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Alynna Nechayev (Adamant Admiral)

by Johannes Klarhauser, Staff Writer

31st July 2009

Alynna Nechayev is the latest addition to the STCCG universe with the Earth icon. For a cost of three, you get your expected solid attributes of six Integrity, six Cunning, and five Strength, together with the Command icon and six skills. In addition to the staple skills of Diplomacy, Leadership and Officer, she also has Law (useful in Integrity decks for Amnesty Talks and the new Track Survivors), as well as the Always Welcome Science and Security (notice her cost helps against Full Security Alert). Next, the Admiral keyword adds another way to get past Dignitaries and Witnesses.

So far, so boring. A solid personnel, but certainly not a card that Federation players everywhere were holding their breath for, so her gametext had better be interesting. Strangely enough, her gametext does, in fact, not add a new ability to the game per se; rather, you can make the Admiral gain another Order ability from a Federation-affiliation personnel you discard from hand.

While this does not add an entirely new element to the game, it allows for a certain amount of faction bleeding. Even though you cannot play Worf (Security Detail Leader) in a deck that uses Earth (Home of Starfleet Command), you can still stock him in such a deck to let Alynna Nechayev take advantage of his dilemma pile scouting ability for a turn.

Here are a some more ideas for personnel whose abilities could be combined with Nechayev:

Alynna Nechayev plus Revised Seven of Nine (Shock-Trooper) plus Seven of Nine (Efficient Analyst) equals:
Ferry Nechayev to your unsuspecting opponent's away team, then discard a Revised Seven from hand to copy and paste her text to Nechayev; next, ditch the other (Revised) Sevens to bounce multiple personnel with crucial mission skills to the bottom of your opponent's deck. You might even be able to destaff a ship that way. Don't forget to use Back to Basics to get your (Revised) Sevens back and repeat the fun.

Alynna Nechayev plus Matthew Dougherty (Misguided Admiral) equals:
In case you should find yourself with two ships to spare, blow up the one Dougherty is aboard first, then discard another Dougherty from hand to let Nechayev blow up the other ship to make all your personnel in play attributes +6 until the end of the turn. Expensive, but hey, if you have six Cadets to spare that don't have any skills for your planet mission anyway...

Alynna Nechayev plus Michael Eddington (Traitor to Starfleet) equals:
Get both personnel present with an opponent's away team, then return Eddington to hand to return an opponent's Leadership personnel to hand. Now that he's in your hand, discard him to let Nechayev bounce another Leadership personnel. (For more fun, you could now beam down the rest of your crew with some Bat'leths, including Worf (Defiant Commander) to begin combat and try to discard those Leadership personnel from your opponent's hand, which will make it much harder for him or her to pass your Dignitaries and Witnesses).

Alynna Nechayev plus Luther Sloan (Man of Secrets) equals:
Return Sloan to hand to destroy one event, then move him on to the discard pile and destroy another event with Nechayev.

Alynna Nechayev plus William Patrick Samuels (Maquis Saboteur)equals:
Park Nechayev at an opponent's planet mission. When he or she fails a mission attempt there, you can discard Samuels from hand to put a damage marker on that opponent's ship, then fly in with the U.S.S. Prometheus (Experimental Prototype) and add two more damage markers for the killing blow. Don't hesitate to destroy an empty ship; most of your opponent's crew will still be safe on the planet, but it won't do them any good... because you will move the U.S.S Defiant (Patrolling Warship) to that mission and block any attempt to rescue the stranded away team. Any ship that will try to get to them will be stopped for a turn, which will be enough to destroy it with the Prometheus and either Nechayev/Samuels or the Defiant. This strategy probably won't win you Worlds, but it should be good enough for a good laugh in one of the side tournaments.

To get you started, here's a very rough deck that tries to abuse that strategy:

-djl-




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

Decklist

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Missions
Headquarters
1U162•Earth, Home of Starfleet Command
Planet
14U61•Restore Errant Moon
1S200•Sensitive Search
Space
7U45•Braslota, Advanced Battle Simulation
7U49•Investigate Destruction


Draw Deck (56)
Equipment
4C321x Emergency Transport Unit
1C652x Engineering PADD
Event
13U273x •Energize
16V221x •Hindrance
5P71x Medical Teams
1U1043x Point Blank Strike
1U1053x Precise Attack
5P123x Security Drills
13C373x These Are The Voyages
8C471x Transporter Buffer
Personnel
Federation
1C2512x Altman
18V242x •Alynna Nechayev, Adamant Admiral
1S2562x •Benjamin Sisko, Defiant Captain
4R1391x •Jadzia Dax, Problem Solver
1R2751x •Luther Sloan, Man of Secrets
3R1771x •Michael Eddington, Traitor to Starfleet
15V351x •Nog, Eager Ensign
10U781x •Rachel Garrett, Displaced Captain
2U1323x •William Patrick Samuels, Maquis Saboteur
17V652x •William Ross, "Temporary" Ally
13R841x •Worf, Defiant Commander
Non-Aligned
5P341x •Daniels, Temporal Enforcer
4R1581x •Data, Loyal Brother
13C921x •Ezri Tigan, Soldier of Fortune
3C1901x Jakin
13C941x •Julian Bashir, Rebel Captain
5P353x •Miles O'Brien, "Smiley"
14C991x •Navaar, Experienced Gift
14C1011x •Persis, Loyal Daughter
7R1091x •Tolian Soran, Renegade Scientist
8R901x •Zefram Cochrane, Ready to Make History
Ship
Federation
10R1092x •U.S.S. Defiant, Patrolling Warship
14R1143x •U.S.S. Prometheus, Experimental Prototype
8R1161x •U.S.S. Rio Grande, Built to Last
Dilemma Pile (32)
Dual
11P11x Accelerated Aging
8R11x Agonizing Encounter
10R21x An Issue of Trust
14U41x Chula: The Chandra
4R112x Counterinsurgency Program
6P21x Dignitaries and Witnesses
12C82x Gorgan
4C152x Guess Who's Coming to Dinner?
17V71x It's Only a Paper Moon
14C101x Old Differences
18V51x Polywater Intoxication
2C201x Racial Tension
14U131x Shocking Betrayal
2C251x Timescape
18V101x Warm Welcome
Planet
0VP92x Hard Time
10C123x Necessary Execution
14U81x Neurogenic Field
14R161x Sylvia
1C571x Triage
Space
3R122x Gomtuu Shock Wave
14U91x Night Terrors
14C113x Prefix Codes


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