Star Trek – ConQuest Online

Star Trek - ConQuest Online

Submitted by: rickHH

Hints:
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Each time you gain control of a neutral planet, you receive valuable control points,
not to mention the possibility of being awarded Q points. Your first task then is to
move into the Neutral Zone as quickly as possible, even if your spaceborne contingent
includes a single ship and the Q character. Once your force enters the Neutral Zone,
have the Q piece beam down to as many neutral planets as possible, then have him 
withdraw the moment the enemy fleet enters the Zone. Remember that the Q character
cannot be attacked on a planet. 

During fleet engagements, your best bet is to concentrate your efforts against a 
couple of enemy warships instead of attacking them all. When the enemy fleet has 
been whittled down, you can then turn your attention towards the destruction of the
remaining warships. 

Avoid spending all of your control points during the deployment phase. Instead, try 
to maintain a reserve of around two to four points, just in case an important playing
piece comes up for sale during the auction phase. 


Activision's Star Trek ConQuest Online - Hints and Tips 
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Deploy your Unique people and ships as early as possible. 
If an item is marked as Unique, only one of them can be in 
play at any one time. If you both you and your opponent have 
Ambassador Sarek in your groups, but your opponent deploys him 
first, you won't be able to deploy your own Sarek unless your 
opponent's is removed from play. 

Be careful when bidding on Unique pieces. If a unique piece 
comes up for auction, be careful to make sure another copy of 
the piece isn't already in play before you start bidding. If 
it is, you won't be able to use the auction piece even if you 
win it! 

Wait to deploy items until just before you need them. Your 
opponent may have a way to remove items from ships (e.g. High 
Capacity Shield Grid) or people (e.g., Communicator). To reduce 
the chance of losing an item to a wily opponent, don't deploy it 
until you absolutely need it. 

Don't forget, you can put any type of piece in your Auction Group. 
Most people put only Events in their Auction Groups, but you can 
put anything in there (except a Q, of course). Experiment with 
Auction Groups that contain ships, people, and items. 

Romulan Warbird: a pivotal ship. Since it can Cloak, and avoid 
combat, you must come up with a way to deal with it that does not 
involve the Attack step. Certain events that remove a piece from 
the game (like Phased By Q) contain one solution. You could also 
use Destructive Q's ability to Smite, and do 6 damage to all ships 
in play. Warbirds only have 6 Shields... 

You don't need to have people on a planet to control the planet. 
You control planets by having people with Influence on that planet. 
If two players have people on a planet, the player whose people have 
the highest combined Influence will get control of the planet. 
However, once you control a planet, it will remain under your 
control until the opposing player takes it away. So, for example, 
if Planet Delta in the Neutral Zone has no people on it, you can 
beam Ambassador Spock down to take control. The next turn you can 
beam Spock back up to his ship, and Planet Delta will remain under 
your control (even though it has no people on it) until your 
opponent beams down another person with an Influence value greater 
than zero. 

Always check the special effects of the planets in the Neutral Zone. 
Whenever you beam a person down to a Neutral Zone planet, you learn 
about whatever special effects that planet has. You can see those 
effects by clicking on the planet and reading the information in 
the piece viewer on the left side of the screen. Some planets provide 
Influence boosts to your people, others cause damage each turn, and 
so on. An especially important effect is Victory Planet. If your Q 
is on a Victory Planet you get a Q Point each turn! 

Get into the Neutral Zone early. If you let your opponent control 
the Neutral Zone, they'll end up having more Control Points, which 
means they'll be able to deploy more people and ships than you, 
plus they'll be able to win every auction. Don't concede the Neutral 
Zone or you'll be in big trouble! 

A ship with two actions can beam and move in the same Move Phase, 
but not move and then beam. Using Isolinear Chip to give your ship 
two Actions will allow you to beam people up from a planet and move 
your ship to a new region in one Move Phase. This can be important 
in getting to the Neutral Zone more quickly or getting important 
people out of danger! 

Remember that all ships in an attack group must have Attack Priority 
to gain the benefits of attacking first. Having ships with Attack 
Priority can give you a crucial edge in combat; it allows your ships 
to attack first regardless of who has the most Control But be sure 
that all your ships in an Attack Group have the Attack Priority 
benefit. If even one ship in the group doesn't have the Attack 
Priority benefit, NONE of the ships in the group will be allowed 
to use Attack Priority.

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