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Major Rakal's Romulan Review #15: Space (03/24/1997) |
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Aefvadh! I see I've been neglecting missions something awful. But instead of doing one that you can actually complete and get points for, I'm going to look at the peculiar little nothing mission... SPACE
Hmm. No affiliations, no requirements, no points. No wonder it only counts as half a card! So what can you do with it? First let's clarify its odd text a bit and talk about what you can't do with it.
So, again, what can you do with it? First and most obvious use: as a space-filler (pun unavoidable) and stall tactic. Stick even two of these side by side between two of your opponent's missions, and you make it more difficult to get around by introducing an extra 8 span to pass. That's an extra turn for most ships. Put three in a row and you introduce 4+5+4=13 extra span. That will take a ship with Range 9 one extra turn; with Range 8 or less, at least two extra turns (possibly three, depending on the next span). This works best against the Federation, whose only ships with range greater than 8 are the U.S.S. Enterprise (9) and Future Enterprise (13). Klingons will not be hampered too much if they're playing Vor'chas, as the universal and most uniques have Range 9, but it can help keep those pesky K'vort armadas (mostly Range 8) at arm's length. On the other hand, Romulans don't have it so good with universal D'deridexes (8), but most of the uniques, and the universal Scout Vessels, have Range 9, which can give them an edge. The second use is not so obvious: the ultimate mission-stealing deck. Use 10 or 12 Space missions plus 1 or 0 real missions. Just keep inserting Space missions between your opponent's missions in rows of 4 or 5, isolating his missions into 3 pairs. If you use one real mission, try to put it off on one end of the spaceline, separated from your opponent's nearest pair by two Space missions. Chances are he will opt for one of the center pair for his outpost, as giving him the best shot at reaching either of the other pairs. But it's still going to be tough, as four Space in a row have spans 4+5+5+4=18, and will take three turns to get past even with a Range of 9. Keep a Disruptor Overload and a Baryon Buildup or two ready to get rid of Plasmadyne Relays and slow his ships even more. Now that you have your opponent effectively restricted to only two easily reached missions, you need to solve some yourself. Not that single one (available only to your affiliation) you placed at the end - it's going to be so loaded with dilemmas that you won't want to touch it with a 10-foot pole. No, that one's a backup position for you to build an affiliated outpost, in case the Neutral you seed at a Space adjacent to your opponent's mission is destroyed, and he has none with your affiliation's icon. You will need an all-purpose generic mission-solving crew that can tackle a wide variety of missions (I'll go into the makeup of such a crew either in a later review or in a theme deck), with a lot of non-aligneds and dual-affiliates, and some espionage cards (with Palor Toffs) in case your opponent favors one-color missions. Also include some point dilemmas like Barclay's in your seed deck to beef up the point values of the missions you intend to solve. So how does this strategy stack up for the different affiliations? If you've read the article "Q-Factoids" recently posted on Decipher's siteby game designer Tom Braunlich, you may have noticed a cryptic reference to the Space mission having a subtle advantage for Romulans. That might be the stall tactic noted above, but it's hard to say they really have any advantage over the Klingons there. No, the real advantage comes with the mission-stealing.
Advantage: Romulan. The Major's Combo:
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