The Montana Missle Complex

    Montana Missle Complex, even though it's set in 2063 Earth, can be a place for great action in STCCG. First, the Borg can use it to stop first contact. Then, the Federation can use it to stop stop first contact. Then there are a slew of Non Aligned personal who are native to the timeline. And if you get stuck there, you don't want to stay there.
    First the Borg. The Borg can use Loctous and Assimilate Homeworld on Earth to make all Federation personal in play dissappear. By doing this your opponent (if playing Federation) is restricted to playing Alternate Universe personal, which they might not even have. This alone can win a Borg player a game, since they aren't likly to run out of cards in their draw deck.
    The Federation can, of course, counter that. by launching the Pheonix (which is worth 10 points while in orbit) a Federation player can then land the Vulcan Lander, and with that, nulify Stop First Contact. In a Borg/Federation game this can be an interesting race. Even if not playing Federation your opponent might want to get the Pheonix off the ground and score ten points.
    Also, someone not using any other the Vulcans, Lilly Sloan, Zephrane Cochrane, and others, could put the Complex in their deck. If their opponent has any of those personal they must report to the Complex, and not their outpost. For someone looking to double Visit Cochrane Memorial, this can be devisatig. Just make sure you pack a Pheonix to play there.
    Increasingly devistating is Wormholing someone to the Montana Missle Complex. By simply playing two wormholes on your opponent's ship, you can send them back in time to the complex, and there's not much more you can do about it. Except, if they reveal Navigate Wormhole Relays. By playing this, they allow themselves to travel back and forth as they please. But there is a new way to counter even this.
    By sending a small ships (scout ship, shuttle, etc.) into the Complex via Wormhole they have time traveled. Then play Temperal Wake on their ship at the same location. They must also follow time traveling. And because the wormholes were placed on you, they can't Relays themself out of there. And later you may even be able to wormhole your own ship out of there, which they also can't do anything about, Thus, stranding them there, but letting you still roam free 300 years later. By using Examine Singularity to redownload Wake any number of times you can reapet as many times as needed.
    In addition it would be wise to stock your own Navigate Wormhole Relays, in case they try to wormhole you there. Simply go back through using the 3 Range, then place the wormholes out-of-play as described on the very last lines of the card.

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