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Johannes Klarhauser (Kaiser)
Tournament Report - 2E Standard - British National
2011-10-30 - 11:00 AM
VoyagerIt only loses to Stuart
Introduction
The Voyager deck worked well the day before, so I decided to play it again. Changes were: added Tox Uthat (thanks Will), dropped Equinox. Dilemmas: dropped one Dreamer, one In Development, added 2x The Clown: Bitter Medicine, A Pattern of Lies (vs. Groumall Team), Shocking Betrayal, Moral Choice (Fed speed).

Round 1RomulanDoug HughesFW (+95)View opponent's Report
My deck worked as planned. I got lucky and found a Firestorm early on, so I was able to immediately shuffle GUYS / P+P back into Doug's deck before they could score more than 5 points. Chakotays worked well against the TT-pile. 100-5

Round 2TNGThomas SchneiderFW (+100)
I knew what to watch out for because it was one of the decks we worked on together in the MP. Thomas had a very good start with his personnel, but couldn't draw any events, especially no Enterprise-J. Myself, i had a weird start, with hardly any events (no Energize!) and almost only high-cost non-aligned people, so I had a slow start. I was able to hold Thomas off in at Practice Orbital Maneuvers with a lone In Development first; on his next attempt, I killed two Cadets with Spatial Interphase and Shocking Betrayal. By that time, I was finally done with Caretaker's Array and started work at Instruct Advanced Drone where I got stopped. Thomas attempted with a crew of six with 4 dilemmas under. I machinated for a Personal Duty and stopped the attempt. I then completed IAD, and went on to my planet mission. Thomas took a gamble with Inequitable Exchange by itself, but I had enough redundancy to do mission. 100-0

Round 3Stuart MotleyML (0)
Once Stuart's dual-HQ engine powered by Bustling/Promenade School got going, there was little I could do to stop them and had to put a huge number of dilemmas under every time he attempted. Luckily, Bitter Medicine defused two teams in one turn, and Excalbian Drama/Outmatched also bought some time. Still, Stuart's three Gorgans stopped me dead every time, and even though I managed to complete Investigate Advanced Drone with time running out, Stuart drew into a Vault of Tomorrow that turned into a No Kill I that denied me my planet mission. With my two space missions to Stuart's space/planet, I lost. Very fun game, 65-65

Round 4VoyagerNicholas YankovecFW (+65)
Voyager vs Equinox. I had a decent start, but Nick stopped me longer than anybody else with his dilemmas at Caretaker's Array. To make things worse, when he attempted his first space mission, I drew 5 planets, a useless Insurrection, and a Dreamer, so I had to machinate for a Gomtuu. Unfortunately, Nick had two copies of the attributes +3 interrupt in hand and walked right through it. From then on, my dilemmas didn't let me down again, though. Healing Hand/Hard Time/Code Forty-Seven stopped three and left none under; The Clown: Bitter Medicine/Gomtuu did the same. Nick then switched to a planet, where I stopped him again with Dreamer/Accelerated Aging/Bitter Medicine, and Nick had to discard a hand of 9 cards. By then, my core was filled with good stuff and enough skill redundancy to make it through past Nick's dilemmas for the win. 100-30.

Round 5RomulanWilliam HoskinMW (+20)View opponent's Report
With a Viceroy out early, Will started downloading anything he needed right from the start. Funny situation: GUYS revealed a Firestorm on top of my deck on Will's second turn. As he had already played a Sorus, I decided to draw and play that Firestorm to shuffle back some of Will's events, which meant I had to delay playing Voyager until turn three. On my first mission attempt, Will spent 10 points on two Parting Shots that killed Weyoun and Neelix. With two copies of Caretaker's Guests (not good if you have Energize out) and Dirty Dukat, he denied me Diplomacy for several turns, so I abandoned Caretaker's Array and went to Reestablish Neural Cooperative. Will killed some guys with Necessary Executions on consecutive attempts, and I was struggling hard to keep enough Anthropology alive to do the mission. Meanwhile, Will had completed his space mission and went to work on his planet mission. I hit him with a Whisper in the Dark that forced him to waste a turn to fly home and get reinforcements; later, an Accelerated Aging locked him out of the 2 Archaelogy requirement. I finally completed RNC and flew back to Caretaker's Array, which already had three under. Still, with all three Janeways, all Navaars, Neelix and Weyound removed from the game, and 3 Chakotays hiding in my deck, Will was able to take out my remaining Diplomacy guy with some dilemma. With time running out, Will attempted his planet again, but I had a second Accelerated Aging that locked the mission. The game tied at 40-40 with one mission done each, I started my last turn. I drew 5 and played Maras (Diplomacy), and then played Tuvix for 0 - which allowed me to remove two personnel aboard Voyager from the ship so I could keep the number of people in the attempt as small as possible. Before attempting, I grav-trapped Will's Endangered (stupid move, actually, as Will losing 5 points to use it would have given me a mod win anyway). Seven people, four under. Since Thomas had just beaten Stuart in the last round, I had a shot at winning the tournament if I managed to complete the mission now for the mod win instead of the true tie. Somehow I got lucky and enough skills and attributes to get past any of the dilemmas that Will could have played (Gomtuu, An Issue of Trust, One Step Ahead). 60-40. As always, a thoroughly enjoyable game!