tag:blogger.com,1999:blog-4037523431073995642.post3107633392895615147..comments2020-07-12T00:04:49.105-07:00Comments on THE CAPTAIN'S YACHT: Cloaked Mines- Do I really want to do this again?Gordashhttp://www.blogger.com/profile/14211416205403658148noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-4037523431073995642.post-81685909585604719062013-12-26T07:25:43.203-08:002013-12-26T07:25:43.203-08:00Yep, I've been thinking about mine trickery fo...Yep, I've been thinking about mine trickery for OP5 myself, especially with Unified Force letting a you buy slightly more than three of them for free as long as your ships are all on faction-specific loadouts. The OWP deployment rules are interesting - seems like you might be better off choosing to place ones near your own setup zone first so you can have the ones near you in optimal spots to kill early and open up minefield zones. Dick McGeehttps://www.blogger.com/profile/14521293874696659063noreply@blogger.comtag:blogger.com,1999:blog-4037523431073995642.post-52154027628365622622013-12-25T15:27:17.846-08:002013-12-25T15:27:17.846-08:00Mines get more powerful the more you get in the fi...Mines get more powerful the more you get in the field. The biggest problems with mines is they can board space. If you can create a minefield in the corner it's possible to fly in circles and let the mines do the work for you. <br /><br />A OP5 tatic that I might test out soon is to pop a OWP and place a mine token in it's place. This will force the opponent to fly in to it or play with the OWPs. If you take out the closest OWPsto you start point you could just wait there until the enemy has crossed OWP alley. Of course it all dependent on how you and your oppenent place the OWP tokensLewiserhttps://www.blogger.com/profile/17054310997218511980noreply@blogger.comtag:blogger.com,1999:blog-4037523431073995642.post-40330068236620335322013-12-25T14:57:43.109-08:002013-12-25T14:57:43.109-08:00Even in OP2 and OP4 (with their plethora of uncont...Even in OP2 and OP4 (with their plethora of uncontrolled OWPs) the mines can be very strong. You can't deploy them near the OWPs, but you can fill the small safe zones with mines and force the enemy into the OWP guns.Dick McGeehttps://www.blogger.com/profile/14521293874696659063noreply@blogger.comtag:blogger.com,1999:blog-4037523431073995642.post-52334112605157658772013-12-25T07:34:40.728-08:002013-12-25T07:34:40.728-08:00I'm a Romulan player and I've had fun with...I'm a Romulan player and I've had fun with some cloaked mines, mainly in OP3. <br />In 21 OP games, I've only faced them once (during an OP3 game) but they were a dangerously bad problem in that game. In wide open scenarios like that they seem like a no brainer. In scenarios with OWPs I think they could still be useful for a fleet designed around them.<br />paulskhttps://www.blogger.com/profile/14707037358393684491noreply@blogger.comtag:blogger.com,1999:blog-4037523431073995642.post-53650422403704329192013-12-24T22:05:31.988-08:002013-12-24T22:05:31.988-08:00I'd agree that the cloaked mines are meta-shif...I'd agree that the cloaked mines are meta-shifting. They haven't started dominating play in my area though... which is not to say that the list with 4 won't destroy... but the OP play has enough static counts-as-ships which deny much of the centre of the board. Gordashhttps://www.blogger.com/profile/14211416205403658148noreply@blogger.comtag:blogger.com,1999:blog-4037523431073995642.post-74833857040330806862013-12-24T13:40:19.058-08:002013-12-24T13:40:19.058-08:00"Why not put 2 on the Khazara?"
It only..."Why not put 2 on the Khazara?"<br /><br />It only has one tech slot, for starters. And you might do better using that slot for Interphase Generators or Advanced Weapon Systems.<br /><br />That said, yes, I think three-four mines is the point where the mines go from being avoidable area-denial weapons to being game-breaking deathtraps. Most people won't spend the money to buy enough ships to do that, but print-and-play testing will quickly demonstrate how dangerous they are en masse. There certainly is not another 3-4 point card in the game that changes play as much as the mines do, even in smaller numbers.Dick McGeehttps://www.blogger.com/profile/14521293874696659063noreply@blogger.comtag:blogger.com,1999:blog-4037523431073995642.post-64079431112426466412013-12-24T13:15:12.559-08:002013-12-24T13:15:12.559-08:00Why limit the cloaked mines to the Praetus? Why no...Why limit the cloaked mines to the Praetus? Why not put 2 on the Khazara? Now that's a threat I wouldn't want to deal with. Avoid those mines and let the Khazara get behind you or keep taking damage while the Khazara flies back & forth through them at will. Either way it's some bad choices.<br /><br />I've seen a 4 cloaked mine fleet absolutely decimate an OP3 event, but the player said he'd never run that fleet again. I've also seen another player completly screw up a similar build, but he had a Sideboard too. He spent a lot of actions pulling stuff from the Sideboard. A variation of 4 mines was run in an OP1 where once you control DS9 it's no longer an enemy ship. That gets UGLY for the enemy player. But 2 mines in the right situation can really control the board, steering the enemy fleet in the direction you want them to go. I got eaten alive by OWPs in a month 2 event where the mines were placed near the middle and they forced me into the OWP field for multiple turns. But not everyone here is running them, just a few players in 1 or 2 copies at a time.<br /><br />I think the biggest reason they aren't controlling running over everything is most people aren't willing to pay $60 to get 4 copies when the ship itself, isn't that great. I think most people vastly underrate their power because they've only seen them 1 or 2 at a time.<br />Dave DuJourhttps://www.blogger.com/profile/16423520424421890308noreply@blogger.com