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Subject: Reached Insane 2/3rds into the Orange Alerts rss

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j swatso
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Game: about my 30th
Level: Insane
Crew: Admiral, Teleporter Chief, Telepath, Scholar
Key factors included:

* Building the Epinephrine Ventilation as soon as possible, about halfway through the Yellow Alerts.
* The Admiral stayed with the Computer Core the entire game, keeping it in good order, cycling through the Battle Plans (used all of them), and overriding alerts.
* The Teleporter Chief quickly added the Engineering discount. That, combined with using the Torch four times (recycled it), and all the Engineering skills sent his way, permitted him to perform ALL the Jump Core repairs.
* The Telepath remained with the Admiral in the Computer Core nearly the entire game, and also had the Command discount, so easily overrode alerts on his turn. He was a Skill distribution machine, and the only time he left the Admiral was to join the Scholar in the Science Lab, where he took advantage of her Science discounts.
* The Scholar, with both the Tactical and Science discounts, kept the Shields at a decent level , fired the torpedoes (used all of them, greatly minimizing the negative impact of the ships which add shield damage/aliens), and eliminated the Anomalies in fairly short order. At game's end, only two (Decreased Movement and Engineering Entrance) remained, and neither was having any effect, as the Teleporter was kept in good order.
* At one point, between Command discounts and skill cards, each character had the capability to override an alert. While the Admiral and Telepath did so nearly every turn, the Chief and the Scholar kept their Command cards in reserve until a critical Alert hit on their turn.
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JT Smith
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Nicely done!
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JT Smith
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Sounds like you're ready for the new missions I'm working on.
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