your plans as a Borg
player and keep your opponent at bay. Anti-Time Anomaly. This is a great Borg support card. So much of a Borg deck is expendable already -- you'll be sacrificing drones in scouting planets, sacrificing Scout Vessels in space, and throwing cards and caution to the wind. So you might consider cleaning out your opponent of personnel every now and then. This is a great way for the Borg to counteract an opponent abusing Red Alert, or Assign Mission Specialists, or any other abusive "rapid report" strategy (especially the Q-bypassers). Wait for a turn or two for your opponent to get a somewhat large crew on the table, then play the Anomaly to wipe them all out and "reset the game." Of course, if you know you'll be playing an Anomaly, you can plan ahead and not be playing your own personnel until after the fact. Destroy Radioactive Garbage Scow. Since the Borg completely ignore the Radioactive Garbage Scow dilemma (it affects mission attempts, not scouting), you may want to stock a few of these in your own deck. And as long as you're doing that, how about these interrupts to match? You can lower the value of the missions your opponent will try to steal once you've completed scouting. Or do something even nastier... more on that later... Hail. Stalls your opponent long enough for you to get Eliminate Starship into play. Also lets you control where battles will take place -- very important if you want to be Salvaging Starships. Humuhumunukunukuapua'a. You might try this interrupt in an aggressive Talon Drone or counterpart strategy. With a Youth-ful Borg Queen in your hive, you'll have a +4 bonus to your STRENGTH for each Borg on the attack. Launch Portal. Combined with Engage Shuttle Operations, you can land your Scout Vessels on planet surfaces. This is the best way to shut down a Patrol Neutral Zone deck. There's nothing your opponent can do to stop a landed ship, and it will become a permanent opposition in the Neutral Zone if you land at Covert Installation or Iconia Investigation. Launch Portal also provides a little extra firepower to deal with ambitious attacks (or an escape route when your back's against the wall), by its ability to download a ship. Lower Decks. It shouldn't take much convincing that this card, which gives a +2 bonus to all attributes of all of your drones, belongs in most any Borg deck. Ready Room Door protects it from nullification as well. Mission Debriefing. This will stall a non-Borg opponent while not harming you in any way. Your opponent will have to stop after every mission attempt. The Borg, of course, do not attempt missions, so this card won't touch you. Best of all, this can be seeded if you like, so it won't tamper with your probe outcomes. Combine this with Eliminate Starship to destroy a ship when the Away Team is stopped from last turn on a planet surface, and you've really got your opponent in a bind. Even more cruel, since all your Cubes have Tractor Beams you could tow a Garbage Scow to a stopped Away Team and use the Destroy Radioactive Garbage Scow I mentioned earlier to kill them all off. Rogue Borg Mercenaries. This does rather fly in the face of my suggestion to keep your probing optimized. Nevertheless, a very effective Borg deck can be constructed by using the Rogues for support. Single Rogue Borg attacks on each of your opponent's turns will keep them in check until you can get to the Alpha Quadrant yourself. En masse attacks aided by a Crosis will finish off anyone trying a quick, "all-eggs-in-one-basket" approach (like Q bypass). For a particularly off the wall use for the Rogue Borg Mercenaries, report one of your Navigation or Communications drones to an otherwise empty Cube. Play three Rogue Borg on your own ship -- they'll defeat the STRENGTH 5 drone. Then grab a Lore Returns to take command with your Borg commandos. You can "staff" your Cube by playing only 5 cards instead of 7, and attack your opponent at will, with no objective, and keep scouting and probing with your regular Borg at the same time. Shipwreck. A very powerful card. You can play it at the start of a battle, making a very nasty surprise for your opponent. It nullifies all ship attribute enhancements to all ships. Without enhancements, your Cubes can beat anything else, every time. There are of course many other cards that are good for slowing your opponent down that are good even if you aren't playing Borg: Abandon Mission, Incoming Messages, Klim Dokachin, Telepathic Alien Kidnappers, and Temporal Rift, among others. But these ideas should get you started on ways to level the playing field between you and your non-Borg opponent. Well, I've now written 13 articles covering everything I know about conventional Borg strategy. Perhaps a word or two is in order about other strategies.
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MOT'S ADVICE ON THE BORG NO. 14:
Unconventional Strategies
BORG/ROGUE BORG ALLIANCE I mentioned this briefly in the last article. Essentially, the idea is to use a large amount of Rogue Borg Mercenaries as your offense, slowing your opponent as you move through your objectives. Undetected Beam-Ins helps with this deck -- download the Rogues, not your own personnel. Crosis is great, and if your opponent is playing Lore, that's icing on the cake. ADVANTAGES: You will really be able to stall your opponent with this. You can also combine with Lore Returns to take control of ships which you can use to attack without (or in spite of) a current objective. DISADVANTAGES: Your probe ratio drops dramatically. You may find yourself probing for turns on end with Rogue Borg interrupts. Finding the balance between too many and not enough Rogue Borg is difficult, and requires some playtesting. QUEEN-LESS BORG DECKS While I've talked of the value of playing the Borg Queen a great deal, it is also more than possible to play without one. This will require more Awakens and Activate Subcommands to compensate for her missing downloading ability, and may take more Adapt: Negate Obstructions to deal with dilemmas (things like Maglock, Shaka When the Walls Fell, and others). ADVANTAGES: The big advantage, you have nothing to fear from Alas, Poor Queen. Many players see red when they see you play a Borg Queen. They come after you relentlessly, bent on destroying your entire Collective by killing your Queen. Also, if you don't play with Queens, you don't play as though you are *dependent* on Queens. The drones are perfectly capable of scouting, adapting, and moving quickly without the Queen, but often players who use the Borg Queen will feel as though they have to get her into play before they can begin scouting and scoring. They'll wait around several turns until they do before proceeding. Delays like that can finish off a Borg deck. DISADVANTAGES: There's no question, the Borg Queen is useful, and puts speed in your deck. You can also play smaller decks if you're sure to get a Queen out early. BORG "SWARM" DECKS Great Borg decks don't necessarily have to be based around staffing Cubes. Some decks don't even use them. The Scout Vessels, which have the ability to report with crew right to the Alpha Quadrant, are much faster to get out -- and in great numbers -- than the larger ships in the Borg fleet. You don't even need to use an outpost in such a strategy if you don't want to. ADVANTAGES: This is very quick indeed. By deliberately seeding dilemmas your Borg can pass at a nearby mission of your opponent's, you can score points on the second turn of the game with a good draw. On turn one, report with crew and complete the scouting off a seeded objective. On turn two, a successful probe will score you points -- even earlier in the game than the average Assign Mission Specialists deck will manage to get on the board. Also, dilemmas like Cytherians will not set you far back. There are waves of expendable ships at your disposal. DISADVANTAGES: With SHIELDS and WEAPONS of only 4, the Borg Scout Vessels ought to come with bullseyes painted on the hull. Any opponent with the means is liable to come after you looking to pick up 5-point bonuses. You'll need to plan ahead ways to discourage this. Intermix Ratio will help. You can also use one Cube, which you staff in the Delta Quadrant as you swarm the Alpha Quadrant -- if the big guns are called for later, then you can move in. Or you can simply alternate ends of the spaceline as you report and scout, to keep your opponent tied up. If all they're doing is chasing your ships and not attempting missions, they won't beat you. There you have it, almost everything you wanted to know about the Borg but were afraid to ask. Almost. There seems to be one other bit of Borg strategy people want to know about, and they haven't been at all shy about asking me over the last month: "Mot, could you show us one of your decks?" |
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MOT'S ADVICE ON THE BORG NO. 15: Mot's Tournament-Winning Borg Deck
This is a Swarm Deck (as I described in Review #14). I'd give you something a little more in line with the advice I've given throughout these articles, but this is the deck (no changes) that won me my first tournament using the Borg (accept no substitutes). I hope it will serve as a blueprint to help illustrate some of the things I've been talking about, and lead you to your own successful Borg designs.
I. Using the Deck This entire deck is expendable. When playing, you should throw away yourBorg in scouting attempts with reckless abandon. There are only a couple oftypes of Borg in the deck, so you should always have what you need. There is no outpost, since it uses only Scout Vessels, and they may report with crew directly to the Alpha Quadrant. To start the game, you should have a Borg Scout Vessel with a Quantum Drone (Six of Eleven) in hand. Report them to the end of the spaceline (downloading a Transwarp Network Gateway from your deck) and immediately reveal Establish Gateway. Target your opponent's mission closest to that end of the spaceline, where you have seeded the Scout Encounter/Radioactive Garbage Scow combo. The Scout Encounter can be passed with no difficulty (maybe a hiccup or two if your opponent is playing Borg or Romulan), and the Scow is meaningless to the Borg. You'll be off and probing by turn two. Even if your opponent wants to complete the mission later, they'll still have to tow the Scow. Probing should be a snap. Out of the 49 cards in the draw deck, only 8 do not have the blue Communications icon or green Navigation icon. It's built in probe rigging -- no extra manipulation required. Consequently, you should stick with the Establish Gateway objectives exclusively. The Assimilate Planets are in there in case a Q's Planet forces you to drive to 140 points, but otherwise don't go for them unless it's a truly unique situation. Trying to probe for the blue icon alone (there are no red Defense icons in the draw deck) will take much longer. There are tons of ships and Borg to spare, so accept that when you turn toyour own missions (and your opponent's dilemmas), you will lose cards. It doesn't matter. Use Adapts to get around everything that doesn't kill you (the Countermeasure Drone can download them). Just report relentlessly, clear out missions quickly, probe, and repeat. Move as quickly as you can, before your opponent can build up a fleet to spread out across the spaceline. The remaining combos are designed to place a "wall" dilemma in front of a killer or set of killers, forcing your opponent to commit a fair number of people to a mission attempt, then letting you kill them all. Pay attention to what your opponent is reporting as the game progresses. This deck uses Yuta quite a bit and you'll want to be able to pick the right number at the right time. Each Yuta has a Shot in the Back or a Strict Dress Code in front of it. Since both dilemmas can cause a death by opponent's choice (and neither stops the crew or Away Team), you should be able to double check your math by going through your opponent's Team and looking for the right people to kill. For example, they hit Shot in the Back, find they have no android, so hand their Team over. You look through and find they have say only 2 SCIENCE present. Kill one now, noting the Yuta number for the other. Call that number next, and then the Barclay's will take care of them all.The other combos work very much the same way. The dilemmas are set up to cover four space locations and two planets (which I find to be the most common mix right now). Occasionally, the sets will have to be broken up to cover some other mix. II. A few words about some of the other cards in the deck and Tent Regenerate. They're there in case going once through your deck isn't enough. Regenerate your dead Borg and start again. Better safe than sorry. Mission Debriefing. Slows down your opponent. The Ready Room Door in the Tent lets you download and protect it. Alternate Universe Door. For Temporal Rifts and Q-Nets. Remember the Quantum Drone can download it. Anti-Time Anomaly. To stop rapid report strategies, Q-bypass being high on the list. Tent for this and play it just after Benjamin Maxwell, Norah Satie, and Sirna Kolrami (or two of the three) have hit the table... Retask. You aren't meant to get this card as part of the strategy. It's here in case that Borg Ship dilemma you seeded should come up at the right place and time, and also to really set back an opponent who is also playing Borg by distrupting *their* Retask strategy. The Assault Drone and Borg Cube in the Tent are there exclusively so that you can legally use the Retask. Deactivation. Mostly for stopping Red Alert (but also for popping Static Warp Bubbles). When Tenting for this, I usually grab the Ready Room Door, and use that to download Deactivation. (Then you can use the Door again to download the Mission Debriefing.) Engage Shuttle Operations and Launch Portal. There to stop Patrol Neutral Zone decks, since landing in the Neutral Zone is a form of permanent opposition. Iconia Investigation is one of this deck's missions, just in case the PNZ opponent wasn't so kind as to play a NZ planet. Intermix Ratio. To discourage people from coming after your Scouts for the point bonuses. If they start to do this, alternate reporting on one side of the spaceline and the other. If your opponent zigzags back and forth chasing you, they'll never complete any missions, and this Event will keep them from scoring any points. Intruder Force Field. Rogue Borg strategies can really hurt the Borg, since the battle prevents them from probing for a turn. The Force Field protects you from both this and the occasional Telepathic Alien Kidnapper (in case you hadn't notice, the draw deck is rather predicatable). Ready Room Door. For downloading and protecting the Mission Debriefing from the deck. If you have a Tent to spare in hand, do this to remove that unsuccessful probe card from the deck. The Traveler: Transcendence. Generally speaking, you'll Tent for this first. Let your opponent play Mirror Image if they want -- this swarm deck can play only if you have a steady stream of ships and crew coming into your hand, and The Traveller thus essentially doubles its speed. It should benefit you more than your opponent (which is also why there's a seeded Mirror Image, so you can ride on your opponent's Traveler long enough to get out one of your own if needed). There you have it. With this deck, I scored 10 (+300) in a 5-round tournament, proving that the Borg are indeed a viable tournament affilation. That basically brings this series to a close. I've shared everything I've learned about the Borg so far. Of course, they've only been around for a very, very short time, so there's still a great deal to learn and discover. Hopefully, these articles have given you a jumping off point for your own Borg decks so that someday soon, you can share with me the great tactics you've discovered for the game's newest affiliation. - Mot the Barber
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MOT'S ADVICE ON THE BORG NO. 16: Borg and the Official Tournament Sealed Deck
Star Trek CCG Official Tournament Sealed Deck contains 20 new cards, designed mainly for the original affiliations, but a shrewd player will soon realize the dramatic effect they can have on Borg decks. Here's a look at some of the possibilities... and dangers. DILEMMAS. The Sealed Deck product introduces a couple of nasty dilemmas to the game that go hard on "red shirting." Armus - Sticky Situation and Unscientific Method cannot be passed by a single Borg scout on a planet surface. You will need an Adapt: Negate Obstruction to get by these, or some way of sending down more than one scout. Make Us Go targets an individual Borg, and it's no trouble for the Borg to muster the 24 CUNNING to get that personnel back. Hippocratic Oath may help you more than hurt you, by moving a Borg drone over to another planet location you can begin to scout even before your ship arrives there. It may move the Queen, which could prove inconvenient, but at least it won't kill her. With Hide and Seek, the Borg make off very easy indeed. In almost all cases, this dilemma will stop only the first universal Borg selected before the dilemma is discarded. There is just one dilemma you really need to worry about, and that is.... UNSCIENTIFIC METHOD. I've already mentioned the planet dilemma side of this -- you'll need to Adapt or arrange for multiple scouts to pass it. The space side of it is potentially even more deadly, at least if you brought a Queen along. When an Interlink Drone is present (and when is one not?), the Queen is by default the most CUNNING SCIENCE present. If she dies, then one Alas, Poor Queen will send you packing. You have a few ways to deal with this. You can leave your Queen at home, using her from your outpost for downloading but ignoring her skill changing abilities. You can pop your own copy of Unscientific Method early in the game with a different ship so that you can Adapt to it later when the Queen is around. Or simply remember to reset your Queen's skill to Treachery or Greed unless otherwise called for -- and be very careful of changing it at a space mission if you don't know what other dilemmas might be waiting for you! INVESTIGATE INCURSION. No doubt Investigate Incursion has drawn your attention. Let's look at the opponent's side first. While the ability to report any Borg ship with crew there is powerful indeed, remember that it appears only on that side of the card -- your opponent must be using this mission for you to gain this benefit. Your side of the card is much more interesting: Your Salvage Starship objective may target this location. This gives you a universal location for this 30 point objective without having to first pave the way with an Eliminate Starship. It also creates a solid three-objective win that doesn't rely on assimilating a six-skilled counterpart. Just pack your own Locutus of Borg and Assimilate Earth for 40 points, then complete two Salvage Starship objectives for 60 more. Just be aware, while Assimilate Homeworld probes on a Communications icon, Salvage Starship takes Navigation or Defense. You'll need plenty of cards with all three subcommand icons in your deck to pull off this variety of probing; reliance on drones alone won't do it. SPACE/TIME PORTAL. This card does wonders for a Borg deck. One of the most difficult tactics for a Cube-oriented Borg deck to overcome is the "field trip to Montana" deck, where the player uses Wormholes to send their opponent's ships back to the Montana Missile Complex. The problem was, Wormholes in a Borg deck will drastically reduce the ratio of successful probes, and Temporal Vortex is an Alternate Universe card (a seeded AU Door often proving a waste of space to the Borg). Now the Space/Time Portal can be seeded, and discarded from the table to return a Montana-bound ship to your hand with everyone on it. It may take a bit of time to report the personnel again, but at least your probe ratio is no longer compromised by attempts to counter this strategy. It has been pointed out that Space/Time Portal also throws a bit of a monkey wrench into a Borg deck -- specifically hindering the Assimilate Counterpart objective. A targeted personnel could vanish, along with the ship they are on, back to their opponent's hand, nullifying your objective. This may be true, but consider also that this is the "field trip" issue in reverse -- you've just made your opponent return a ship and crew to their hand, and now they'll have to report them all over again. This intimidation could buy you the time to complete an extra objective or two. (An Eliminate Starship might make just as good a threat.) The remainder of the OTSD is largely uninteresting to the Borg -- a personnel, ship, event, and outpost you can't use, and objectives you don't really want to use, since you can only have one objective in play at a time. But there is one last card in the Sealed Deck product, and this one paves the way for an entirely new kind of Borg deck. SPACEDOOR. This card allows you to download universal ships to a matching outpost. Which affiliation has the strongest universal ships? The Borg, of course! One of the main hindrances to building a Cube-oriented deck was the need to stock some 7 or more Cubes to insure getting one in the opening turns. While their subcommand icons help with probing late in the game, that fact remains that it's more ships than you honestly need. Spacedoor changes all that. By placing one on your Borg outpost during the seed phase, you can have a Cube at your disposal on the very first turn. (It can even be the only Cube in your deck!) A few Activate Subcommands and Awakens, and it could be staffed and ready to go in just two turns. What's more, since the Spacedoor gives you a means to run very low on ships and very high on the personnel-downloading cards, you can use it in a frightening new Borg deck archetype: the Cube Swarm Deck. All you have to do is discard one card from hand at the end of a turn to flip the Spacedoor back over, and next turn you can go grab another Cube. You'll not likely get the half dozen ships on the spaceline you can in a Scout Swarm Deck, but really, three or even just two Borg Cubes constitutes a swarm. Having just one extra Cube will help you deal with issues like Cytherians, or travel time between spaceline locations after a successful probe. A Borg Queen/Ooby Dooby combo will make staffing any additional Cubes even easier. In short, the Borg became much easier to play thanks to the OTSD. All this from just a few cards that have almost no storyline connection to the Borg. It just goes to show you, we won't have to wait until Voyager comes along to get some great cards for our Borg decks! - Mot the Barber
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MOT'S ADVICE ON THE BORG NO. 17: Computer Crash
Deep Space Nine. Exciting, new, and not one Borg card in
the entire 276-card set. But don't think for a moment the Borg got
shafted; upon closer examination, the Borg affiliation has actually
"improved" with the addition of these new cards. |
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MOT'S ADVICE ON THE BORG NO. 18: DS9
Dilemmas
The dilemmas of the Deep Space Nine expansion have
earned a lot of attention, and for good reason. Unusual requirements, lots
of random killers that are difficult to guard against, and many
possibilities for tough combos both in the stand-alone environment and the
game universe at large. But how will they manage against the affiliation
that screams through dilemmas like Inge Eiger in a Jeffries Tube? Grab
your binder or spoiler sheet as I take you one by one through all 37 DS9
dilemmas. There you have it, a look at the worst DS9 has to offer. The Borg emerge virtually unscathed. They have one or two more scout killers and stoppers to worry about, but for the most part the Borg can glide through these dilemmas simply by using cards they were already using: the Assault and Interlink Drones, the Borg Queen, Lower Decks and maybe one or two more Adapt: Negate Obstructions than they had before. Meanwhile, non-Borg affiliations are sent reeling by obscure requirements in amazing quantities. |
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