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Card Extra The Swarm from Chris Heard (04/13/2001) |
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Even though it shares its name with a grade-B 1978 Irwin Allen movie, The Swarm is definitely a grade-A dilemma. The first sentence of The Swarm's game text is enough to make your antennae tingle, as there is no way to prevent the WEAPONS and SHIELDS reductions. Moreover, the time delay in curing the dilemma - it can't be cured until after the beginning of the next turn of the player encountering it - doubtless has battle enthusiasts buzzing with excitement. Too bad it doesn't affect RANGE; your opponent's ship can still fly away after encountering this dilemma ... unless, of course, you've seeded well behind it! Of course, 3 ENGINEER and Physics in crew isn't all that tough to hatch under the right circumstances, and simply having WEAPONS and SHIELDS reduced does no permanent harm to the ship. To use this dilemma effectively against your opponent, you'll need to follow up with a powerful sting. You could, of course, follow up with powerful ship-killer dilemmas. You could also follow up with a nice stopper wall, then swoop in for the kill while the ship flounders without WEAPONS and with reduced SHIELDS. For maximum effect, fill your Battle Bridge side deck with Evasive Maneuvers. The ATTACK penalty won't hurt too badly if you're well prepared (it's the same as your opponent's SHIELDS penalty from The Swarm, so things remain even) and even without a direct hit you can take out the personnel capable of curing the dilemma. Combos:
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