Jon Carter (pfti) |
Tournament Report - 1E - The Neutral Zone Regional |
2017-04-08 - 12:00 AM |
Call of Duty: Dakota Sniper |
Introduction |
So I joined this tournament really late, so I just borrowed Kevin's deck. I made a couple mods (Added the second art of diplomacy as a DL, added lower decks, and a gun to DL with the bonus art)
Those changes helped me in the first few games boost attributes and made my sniper squads kill more, so It was a good change.
That being said this deck isnt unbeatable. I got lucky in a few games and that made the difference. |
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Round 1 | | Daniel Matteson | FW (+25) |
So this comes down to me going first. I go to the harder space mission and take a ling time to get through and a cloud. Dan gets lots of people killed by my snipers. He waits a turn to try to clear them out. This is the turn theat lets me push through for the win |
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Round 2 | | Jordan Smith | FW (+100) |
This is the game where my luck panned out for me. Jordan built a murder crew and I rushed out to solve two missions. He was digging for wormholes. When he does wormhole, he does it in the middle of my turn. THis forces him to STP his ship to avoid getting it blown up. Otherwise, his Cardies would have destroyed me, leving him time to clean up the space line |
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Round 3 | | Brian S | FW (+100) |
I rightly spend the fisrt mission avoiding god, (rules of obiedience is pretty easy for KCA) then i sac a ship in space, but that cleared things out. Knowing that this cleared out both edo probes and snipers dont do a lot agaisnt holograms, I left just enough mission clearing people behind, I throw a crew at my third planet, they sneak through a the arsenal, then stopped by hannonian land eel. The intendant hten arts of diplomacy to grab one of the guns meant for a cardie crew. This, plus lower decks, plus another gun downloaded by the maquis, lets my final crew beat the eel. LAst is exec authorization which worf and the intendant both pass. |
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Round 4 | | Matthew King | FW (+54)View opponent's ReportView original Report |
So this one was slowish for me, but the sniper did its job. the first one cleared out a crew of 7. I waited to draw people that could pass a quantum leap.
He scowed the only mission in the AQ, so I had to solve 5 missions to get to 140 (4 left me at 135) he got stoped 3 times at the QI in space. He solved that, but the second sniper run made sure he couldnt pass the berserk changling. after than I had most of my QI busting crew in play for the last mission |
Jon was playing Bajoran/KCA Sniper Spam. I am so mad at myself for this game as I probably lost it in the seed phase with my decision to seed Process Ore mining on Assist cooperative again after my lessons of the last game and not changing up my combos. We both started off fast attempting missions each by turn three. My first attempt went bad and my team was Snipered/Battled to death. I never really recovered from that point. We kept playing people but I had problems with draws due to my Process Ore getting shut down so early in the game. My dilemmas did slow Jon down which was good and I was able to solve Investigate Quantum Singularity for 45 and clear most of the dilemma’s at Restore Victims except a Berserk Changeling. Had not most of my security been picked off, or had I drawn them (most being on bottom of my deck) I may have had a chance as I had to force Jon to complete all five of his mirror missions after my scow lock him out of his single Alpha mission. |
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Round 5 | | Matthew Zinno | FW (+100)View opponent's ReportView original Report |
So this one was more or less made by the sniper. We had 3 duped missions. It left me with 1 MQ planet, 1 MQ space, and my AQ planet. He had two space in the AQ and one planet in the MQ. I stupidly nullify reshape the quadrant before I can get the bonus points, so I have to fish for Kira Taban to do it in three missions. He trips my Cardassians at his unshared planet, I cannot attack because he has cardies in his MQ crew, but shince he moved away his ship, he is stopped by burried alive. I had Defensive measures in hand though, so next turn I murder his entire AT. I am able to clear out both my plantes in the duration, but have a Friendly fire on one and need a skill for the other. I now dig for a ship, while I wait. He rebuilds and decides he needs to start solving. This gets the recents flagship goded, but my snipers cannot do more as he art of diplomacies my inteligence. NExt turn I get my Kira Murdered clearing out space. this lets me double team it for the win. |
pfti was (partly) playing MQ, with a lot of KCA (but also BRC and Maquis), and we duplicated 3 missions. So two of my planets were duped, and one of them (because he got to place it) is far away from the others. So I naturally start with the shared one at my OP, and intentionally fail my own NanoFug. Then pfti tries a HCT at his unshared planet, not realizing that there's no benefit since his non-DS9 personnel have discarded his RtQ. RoOb killed one but got passed, Spaceborne did nothing to him since he cloaked, and Apollo did notmuch since he flew away. Next I HCT the unshared planet near me, hitting a Sleeper Trap ... but it can't attack me since I have (Car) there ... and then Buried Alive to end the attempt. But on his turn pfti flipped HQDM, and attacked me anyway (Turo has OO). And flipped 3 Snipers. This killed 5 of my people, and the probe did discard 1 sniper. I devised a plan to deal with that: Art of Diplomacy to assassinate his OO. And then I reattempted, only for Apollo to kill my Regency 1. I tried rebuilding after that, but didn't draw into another ship by the time pfti won. I ended with 10 points from HCT, but they didn't count because of Intermix Ratio. |
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Closing Thoughts |
Sniper is nasty does some great killing.Also it is better to be lucky than good |
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