This forums is for questions, answers, and discussion about First Edition rules, formats, and expansions.
User avatar
 
By Armus (Brian Sykes)
 - The Center of the Galaxy
 -  
Regent
Community Contributor
#473173
Discovery suxs wrote:My favorite combo is Admiral Riker download U.S.S. Enterprise (Chain of Command) download Wall of Ships download Future Enterprise

Sadly I don't know a way but drawing Admiral Riker though. I guess I could do ds9 ttp guest quarters and ops but that would be alot.

Anyway what is your favorite combo(s)?
TTP only works on [1E-DS9] [Fed] and if you play Admiral Riker, you won't have any of those. :wink:

Going to the Top is a common way to get him (start with 2 [Cmd] Mission Specialists to enable it on turn 1).

If you want a guaranteed way to get him into play you could always stick him on a Cryosatellite, though I'm assuming you're looking to get him early to launch your deck strategy so that may not be practical.

Empok Nor/ Guest Quarters could have him turn 2. Is that early enough?
User avatar
 
 - Delta Quadrant
 -  
#473174
Armus wrote:
Discovery suxs wrote:My favorite combo is Admiral Riker download U.S.S. Enterprise (Chain of Command) download Wall of Ships download Future Enterprise

Sadly I don't know a way but drawing Admiral Riker though. I guess I could do ds9 ttp guest quarters and ops but that would be alot.

Anyway what is your favorite combo(s)?
TTP only works on [1E-DS9] [Fed] and if you play Admiral Riker, you won't have any of those. :wink:

Going to the Top is a common way to get him (start with 2 [Cmd] Mission Specialists to enable it on turn 1).

If you want a guaranteed way to get him into play you could always stick him on a Cryosatellite, though I'm assuming you're looking to get him early to launch your deck strategy so that may not be practical.

Empok Nor/ Guest Quarters could have him turn 2. Is that early enough?

Yeah that would work actually. So what is your favorite combo?
User avatar
 
By Tim (Tim Davidson)
 - Delta Quadrant
 -  
#473179
Entirely arbitrary game design theory semantics, but I don't feel like a card [DL] downloading another card is a combo. It's just using the card as literally intended. Granted, 1E has so many download options for complex download chains that there is potentially a lot more going on there.

To me, a "combo" is a key part of deck building design "cognitive flow" were you discover how well multiple cards work together spontaneously. The more obscure and unexpected the better, (at least feeling like) you've discovered a new deck engine that the designers didn't even think of. Discovery.

I'll think about favourite combos that fit this theory...
User avatar
 
By Kaiser
 - Delta Quadrant
 -  
1E World Semi-Finalist 2023
Architect
#473197
Timo wrote:Entirely arbitrary game design theory semantics, but I don't feel like a card [DL] downloading another card is a combo. It's just using the card as literally intended. Granted, 1E has so many download options for complex download chains that there is potentially a lot more going on there.

To me, a "combo" is a key part of deck building design "cognitive flow" were you discover how well multiple cards work together spontaneously. The more obscure and unexpected the better, (at least feeling like) you've discovered a new deck engine that the designers didn't even think of.
:thumbsup:

For me, it's usually the last one I managed to pull off successfully in a sanctioned game, so right now I'll nominate Kaiser's Heel Stable combo from last weekend:

Seeded Let Me Help and Bluegill Infestation to boost the dilemma series of
1) Entertaining Display (downloading Worf and Jadzia, Seven of Nine (League Promo) and Mila) into
2) Koon-ut-kal-if-fee into
3) "God"

Koon-... lets me surgically choose two guys to meet their doom in the form a heel-turning Worf; both will be killed in combat as W+J pearl harbor them with their combined Strength of 28 (thanks to double boost from Bluegill), which usually guarantees that "God" (or whichever other high-impact stopper you choose to run) will hit by getting rid of high-Integrity personnel; if there is danger of opponent sending a second team, kill Anthropology guys to make sure the Entertaining Display protects the mission.

On my turn, Worf and Jadzia and their enforcer Seven of Nine pick a fight (W+J in Klingon mode get past affiliation attack restrictions, but I *think* that Koon-ut.. would actually allow me to counterattack anyway), usually killing three more guys. Manager Mila watches from outside the ring (seperate away team), but she'll throw in a foreign object (Transport Inhibitor) to make sure any surving away team members can be killed and the mission can't be completed unless opponent has the necessary tech (landed ship, Orbital Bombardment, etc.)

Ideally you kill an entire away team, blow up a ship, and lock out your opponent from completing that planet (bonus effect: set this up at the furthest planet so any Love Interests and Primal Urges lizard lovers will also end up as punching bags for the heel stable.)

It can be an effective combo, but it's by no means overpowered and can be countered by various means. Also, I can play out some 'rasslin storyline in my head, but most importantly, it uses new cards and I haven't seen it played like that before, so I consider it original, and that makes me happy.

/multiple edits for typos and links

Danny gets the FW against Tjark - 100 - 35 Good t[…]

Back from the old days, pre-errata Visit Cochrane[…]

@VictoryIsLife FW @jadziadax8 100-0

2024 1E Michigan Regional

If there's interest I can run & play 2E after.[…]