Card Alliance : Confederation
Card type : Modifier
Muster cost : 3
Card text : Destroyer, capital ship.
All friendly fighters at Nav Point are at +1 to attack. If destroyed, Terran
player loses 4 Power Points.
Attack value : N/A
Support value : N/A
Maneuver value : N/A
Defense value : N/A
Extra value : N/A
Card twin : Destroyer Bordrav
With all these cards that give a +1 Attack, we're presented with a ship that
sets +1 to all your craft at a Nav Point. For just three power points, that's
a very enticing option.
I'm inclined to use capship modifiers just because they look cool, but the
smart thing to do is consider them very closely. The +1 Attack applies to all
friendly ships and stays at a Nav Point with that Nav Point so that future
ships that pass by get +1. If you've somehow set up a blockade, that's a nice
way to bolster your force. But remember that if your capship is caught
undefended at the beginning of the combat phase, it's a goner. And if you
lose the Conventry, you've not just lost your 3 Power Point investment, you
lose 4 more as a penalty. I'd love to use one of these at my Carrier to make
it all the more threatening, but you can only use Modifiers at one of the five
"central" Nav Points and only one per point.
If you're committed to defending her, the Conventry will serve you well. But
if you're going to take the resources to defend this capship, does a +1 Attack
all around help that much? It's up to you to decide if this relatively small
advantage is worth a 7 Power Point risk.
Rating : 5.0