|
|
|
|
|
|
||
|
Card Extra Post Garrison from Kathy McCracken (01/1999) |
||
|
This objective lets you keep your opponent from attempting (or scouting) a mission - either one of his own, or one of yours - as long as you are willing to devote some resources to maintaining and defending the garrison. The cost is fairly substantial: three Jem'Hadar or three personnel with SECURITY on a planet, or two staffed ships at a space location. Considering that Jem'Hadar will require a steady supply of Ketracel-White, that's not a trivial requirement. You are also inviting your opponent to attack you, as all affiliation restrictions are ignored. Perhaps this is what you want, as you may then counter-attack at that location (a way to get around your own affiliation restrictions). But it also means that two ships may not be enough to defend your garrison, especially if you try to save on staffing requirements by using less than top-of-the line ships. Likewise, those three personnel on the planet may be quickly overpowered by an assault team augmented by a phaser or disruptor rifle or two (they won't be worrying about Diplomacy), and if even one is lost, your objective is nullified. Use a garrison to stall your opponent temporarily from completing his keystone mission (the one with the loaded Cryosatellite under it, or the high-point mission that will yield most of his game points) while you build up your own strategy. Alternatively, garrison your own high-point, temptingly stealable mission until you are ready to attempt it yourself. Combos:
|
||