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Card Extra Remember the Alamo from Chris Heard (12/18/2001) |
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You always run the risk of being overwhelmed by the sheer numbers or superior STRENGTH of your opponent's personnel. You could run away (unless your opponent has locked you down with Duonetic Field Generator or some other card). But sometimes discretion is not really the better part of valor, and Remember the Alamo rewards the courageous (or hapless) souls who stick out a hopeless battle. Against an opponent who likes to get aggressive planetside, the first function of Remember the Alamo helps to balance the books. If you go down, you'll take an opposing personnel with you. In fact, in a desperate situation, having this interrupt in hand might actually tempt you to initiate a personnel battle you know you will lose, just for the chance to deny your opponent a key personnel. Remember the Alamo's second function, while limited to once per game, is extremely powerful. Kill a SECURITY personnel on a planet, at will. Just like that. At interrupt speed. So when will you use this function? If your opponent is downloading personnel to a headquarters using Homefront or Defend Homeworld, a Remember the Alamo in your opening hand could deny them a key jumpstart personnel. Or you might save this function until your opponent has just beamed down to a mission where your demanding SECURITY-related dilemma is seeded, especially if Sheriff Worf is in the Away Team and your opponent has Holoprogram: Deadwood in play. There are so many possibilities ... "Hi! Up! Santa Anna, we're killin' your soldiers below, so the rest of Texas will know ... and remember the Alamo!" Combo:
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