|
|
DOWN |
Siskoid's Rolodex #170 ... Siskoid ... [5/ 4/99 07:56] |
[Siskoid's Rolodex offers spot reviews of all the cards judging them by their less tangible qualities, searching for the elusive perfect card: their picture/graphics, lore, Trek sense and stockability. Each on 5 points (so on a total of 20). Mondays, I do Premiere. Tuesdays, AU. Wednesdays, Q-Continuum. Thursdays, First Contact. Fridays, DS9. Saturdays, The Dominion. And Sundays, Premium cards. Comments always welcome.]
#170-Destroy Radioactive Garbage Scow, Interrupt, -10 points "The USS Enterprise destroyed a radioactive garbage scow by towing it into a sun. It could have been destroyed in place, but the act would have contaminated Gamelan V." -Plays to discard Scow. Kills all personnel at that location unless aboard a ship or Thermal Deflectors present. If mission not done yet, reduce its points. PICTURE: Very nice. The sun in the background makes for a striking image, and I really like the orange shades here. The sun and scow could have been better centered, but that's about it. A deserved 3.8. LORE: Tells the story and points to the various effects of the game text. A good 3.5 here. TREK SENSE: The card contains two ways to destroy the scow. One, by harmlessly towing it into the sun, and two, by blowing it up close to a planet. It all depends on whether the mission has been solved or not. If the mission is done and all the personnel are on a ship, the crew did its job, are all in the ship and the scow is merely discarded. If they haven't, then people might die, and the mission is at least partly a failure because of the radiation which will make findings less important and contact with civilizations less amiable (the point loss). It makes sense that a ship's shields protect your crew (they did, for a while, but maybe it should be Shields at a certain power only). Thermal Deflectors might help people on the surface of planets, but I'm not sure. Radiation from a scow isn't only thermal (if it is at all). One thing about my first justification: it doesn't necessarily work. If the scow is thrown into the sun, I submit, that is a clue that the mission is done (no point loss). But that doesn't correspond with the episode's events. A middling 3.2. STOCKABILITY: Not used a whole lot I'd wager. One of my favorite polluting stratagems revolves around the Radioactive Garbage Scow dilemma. Seed enough of them, and your opponent is always towing them away before attempting a mission. If your opponent is using a region (say the Bajoran one), he possibly grouped all his missions together. So he's always towing the scow over his own mission, from which it may have to be towed again. With a Destroy RGS or two, you just wait 'til the scow is over a planet, maybe there's a facility there, and blow it up. Opponent loses personnel at facility and mission is now worth much less. And nothing's stopping you from self-seeding the scow and towing it to any location as your very own personal bomb. You can clear an entire Nor with this baby. Better than is usually believed though strategy specific: a 3.8. TOTAL: 14.3 (71.5%) Always had a soft spot for this one... COMPARISON CHART Adapt: Negate Obstruction - 18.4 (92%) Blended - 17.4 (87%) Assimilate Homeworld - 17.33 (86.67%) [...] Android Nightmares - 14.6 (73%) B'Etor - 14.6 (73%) Aldebaran Serpent - 14.5 (72.5%) Borg Kiss - 14.5 (72.5%) Admiral Leyton - 14.3 (71.5%) Destroy Radioactive Garbage Scow - 14.3 (71.5%) Explore Interstellar Matter - 14.3 (71.5%) Abandon Ship! - 14.2 (71%) Assimilation Table - 14.2 (71%) Assault Vessel - 14.1 (71%) Brainwash - 14.1 (70.5%) Wormhole - 14.1 (70.5%) [...] B'iJik - 7.3 (36.5%) Zibalian Transport - 7.1 (35.5%) Door to the Fajo Collection - 3.47 (17.35%) Siskoid (king of a garbage empire) |
|
NAVIGATOR |