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Cardassian Armada Archetype
by Mark Bloom Armadas are growing in popularity every week. They seem to be one of the most versatile decks around as they beat straight solvers, crush invasive assaults, and love to play against Borg. Many people believe that the Klingons have the strongest armada... they believe wrong. Cardassians can best them easily.
This provides 5 locations to throw a Nor, and has built in alternates (bring along an extra 2 Impose Orders and a Study Plama Storms).
Two outposts gives the best shot at getting an oustpost adjacent to your Nor, which is quite important when Mission Specialists are needed to fly Galors.
"Crimson Forcefield" should (almost) never be chosen for a current tactic. It serves the same purpose as it does in any BBSD, to help damage ships better. There exists a small chance that four flips (a direct hit) won't destroy the targetted ship... this will occur only when all three Picard Maneuvers are attached to the same ship as damage and the fourth flip provides a Spiral Wave Disruptor.
The Galor is the fifth ship, and is needed in rare occaisions, or when one of the other ships has been discarded. Ocett is her matching commander. Included in my other 10 cards are: The Devil, Writ of Accountability and Dead End, as well as a few cards to help me out during the game, such as Scan, Temporal Wake and Reflection Therapy.
Brunt is downloaded to the Guest Quarters (via Writ of Accountability) on the first turn. The rest of the personel were chosen for skill based reasons (or because they were matching commanders). Ideally, Dr. Farek's Greed is the skill to change via Reflection Therapy... if nothing else, for 5 AMS points.
And they should be downloaded in alphabetical order... The Trager should only be downloaded if a fourth ship is needed, either to muster enough WEAPONS to blast an outpost, or to use the Tachyon Detection Grid.
These are the most important cards in the deck. One or the other of these is needed in the opening draw... that's the reason for filling 20% of the deck with these cards.
The deck is designed on the same base as the Klingon Empok Nor Armada decks that have been floating around, but with one big plus... the Cardassian version doesn't have to commandeer its Nor on the first turn of the game. This gives it a slight advantage over its Klingon brethren. Ideally, the opening for this deck is: Turn 1:
Turn 2:
Turn 3:
Turn 4:
Now the armada is set up... a full turn faster than the Klingon Armada. Note that unless both a Tent and a RRD (or two RRDs) are in the opening hand, then a fifth turn is needed to get the Captain's log. If the opponent is using a Husnock outpost, or a Headquarters, then it'll take 2 more turns to get the fourth ship up and running. Once the opponent's outpost(s) is destroyed, then its time to chase down any rogue ships that were launched prior to the destruction. Defiant Dedication Plaque can help outspeed them, but a faster way is to Wormhole them to the gamma quadrant, then attack them whilst they are stopped at the Alpha Quadrant end. To keep them out of the game, use Fire Sculptor to take their outpost(s) and/or ships out of their discard pile. After this is done, the game is over... all thats needed is the hundred points. A single planet mission can provide the points necessary... if a Colony is built there after completion. Mark 'Neral' Bloom
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