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Rogue Shindler (SirRogue)
Tournament Report - 1E
2016-02-13 - 12:00 PM
KCAThe Regent's Flagship
Introduction
I ran out of time (again) before this tournament, but I knew I wanted to play a KCA Regency 1 deck. I found this great deck by CommDecker, and I had a great time playing it. His notes were very helpful in learning the strategy and I made only minor (for once) changes before piloting it to a win myself.

Round 1FederationJohnny HolevaMW (+43)
Into the deep end. Well, at least I'll get to learn my deck while losing to Johnny. He dropped Continuing Mission TNG and Sci Dip, with KMTs on 5 missions. Ugh. As expected, he got of to a fast start, amassing people while I waddled around finding my feet. As instructed, I managed to get off a quick Historical Coming Together before Johnny attempted in space, and event thought it cost me my full attempting crew to a Horta/Volcanic/Quantum combo, I got points and cards, and enabled my Disgraceful dilemma for Johnny's mass attempt at Host Meta. I correctly put my strong combo there, bringing out Spaceborne Entity, then Disgraceful for some quick damage. It luckily stopped him, and SE destroyed the ship. Breathing room. I was able to rebuild a bit, and began Processing Ore and considered another HCT, but all the other missions had KMTs, so I settled for planning my attack on Quantum for a few turns and powering through. Not unexpectedly, Johnny rebuilt quickly, but was digging for ships. He eventually had to Admiral Riker for the Ent-D, and knowing the deck was built to deny/destroy ships, I Quinned his Wall of Ships to pull the Ent-C (my one and only correctly strategic play of a Quinn ever). He hopped on the D and tried to push through at Host Meta, but lacked Med and was double stopped by The Cloud. I was nearly ready for my power push through QI, but the opportunity was too good. I piled everyone on the Regency 1, and with the Plaque I was able to get through the Wormhole and across half the AQ to blow up his ship and steal Host Meta, with time called shortly thereafter. MW +43.

Round 2RomulanJD_AshleyFW (+100)
I was really looking forward to some starship throwdown with JD's Scimitar at one of his five Patrol Neutral Zones (I was definitely happy to have only three planet dilemmas against his all-space), but unfortunately some bad KMT selections prevented him from ever getting out of the Typhon mission. I had potentially my best draw, and crop-dusted HCT at all my missions. Despite learning the hard way not to play my new Process Ore at my Outpost mission, I still managed to come away with a quick win, thanks to the Intendant surviving a Parasite attack to get past Exec Auth and with no In the Zone, I was able to keep going and power through an AQ space to win.

Round 3DominionFerengiMatt KirkFW (+100)
Matt had what looked like a really fun deck with Ferengi/Dominion opportunity deck. I was somewhat jealous, having played it right after its release and before the errata that fix it to play like it was intended. There was some cool set up here, going into what was looking to be a good game (for, as it turned out, the tournament win), but Matt made the mistake of leaving his Quark's Shuttle full of people sitting at the Wormhole. All too easy for me to slip through and destroy. Given how fast his deck moved, I feel he probably could have recovered and still made it a tight game, but he apparently felt differently, instead opted to concede and scoop. A disappointing way to win, but a win, nonetheless.

Closing Thoughts
All in all, I had a great time playing this deck, and would do so again. A few changes I made to the deck going in: - I added 3 Quinns, because the deck seemed to have the points to spare, if needed, and a Quinn was the difference in winning my toughest game - Added Bareil, because he's awesome, and Korvel for more Arch and Transporters - Added an extra RRD and a couple more orders (Plaque and Debrief). Extra range got me to a game-winning missions steal - switched to Civil War tent and Ref deck to get the ref cards out of my deck and have more of them available - Added Spacedoor to get other ships quicker to have matching ships for ASP Changes I'd make now that I've played it: - I might take out Dominion War Efforts. GQ really throttles the personnel downloading, and between getting leaders from TRF and the interrupt downloads, ASP was constantly getting put off. Plus, it gets discarded if you don't download Cardassians, and I had to wait and wait to get a matching ship to DL them to (or swap in a Spacedoor, as I did). Again, these are all minor critiques; I loved the deck and had a great time playing it!