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Strategy Articles


The Long Journey...Away?

by Kevin Jaeger, Staff Writer

11th February 2008

As I discussed more than a month ago, What You Leave Behind offers a bounty of new strategies and ways of making existing ones a heck of a lot easier. Some of these strategies are certainly more obvious than others. Today, I'm going to talk about one of the more obscure (albeit riskier) strategies that just got a lot easier. That strategy is The Long Journey Home.

When played on your Caretaker's Array, The Long Journey Home allows you to win the game if you have completed four [DQ] [S] missions and you have 100 or more points; it requires you to command three [Voy] personnel to play it. Previously, Voyager players, and to a lesser extent Maquis players, were the only ones able to easily get three [Voy] personnel into play. Everyone else had to really struggle using The Play's the Thing with The Inner Light (for non-Borg ) and assimilation for Borg. The resources required to pull it off hardly made it worth trying, but for those of you who've wanted to achieve success, Tuvix (Symbiogenesis) is the card you've been waiting to get your hands on.

The combination of Tuvix (Symbiogenesis), Kes (Curious Ocampa) and Neelix (Morale Officer) now opens the door to getting three [Voy] personnel into play without the need to use any other cards...well, except for having to remove two other personnel from the game as per Tuvix's game text. Another great thing is that together they provide twelve different skills. Armed with my three [Voy] personnel, the only major question I have left to figure out is which headquarters I want to use. For that, I feel the need to give a little backstory.

The other day, my friend and fellow Trek player Aaron and I were sitting in the local card store playing a few games of Trek. He had been working on a [DS9] Captain's Log Deck for awhile and was getting it to where he wanted. He was fairly happy with it, but with the new set out, several of the new cards were causing it problems. So he asked me, "How can I make this deck better? How can I make Captain's Log more efficient?" I mulled it over for a minute and responded, "Do more space missions? Avoid planets altogether?" To which he responded, "How can I do that? I have to do a planet mission to win." I thought about it for a second and replied, "Well, I've been trying to figure out the best way to exploit The Long Journey Home. You could use Kes, Neelix and Tuvix." We had our idea, now we just had to modify his existing deck to make the strategy work and work efficiently.

Now, I understand I'm not the first person to write about a deck focusing on Captain's Log, but part of designing a truly competitive deck is identifying weaknesses in prior incarnations, and trying to find ways of shoring-up those weaknesses without clogging the deck. One of the weaknesses of a Captain's Log deck is that it typically packs multiples of the corresponding Commander(s) in order to guarantee drawing them and having replacements. This results in a lot of dead draws. The solution: Optimism, These Are the Voyages and If Wishes Were Horses. With the first two, you have the option of putting the cards in the discard pile in order to out maneuver an opponent using The Caretaker's "Guests" or under the deck and netting a replacement card... thus, turning a "dead" draw into a more "live" one. As I mentioned in my previous article, These Are the Voyages has the added function of allowing you to search through your deck quicker. If Wishes Were Horses will allow you to search for Captain on the Bridge, Optimism, The Long Journey Home or Captain's Log. In this deck, you absolutely need to be able to get Captain's Log onto the table early before you begin completing missions. In the mid to late game, you will need to be able to drop Kes, Neelix, Tuvix and The Long Journey Home.

Another weakness is effectively dealing with a more aggressive opponent, or at least his or her dilemmas. Since your crew will be out in space on your ship, in the delta quadrant, you will be very vulnerable to attack from the Borg, the Hirogen, the Kazon, the Vidiians, the Krenim, the Bo'mar, the Swarm, other hostile aliens... you get the idea. How are you going to deal with it? Simple, use the U.S.S. Defiant (Patrolling Warship) to handle space battles. You should always have a Commander on board, so utilizing its game text should be no problem.

Yet another weakness, given the tight personnel grouping, is the difficulty in dealing with certain "problem" dilemmas. Back to Basics, Distraction, Secret Identity, Shocking Betrayal, Gomtuu Shock Wave, Distress Call, Fesarius Bluff, Gorgan, Tactical Disadvantage, Center of Attention and Counterinsurgency Program will all provide hard stops or will remove personnel you may need and can't replace. To combat this, you will need Krim (Thoughtful Tactician). Staring down Kaiser's Optimism plus Back to Basics combo? No problem. Complete Caretaker's Array and spend five of your extra points to place any copies he/she may have under the mission. Unless your opponent is playing with the Phoenix (Risen from the Ashes), you should be able to Krim twice and still have 100 points.

Finally, another glaring weakness is that you will have to complete four missions. Even though you are likely going to be able to bypass most of your opponent's dilemmas, you should still assume you will get stopped. You must assume a bad draw where you are not out and attempting until turn five or six. The solution: a solid dilemma pile. You must buy yourself the time to make up one to two missions on your opponent. For simplicity's sake, and the fact that it's a proven dilemma pile, we'll use the same dilemma pile we used for the last deck I wrote about. Since I wrote about it last time, I'll save the analysis.

Now that we have the weaknesses shored up, let's move on to some of the other tools and weapons of the deck... to help make the deck better and further its goals. Captain on the Bridge is there to help lower costs and provide the means of getting Thomas Riker (Defiant Leader) and Kudak'Etan (Arrogant First) into play. How Would You Like a Trip to Romulus? will help you get your Commanders easier. Aluura (Nice to Everyone) will get you free card draws and set you up to peek at the top card so that Mardah (Quite a Writer) can help you recycle key cards that get put in the discard pile. Mardah could also distract your opponent with her amazingly...huge...talent...for writing. Moving on. ... Miles O'Brien (Repair Chief) will help you protect key events and allow you to have them on the table without paying for them a second time. A pair of Bat'leths will help you get past Center of Attention ? a dilemma for which you have no other answer. Lastly, a single Flaxian Scout Vessel provides emergency back-up in case you need to get personnel to or from your headquarters, and can provide a place for some extra personnel to hang-out while you micro-team a mission.

Lastly, even though we've done the best we can shoring up weaknesses, there are bound to be some that can't be helped. Speed is the primary one for this deck. With high-cost personnel, the need to get key events on the table, and little in the way of cost reduction, you will be lucky to get out to your first mission attempt on turn five or six. That is why I suggest that if this deck tickles your fancy, feel free to modify it to your liking and let me know what you've come up with!

Regardless of its strengths and weaknesses, you now have a deck you can momentarily shock-and-awe an opponent with! Imagine the facial expression that will register on your opponent's face when you spread out your mission set and reveal four space missions and no planet missions. Even if I lose, I know I'll find that first expression worth it.

Kevin Jaeger will return in... "From Bajor With Love"




This deck is currently eligible for the following family or families of achievements:

Decklist

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Missions
Headquarters
1S188•Mouth of the Wormhole, Deep Space 9
Space
3S82•Assault on Species 8472
10U46•Caretaker's Array
10U47•Collect Omicron Particles
10U48•Explore Micro-Wormhole


Draw Deck (50)
Equipment
2C292x Bat'leth
Event
4C433x •Captain on the Bridge
13R263x •Captain's Log
1R903x How Would You Like a Trip to Romulus?
12U283x •Optimism
10R362x The Long Journey Home
13C373x These Are The Voyages
Interrupt
2R812x If Wishes Were Horses
Personnel
Bajoran
4R1042x •Krim, Thoughtful Tactician
8C631x •Mardah, Quite a Writer
Dominion
0P92x •Kudak'Etan, Arrogant First
Federation
1S2563x •Benjamin Sisko, Defiant Captain
10U672x •Jadzia Dax, Defiant Captain
4U1441x •Miles O'Brien, Repair Chief
2R1312x •Thomas Riker, Defiant Leader
13R842x •Worf, Defiant Commander
Non-Aligned
8C801x •Aluura, Nice to Everyone
10U931x •Kes, Curious Ocampa
12R1023x •Khan Noonien Singh, Bold Man
10U953x •Martia, Duplicitous Chameloid
10R961x •Neelix, Morale Officer
1R3502x •Tosk, The Hunted
14U1041x •Tuvix, Symbiogenesis
Ship
Federation
10R1091x •U.S.S. Defiant, Patrolling Warship
Non-Aligned
1C4041x Flaxian Scout Vessel
Dilemma Pile (30)
Dual
8R11x Agonizing Encounter
10R22x An Issue of Trust
14U41x Chula: The Chandra
6P21x Dignitaries and Witnesses
4C151x Guess Who's Coming to Dinner?
14C72x Moral Choice
14C101x Old Differences
14U131x Shocking Betrayal
1U531x Temptation
11P62x The Caretaker's "Guests"
13R201x The Dal'Rok
Planet
13C11x Aftereffects
1R71x Assassination Attempt
12C51x Excalbian Drama
12C71x Gangster's Welcome
6P62x Hard Time
3U251x Rogue Borg Ambush
Space
12C61x Fesarius Bluff
3R122x Gomtuu Shock Wave
8R131x Outclassed
1R422x Personal Duty
13C161x Preventative Repercussions
11P71x Unbelievable Emergency
7R151x Where No One Has Gone Before


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