Matthew Hayes (karonofborg13) |
Tournament Report - 1E |
2013-05-03 - 07:00 PM |
Unexpected Expectations |
Introduction |
Okay, try #2 for TNG Cardassian Player achievement (and first opportunity with The Sky's the Limit infused Cardie warp core card, Taken Prisoner, providing said wc strategy for the affiliation.) I decided to pair the deck with an all Voyager logo dilemma selection for the Voyager Problems achievement, which, oddly enough seems to be the only one I netted. Hmmmmmmmm... |
|
Round 1 | | Ben Johnson | FW (+55) |
Ben ran his E-E decktype. He scored 40 points on his big mission, plus 5 from one mission spec contributing. Though, I succeeded in getting three missions completed before he could nab another. My FW, 100-45. |
|
|
Round 2 | | DavidDidactic | MW (+70) |
It's always great to see new players to the game. David seems to be a nice guy and it appears James is teaching him well. David, unfortunately for him, hit the meaner of my combos and lost a decent amount of personnel due to them over the course of the game. As my mission set was four planet and two space, he had to rearrange/realign his combos to adjust for the non-3/3 usual. That meant my two space were likely to be harder to accomplish than normal, and noticing that he was using Host Metaphasic Shielding Test, I knew I had to strategically seed my Distracted By Thoughts of Home - Twisted combo there and hope I could steal it right out from under him. He went for it, and the pair of dilemmas worked nicely. I was able (just before the countdown expired) to slide in with a crew of Lore, Bok, Galen, and Macet nabbing it for the Union. I then went on to complete one of my planet missions, iirc, before time was called, and having been blocked up at a second planet for the attempted full win. My MW, 70-0 (I believe.) |
|
|
Round 3 | | James Heaney | ML (-33)View opponent's ReportView original Report |
My Minneapolis 1E Nemesis. Would tonight be the night I take victory from him, putting my record against him at 1-2? Nope. sorry. Not in the cards. I'm not in the mood to say much, just that... TRIBBLES ARE SHIT...IN 1E! [what with Revolving Door being banned and no freaking way to counter the ever annoying crap that are the 1E Tribbles cards. Further hmmm, maybe Revolving Door needs to be errata'd to "Place on Storage Compartment Door or Transwarp Network Gateway. Doorway is now closed. This event may not be moved to any doorway (except another Storage Compartment Door or another Transwarp Network Gateway.)"] Game ended on time with James at 94 and myself at (ever so fittingly I suppose) 61. heh heh. I'll explain further on the anti-TNG suggestion I herein proposed in my Regional report. |
Originally, I was simply going to write "Matt does not like Tribbles" and leave that as my full report. 'cause Matt REALLY does not like the Tribbles, especially when he's running a target-rich environment (two facilities, two ships, some Away Teams... huzzah). In my opinion, the psychological effect of the Tribbles in this game was far greater than their practical effect, as Matt became very hesitant to attempt missions, knowing he was going to have someone stopped just before the missions started. I was able to use 1 Tribble to pin people down in Central Command, on the planet outside, both ships, and the neighboring outpost. Larger tribble groups proved very difficult to set up. Possibly I didn't have the right balance of cards. I am very fond of 1 Tribble's simplicity and grace, whereas you really need to get up toward 10,000 Tribbles for large groups to become really effective. This would take more planning than I am currently capable of. Perhaps future refinements will yield better results. For now, I'm VERY happy with the results from just 1 Tribble, repeated a few times in a few (different) places.
To be perfectly honest, I don't remember too many details about this game from MY side of the board. Most of the emotional energy in this game was focused on the tribbles. I vaguely recall having trouble drawing to a Spock. I think I drew literally every Scotty in my deck, plus three McCoys, before Spock deigned to grace me with his presence. Nothing freakishly improbable (see my regionals report for the FREAKISHLY improbable), but a bit of a bother. I do remember that my Assimilated Vessel didn't work (it launched too late in the game), and that I again failed to complete a space mission. I remember that Matt FINALLY hit one of my Q-Flashes (first all night), and that I managed to put Q's Fantasy Women on Deputy Worf (scored no points there, except style points), and that Pla-Net and Mandarin Baliff were adequate vengeance for his Hazardous Duty against me. (Quandary didn't work -- my dilemmas never caused kills, so there were no peeps in his discards.) Finally, I remember that my final desperate flail for the Full Win was sort of dumb: I had 80 points to Matt's... 61? 81? Thereabouts. Anyway, with time already called, I threw the Enterprise into The Nexus right after I played a Galaxy to Test Mission II, thinking, "Hey, I'll just send my Nexus peeps there and hope I can bust through the dilemmas in one turn!" Except, of course, the Nexus can't send you to a space mission. Poots. So I got my 20 points for Soran, but had nowhere else to go -- I had 100 points, couldn't do a space mission, and didn't have another 40-point planet left. Not sure I had any better options.
Matt had some cool stuff going on with Starry Night to get City of B'Hala, but I'll leave it to his report to explain all that. |
|
Closing Thoughts |
The achievement based tourney was fun, for the most part. I will say that without Tribbles, my game against James was the most fun, otherwise, so there is that. So, the shadow of victory against him eluded me still, however...
|
|