Star Trek CCG - Holodeck AdventuresCard Strategies
Anastasia Komananov
by Section Chief Michel Albert (sven7@nbnet.nb.ca)
Agent: Code name Colonel
Anastasia Komananov. KGB. Femme fatale.
Mission profile: Komananov will
fit easily into Klingon and Federation decks, putting a
premium on Honor and Diplomacy, or else she can patch
those holes in a more treacherous deck. In any case,
she'll work for the highest bidder as a Non-Aligned
agent.
Special Talents: This agent is
armed with earrings that can be converted into a Smoke
Bomb which can then be used either to prevent a
personnel battle if her team is unprepared, or simply to
"stop" an Away Team or crew. The latter can
even be used on your own Away Teams to stop a mission
attempt you've rashly committed to, since the download
suspends play. The former is great for protecting her
when she acts as an intruder aboard an opponent's ship,
which she would do to Issue Secret Orders. Beam her over
to an opposing ship with a Mobile Holo-Emitter and she
can make it attempt any mission you choose. Not everyone
has access to infiltrators, but everyone has access to
Komananov, and everyone hates to have their deadliest
dilemma combo evaded just because it wasn't at the right
mission.
Aliases: Colonel Komananov is a
version of the Kira Nerys persona, which currently
includes Bajoran, Cardassian, and Federation versions.
All will be able to switch back and forth with the
Russian agent for more skills and battling power.
Combos:
Anastasia Komananov + I've Been
Waiting for You: Lead an opposing crew astray, then
switch Anastasia for a more aggressive hologram, like
Chaotica if they have a lot of holograms aboard,
Duchamps to battle their flesh and blood personnel, or
Felix Leech to handicap their mission attempt.
Anastasia Komananov + Open
Diplomatic Negotiations: She can Issue Orders to
make a ship go, or Smoke Bomb its crew to keep it
exactly where it is.
Anastasia Komananov + Ensign Chekov
+ Nikolai Rozhenko: Not only can she teach them what
a real Russian accent is like, but it's one more fine
reason to play Parallax Arguers.
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Your Galaxy Is Impure
by Chris Heard (UZO@StarTrekMail.com)
Species 8472 was one of the most
powerful hostile forces the Voyager crew
encountered during their long trek back to the Alpha
Quadrant. Their superior attitude toward species in what
we think of as normal space did nothing to endear them
to Janeway and company. Dilemmas relating to species
8472 tend toward the truly nasty end of the spectrum,
and Your Galaxy Is Impure ranks right up there with the
harshest. You attempt the mission, I kill one of your
personnel (my choice). Signed, sealed, delivered, pack
it up and go home. The implications really are
staggering.
Think about it: you basically need
complete double redundancy at the start of the mission
attempt to have any hope of completing it. You begin to
attempt, say, Historical Research, with Jean-Luc Picard
and Richard Galen as your only sources of Archaeology.
You encounter Your Galaxy Is Impure; I kill Richard
Galen. You cannot complete the mission. You add Vash to
the team and begin a new mission attempt ... but as you
do, Your Galaxy Is Impure lets me kill Vash. Lather,
rinse, repeat. And if you started with all three? I
might pop off an Anthropologist. Yes, double redundancy
for all mission requirements (or a handy-dandy Dixon
Hill) is the ticket.
The gruesome results of the wounds
species 8472 inflicted in hand-to-hand combat sent The
Doctor scrambling for a counter-agent based on Borg
technology. Like a microbe felling the Martian invaders
in The War of the Worlds, it's the tiniest little
thing you can imagine that can save you from cascading
cellular degradation: Borg Nanoprobes. You need no
better reason than Your Galaxy Is Impure to stock those
tiny robots.
Combos:
The Weak Will Perish + Your Galaxy
Is Impure: Your opponent's Nanoprobes can only
nullify one dilemma per turn. Make them pay for a poor
choice.
Any good filter dilemma + The
Gatherers + Your Galaxy Is Impure: Get rid of the
Nanoprobes before they get rid of your dilemma. In
space, use Common Thief instead; support either combo
with a generous helping of Disruptor Overloads.
Bareil, Mila, or Yeggie + Borg
personnel vs. opponent's Your Galaxy Is Impure: Save
your special download until you're sure you need it,
then glide past the dilemma like fluidic space through a
sieve.
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Praetor Neral
by Kim and Allen Gould (tribble@oanet.com)
Giving the Romulans a boost in
Holodeck Adventures is a new version of the Neral
persona. The original support personnel is hardly a
fitting way to show a leader of the Romulan Empire, is
it?
Neral has kept his V.I.P. status and
his Treacherous nature, but has added quite a few new
skills over the years. Biology isn't the most common
skill in the Romulan affiliation, and his Leadership x2
will come in handy for things such as Friendly Fire. A
smattering of Diplomacy doesn't hurt either.
Most interesting is his special skill
– all your Tal Shiar personnel in play gain SECURITY.
Combined with his ability to report for free at the
Continuing Committee (as well as all those Tal Shiar),
he's a fantastic addition to a Romulan POTS deck. And
while they're all gaining the same skill, SECURITY is
great to have in multiples, for anything from Kazon Bomb
to Beserk Changeling and Komar Possession. And it might
not be a bad idea to check out Extradition again –
with all those Tal Shiar, you won't have a problem
finding SECURITY to beam across. Flaxian Assassin is
both easier to pass, what with Neral's Biology and all,
but nastier for your opponent, killing two personnel
instead of one.
Combo:
Praetor Neral + Continuing
Committee + HQ: War Room: All your Tal Shiar play
for free and get attribute enhancements.
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Talosian Cage
by Chris Heard (UZO@StarTrekMail.com)
The small-bodied, big-brained
Talosians generated mental rather than holographic
illusions, but their scenarios were no less powerful for
being all in their captives' heads. Only a truly
powerful psionic force (in game terms, 3 Empathy) or
someone well acquainted with the Talosians' mind tricks
(Christopher Pike) can hope to withstand their power. If
you think your opponent can muster the 3 Empathy,
consider setting up Talosian Cage with Empathic Echo and
Eli Hollander at the same location. (Oh, and speaking of
them Hollander boys, notice that since Talosian Cage
"discards" personnel instead of
"killing" them, it works plenty well against
those annoying holograms.)
Careful calculations underlie all
Talosian actions--except, perhaps, when they are trying
to penetrate a mental screen of belligerent emotions.
Likewise, you'll need to be on your cognitive toes when
your opponent encounters your Talosian Cage. Then comes
the big question: should you discard two females at
random, or the male with the most skill dots? Your
decision will depend in large part, no doubt, on the
remainder of your dilemma setup. Which brings us to:
Combos:
Talosian Cage + Female's Love
Interest + Matriarchal Society--or maybe not: Using
Talosian Cage as a setup for Matriarchal Society is as
obvious as the veins on a Talosian's head, since
Talosian Cage can eliminate two females, and Matriarchal
Society requires two females to pass. But the strength
of such a combo is debatable. If you eliminate two
females with Talosian Cage, the affected Away Team will
be stopped, giving your opponent a chance to bring over
two more females to pass the expected Matriarchal
Society. The Female's Love Interest in the middle makes
that a little tougher--ideally, your opponent should
need five females (or four and a couple of extra turns
to go get the runaway) to get through that stack.
However, if your opponent's initial Away Team includes
only one female, the setup is thrown off track. It might
be better to use Matriarchal Society as the setup, to
guarantee you two targets for Talosian Cage ... but are
you really that misogynistic?
Talosian Cage under opponent's
Assist Cooperative, Combat Training, Cure Deadly Virus,
Establish Settlement, Kazon Conference, etc.: Use
your Talosian Cage selection to pop off a [Com] Borg or
two, a Maje, Danara Pel, or other personnel boosting the
point value of the mission. It isn't a sure thing, since
the females are selected randomly and, in either case,
your opponent could add reinforcements to the
"stopped" Away Team later on. But if you can
deny your opponent one or two personnel and 5-10 extra
points, and throw in a one-turn delay to boot, your seed
slot has done you good service.
Volcanic Eruption + Talosian Cage +
hefty wall: Put the fact that Talosian Cage is a
"stopper" to work for you by snagging three or
four of their personnel before they have a chance to
supply reinforcements for a second go at the mission. If
you'd rather discard all four on a single turn,
substitute a Horta for Volcanic Eruption. Or, if you
have room for a four-card combo, use both.
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The E.C.H.
by Kim and Allen Gould (tribble@oanet.com)
Leading the way in nifty new personae
is The E.C.H. (Emergency Command Hologram) – the good
Doctor has exchanged medical blue for command red, and
has swapped most his skills at the same time.
Only his Computer Skill and MEDICAL
come across intact – his skill set is now firmly in a
tactical mindset. Complementing his OFFICER
classification (and the included Command Star) are
Navigation and Physics, useful for dilemmas (and
battle-avoidance via Asteroid Sanctuary). And reflecting
his tactical database, he can pull up any Maneuver card
you need on demand, letting him draw on the past
experience of Picard or La Forge. (Or if that Kazon
Warship is too close for comfort, Evasive Maneuvers
might be a better choice.)
His holographic nature makes him
resiliant against random deaths caused by Tactic cards,
ensuring that you'll always have a leader available. And
if you're on Voyager, he's even the matching commander
– nice when Janeway is unavailable.
Combo:
The E.C.H. + The Doctor + The
President of Earth (+ I've Been Waiting For You):
One of the Doctor's personas will have the skills you
need. Persona swap to whichever one suits your fancy –
or use I've Been Waiting For You if an unexpected
opportunity (or need) for battle arises.
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Your Galaxy Is Impure
by Chris Heard (UZO@StarTrekMail.com)
Species 8472 was one of the most
powerful hostile forces the Voyager crew
encountered during their long trek back to the Alpha
Quadrant. Their superior attitude toward species in what
we think of as normal space did nothing to endear them
to Janeway and company. Dilemmas relating to species
8472 tend toward the truly nasty end of the spectrum,
and Your Galaxy Is Impure ranks right up there with the
harshest. You attempt the mission, I kill one of your
personnel (my choice). Signed, sealed, delivered, pack
it up and go home. The implications really are
staggering.
Think about it: you basically need
complete double redundancy at the start of the mission
attempt to have any hope of completing it. You begin to
attempt, say, Historical Research, with Jean-Luc Picard
and Richard Galen as your only sources of Archaeology.
You encounter Your Galaxy Is Impure; I kill Richard
Galen. You cannot complete the mission. You add Vash to
the team and begin a new mission attempt ... but as you
do, Your Galaxy Is Impure lets me kill Vash. Lather,
rinse, repeat. And if you started with all three? I
might pop off an Anthropologist. Yes, double redundancy
for all mission requirements (or a handy-dandy Dixon
Hill) is the ticket.
The gruesome results of the wounds
species 8472 inflicted in hand-to-hand combat sent The
Doctor scrambling for a counter-agent based on Borg
technology. Like a microbe felling the Martian invaders
in The War of the Worlds, it's the tiniest little
thing you can imagine that can save you from cascading
cellular degradation: Borg Nanoprobes. You need no
better reason than Your Galaxy Is Impure to stock those
tiny robots.
Combos:
The Weak Will Perish + Your Galaxy
Is Impure: Your opponent's Nanoprobes can only
nullify one dilemma per turn. Make them pay for a poor
choice.
Any good filter dilemma + The
Gatherers + Your Galaxy Is Impure: Get rid of the
Nanoprobes before they get rid of your dilemma. In
space, use Common Thief instead; support either combo
with a generous helping of Disruptor Overloads.
Bareil, Mila, or Yeggie + Borg
personnel vs. opponent's Your Galaxy Is Impure: Save
your special download until you're sure you need it,
then glide past the dilemma like fluidic space through a
sieve.
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