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This doesn't work ... but you're on the way to something that does. /txt ... Unimatrix Zero One ... 01.29-16:39 |
>Assuming my oppponent is using a Vic/Q's Planet combo to get a jumpstart, could I do the following to get rid of Vic?
> >1. When he/she plays Q's Planet, I seed Alien Parasites. >2. I make them attempt a mission with Scout Encounter/Extradition. >3. I dl a NA scout vessel with Krozh and/or Soong-Type Android: capture Vic. This is where your plan falls apart. If you use your opponent's personnel to encounter dilemmas while they're under your control, your opponent would be the one to download the scout vessel, etc. But you're almost there. Why put all this stuff at another mission? Why not stock Scout Encounter, Extradition, and one other dilemma in your Q's Tent, and slide them under Q's Planet when your opponent brings it out? That way you don't have to mess around with the Alien Parasites shuffle which doesn't work anyway. >4. When it's my turn, reveal Reactor Overload: place on NA scout vessel and erase Vic. Once you have Vic captured, it's better not to erase him. While captured, he is disabled. If you erase him, he's discarded, and then your opponent can report another copy, or Res-Q him, etc. >I'm not quite sure if I would get to download a scout vessel or if my opponent would. If this would work, please let me know. I need a way to stop Vic, and so does everyone else. > > Thanks a lot, > Vader2187 There has been lots of discussion here about how to combat Vic. Want to know how to use Vic effectively on offense? Visit http://vic.unicomplex.org. Want to know how to set up defenses against Vic? Visit http://anti-vic.unicomplex.org. |
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