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DECIPHER.com > Star Trek > Expansions
> Reflections 2.0
Biogenic
Weapon
by Justin Beal
Rule of Acquisition #033: War is good for business.
All through the seven years of Deep Space Nine, 'business' must have really
been hopping. There was conflict with the Dominion, the Cardassians, the
Klingons, and at times, even the Bajorans. But before most of that, there
was the Maquis... and the Maquis represented a unique situation for an enterprising
'businessperson'. The Federation and Cardassians were 'officially' stocking
up just in case fighting broke out, and both sides of the DMZ were stocking
up to fight their own little war, without the permission of the government.
But even with all the torpedoes, ships, phasers, and other explosives, nothing
was more devastating than when the Maquis unleashed cobalt diselenide into
the atmosphere of a Cardassian colonized planet. This made the planet uninhabitable
to Cardassians for generations. In response, Sisko balanced the scale and
made a Maquis world inhospitable for humans. This eventually forced the
Maquis to capitulate.
Such a monumental event in Star Trek should be represented by a very powerful
card, and this one fits the bill. Basically, Biogenic Weapon prevents your
opponent from attempting a mission until all others are solved. For a balanced
deck this is not as much of a problem. But who plays decks like that anymore?
Every player is looking to squeeze as much efficiency out of their decks
as possible and that normally means an easy 30-point mission in the mix
somewhere. Take a look at the current Klingon Decks; they are playing TWO
easy 30-point missions! Slap this event on Brute Force and you have just
forced your opponent to solve all four of their missions. Most Klingon players
have trouble solving that fourth mission, and at the very least, they have
to spend an extra turn to do so.
So with an event this powerful, there has to be a drawback, right? WRONG!
Two [Fed][Maq] personnel is hardly a requirement and at two cost it is reasonably
cheap. So what are the best ways to play with this card? Try playing it
after your opponent has attempted a mission the first time. This way, they
have expended resources in attempting there, and now they cannot attempt
there for the rest of the game (or until they have solved all other missions).
Alternately, you can preemptively play it on a mission that forces your
opponent to attempt all 4 missions, or to dictate the order in which missions
are solved. You can force an opponent to solve all of their missions if
they have a drastic point value differential or if they are packing three
of one mission type and only one of the other (3 space and 1 planet for
example).
Still another option is as follows: Play it on mission A. Then, after
they have abandoned solving mission A, use Luther Sloan to destroy it and
place a second copy on Mission B. When you do this, you could force them
into two missions of your choosing. When you get to choose which type of
mission they have to solve (planet or space) you can build your dilemma
pile accordingly.
If you weren't packing event nullification after Necessary Evil, this
card might just make you reconsider that strategy. No doubt about it, Biogenic
Weapon is a new power card for the Maquis. I am of the opinion that this
card, with all the other manipulation cards they have available to them
make them... (You might want to sit down first)... A TIER-1 affiliation.
Go build a Maquis deck and have fun, because they have finally arrived and
are here to stay.
December 2, 2004
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