Card of the Week #16 - TA6500 CYBERMECH

Before I begin: Well, guys, the ol' creative well is beginning to run dry. When I first began this column (about 16 weeks ago), people sent requests about card they thought deserved to show up in COTW. I haven' gotten many requests lately, and have been forced to think (DOH! the "t" word) of cards myself. It would help a lot if you guys would send me your requests. I won't reject any suggestions, and will cover them all eventually. So, if you want to see COTW continue, send you suggestions to lucas@rvt.com. Thank you.

DATE

Mon May 19th 1997

TEXT:

TA6500 CYBERMECH
WARZONE / U2
EQUIPMENT / CYBERTRONIC
ADD TO YOUR SQUAD AS ONE ACTION. TANK and VEHICLE. By spending three actions and one Promotion Point, this remote-controlled tank will discard any one Equipment, Fortification or Warzone card in play.

USES:

This card can be very valuable against opponents who crush you using a mighty economical empire of Factories and Industrial complexes, opponents who are holding you off with nothing but a few weenies and a Warzone, or opponents who rip up your army with PAPs or other weapons. The cost to get rid of one of these things may be high when using the CYBERMECH, but with a little luck (and the FOURTH DIRECTORATE), you should be able to get in some quick hits against even the mighties of opponents; perhaps enough to win. Another goof thing about this card is that it is relatively hard to get rid of (few anti-equipment cards deal with cards not attached to warriors). It might not be the first card you put in your deck, but 9 times out of 10 you will be glad you did.

COUNTER MEASURES:

As stated above, this card is hard to get rid of. Short of totally decimating every piece of equipment on the field (AGE OF CATASTROPHE) or everything completely (ANNIHILATION) which may be a bit drastic, there are few things to get rid of it. Your best chances would be to either stop it right away (FAULTY SUPPLIES), of to take it for yourself (HEIST). Whatever it takes, try to get rid of it fast! Another way is to try and stop your opponent from getting the three necessary actions (FORCED MARCH) or promotion points (Uh... ... uh... I'll get back to this... sorry).

COMBOS:

RETRAINING to get quick promotion points, cards which give extra actions (FOURTH DIRECTORATE, BOOK OF LAW), cards to keep equipment in play (SUPERIOR QUALITY), and cards to bring equipment back (GIFT OF FATE). You might also want to save a few MISCOMMUNICATIONS for the few Special cards which can stop it.

RATING:

7.5

SUMMARY:

Not ALWAYS useful (only usually). Also very high cost to use (PP are hard to come by). On the positive side, it achieves the effects of many other cards (SURPRISE INVASION!, NATURAL DISASTER, MALFUNCTION), all in one card (i.e. in the long run saves deck slots). All in all, a highly useful card.
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