Tim was running a double Treaty deck with both the Organian and the Klingon/Fed treaties and then coupled that to four free play engines (Two HQs and two Time locations) and a Tufts Hexany draw engine. This meant that the whole deck could play for free and it drew well enough to resupply the play engines. I am pretty sure that he got all of his free plays for at least the first 6 turns, or until he ran the deck out once.
The spaceline also worked in his favour. The problem with his deck type is that each of those play engines is tied to a different planet mission, though he did have a good number of ships and boosted range from Defiant Dedication Plaque.
Tim got a good number of people out early and just started attempting missions, which was scary. But the distribution of skills made it hard for him to get through the lead off dilemmas. He had one red shirting crew attempt at Sherman's Planet and trigger the Nexus but fail the opening wall and then another turn he went and failed the opening wall at Earth. He then flew the Future Enterprise to Khitomer to go back in time and collect more past dudes, so I held it at Khitomer for a few turns with LoOS. This worked well because it split his teams into two groups with bad skill distribution. He did attempt Khitomer, but again with a red shirt crew and they failed the Lack of Prep.
I started attempting much later than Tim, but it went better. My first go, at Mine Dilithium and they blitzed through and solved thanks to TOS era cheaters. This was very lucky, since the first dilemma was a Spaceborn Entity and it was about to destroy my I.S.S Enterprise, except that the attempting crew solved, beamed up, and flew into the past. On my next turn, I attempted the mirror Homeworld, but found an Edo Probe and bailed.
Tim inevitably got down to the last dilemma at Earth, but I wouldn't let him move the scow (thanks to LoOS). Finally, I needed to get to the AQ and I had yet to draw someone who could trigger the download of a Multidimensional Crossover Device with Crossover. Instead, I drew the Crossover. So I opted to card play this to get rolling. This meant that I did not get a lot of draws that turn (the deck usually gets 7 a turn) and Tim had free run for a turn to move his ships and solve Earth. My attempt at an AQ planet fared poorly as the big team blew through the opening wall and then lost 5 to Flapjacks since I had not gotten any of the gun grabbing personnel into play yet (though on the plus side, one of those was Kira Taban). Tim made a good run on his no LoOS turn, and almost got through space with me having no In the Zone or Q the Ref in play (scary!) but he red shirted and failed the opening dilemma.
Around here, The Nexus was in a bad place on Tim's side of the spaceline, so he wasn't able to do much and I was able to save up my LoOSes. He did attempt Kronos, but failed the God and lost his only ship there. He also lost the classic Enterprise to The Nexus after they failed Gomtuu Shock Wave in space. I decided to try space with just 5 personnel (including the mission skills) and this worked out for two reasons. The first dilemma was a Lack of Prep (which they passed) and the second was a Personal Duty. This also worked in my favour as I only had two targets and it stopped Kira, eliminating my only Bajoran and ending the attempt. Then on my next turn I set up for the Friendly Fire and solved.
So, I'm up two missions to one, and we both needed three. Tim sent a crew to bust Gomtuu but they went on a trip by Cytherians. I decided to play it a bit safe and prevented any other ships from seeing the last dilemma at Tim's space mission by throwing three LoOSes (he had a LOT of ships in play by this time). This meant that In the Zone would afford me two turns to win, but I turned out to only need one. I sent a small crew at the Mirror Homeworld to see the final dilemmas and they found a Combo Scow and were bounced out. Scotty moved it to Mine Dilithium and picked up the sexually satisfied Major Kira. As no Mission Debriefing meant I could still do a couple more attempts this turn, I sent a small red shirt crew and they found Quantum Incursions, which rolled for Empathy. Then I sent my next crew (big, returning by a Hidden Fighter) and it rolled for Physics and 2X Nav, which Kira and Scotty had, thereby allowing me to solve the mission for the game. |