Being a look back at cards from the Star Trek CCG, and what I thought of them back when they were fresh and new... in EPISODE order. Let's fast-forward a bit to the battle in the nebula. Another card from ST II's climax, but I never reviewed in the old days. Let's see what I can say about it now...
EXPANSION: The Motion PicturesPICTURE: Gas comes out of Reliant's warp nacelle after a solid hit from the Enterprise, slightly obscured behind Khan's ship. The models look great, and the colorful nebula setting sets this one apart from other Tactic cards, while also showing off the larger picture space. Gotta be a 4.3.
LORE: N/A (score will be adjusted accordingly)
TREK SENSE: Whereas the Phaser Banks Tactic has Attack and Defense bonuses of 1 and 2 respectively, this "called shot" is more devastating and gets you more Attack power. And it then gets most of its Trek Sense FROM the very notion of that called shot. For one thing, you can't use it to attack a Facility/Outpost because those things do not normally have warp capability. The damage massively affects Range and no other systems (but nacelles are still 30% of the ship's Hull), and as a further effect, the hit could imbalance the engines, which further hobbles movement. As a dilemma unusually used as an Interrupt, it can't be nullified by Amanda Rogers' Q powers, which is a rather mechanical distinction (no pun intended). There's no reason she couldn't fix the engine, is there? All that's really left to comment on is those little arrows, and they track. The down arrow tells us the damage from this card MUST be applied (or else it's nonsense), and then there's the regular amount of additional damage (the flip arrows) from a hit or direct hit. Pretty strongly themed, I give it a 4.
STOCKABILITY: There's often a question of whether Tactic cards are worth it in the game, as opposed to the old "rotation" method. Not every affiliation wants to do battle, but you don't know if your opponent will come at you guns blazing and you'd rather have a defensive strategy than just take it. That's really a question for Battle Bridge Door. Say you've chose to spice things up with Tactics, Target Warp Field Coils is a pretty good one to stock in your side-deck. 2/2 makes it a fair choice for both attackers and defenders, and it can be used to maim any ship so that it's forced to limp along the spaceline at -3 RANGE, plus stop at every location if you downloaded Engine Imbalance on it (it can still cure it with the necessary requirements, but they're dependent on good ENGINEERs). If you're looking to destroy enemy ships, this isn't the one for you. Its HULL damage is average. But if you want to give it a glancing blow and hightail it out of there, it's a good crippling card. A 3.7.
TOTAL: 16 (80%) Khan would agree.
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