Utter Defiance | openCards

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Utter Defiance

    (7) • U.S.S. Defiant, Patrolling Warship

    Federation Federation icon Ship Ship (Defiant Class / Cloaking Device )
    Staffing reqirements: Command Command Command Staff
    Icons: Deep Space Nine related card
    When an opponent's ship move to this mission, if this ship's Commander is aboard it, that opponent's ship is stopped.
    RANGE: 8 WEAPONS: 10 SHIELDS: 10

    "Restricting the Defiant to guard duty would be a serious mistake."

    Characteristics: Federation affiliation, Deep Space None Deep Space Nine related card related, Defiant-class, Cloaking Device, U.S.S. Defiant, ship with four or more staffing icons.
    Requires: Commander.

    Card logging info: Logged by openCards team at Jan 1st, 2008.
     

    U.S.S. Defiant, Patrolling Warship

    Further game play infos

    The following personnel cards can be used as "matching commander" for U.S.S. Defiant, Patrolling Warship:

    This Card-Review article was written by Nathan Miracle and was published first on "Decipher's Website (decipher.com)" at Oct 11th, 2006.

    Costs 7? Yep. Horrendous staffing requirements? Absolutely. Range 8, Weapons 10, Shields 10? Yep, it's the U.S.S. Defiant! And this version of the tough little ship is bound to show up in some decks using Mouth of the Wormhole, Deep Space 9 or Earth, Home of Starfleet Command.

    In today's environment, many players focus on playing cards and completing missions as quickly as possible. As a result, low-cost ships with good Range, such as the U.S.S. Excelsior are quite popular. Deep Space 9 also has three runabouts to add to its collection of cheap ships. So why spend a whole turn playing just the U.S.S. Defiant, Patrolling Warship? For the gametext, of course! (And to avoid being Outclassedimage, but primarily for the gametext.)

    U.S.S. Defiant, Patrolling Warship has the ability to stop any opponent's ship when that ship moves to the Defiant's mission, so long as you have the Commander aboard. It's a great defense against engagement decks. Your opponent has to wait around for a turn before starting the engagement, by which time you'll have moved the Defiant (and any other ships you had at the mission) to another mission. You no longer have to fear those Borg coming to assimilate your personnel using Borg Cutting Beamimage!

    But why stop at defense? There are more creative ways to use the Defiant's gametext. Try leaving the Defiant at an opponent's incomplete mission, preferably one you know he or she intends to complete. Your opponent won't be able to move a ship to that mission and attempt it on the same turn. Space missions must be attempted aboard an unstopped ship, and personnel may not beam from a stopped ship to a planet mission. Congratulations, you've just stopped your opponent for a whole turn and didn't even have to draw dilemmas (much less place them beneath the mission). Over the course of the game you can stop your opponent for several turns as he or she moves back and forth between missions.

    Fun fact: Out of five incarnations of the U.S.S. Defiant, each of those five has the word "Warship" in its subtitle. 
    For even more fun, include some engagement-based cards with the above strategy. Since you're opponent's ship is stopped, you know it will still be there on your turn. Better yet, it'll be staffed, meaning there will be important personnel aboard to get killed. And since you will have at least one Commander aboard, do not forget to use Standing Your Groundimage to get extra uses out of your maneuver events. If you manage to kill the right personnel, you may force your opponent to go back to his or her headquarters mission to pick up replacements. In that case, you will have stopped him or her another turn as he or she moves back to the mission. You might even be able to use Targeting the Nacellesimage to slow your opponent (and his or her ship) down even more.

    Of course, these strategies rely on having the Defiant's Commander aboard the ship. Most ships might run into problems in that area, but not the Defiant. It has no fewer than four commanders. You will need to use Captain on the Bridgeimage to play two of them (Thomas Riker, Defiant Leaderimage and Kudak'Etan, Arrogant Firstimage), but once in play, they function like any other personnel. In fact, Thomas Riker even gives a boost to the Defiant's Range.


    So be defiant! Play with a real warship, not just some puny runabouts and 75-year-old mothballs. Play with U.S.S. Defiant, Patrolling Warship.