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Battle Avoidance and You
Geoff "Black_Dawn" Rollins
January 2, 2007
So you’ve got a scout with lot of citizens one jump away from an Android armada. What do you do? The answer: drop a battle avoidance card like Phased Out on the scout and walk right past them! Battle avoidance is a great strategy in Star Chamber, and I’m going to tell you how to use it and how to counter it.
Star Chamber is about ship battles and weapon mods, right? Wrong. Star Chamber is a game of influence. Ship power is used to kill incoming enemy citizens, letting you gain or keep planets. Battle avoidance lets you get your influence on the ground without firing a shot. I have frustrated many new players who play with powerful weapon mods with a few Infinity Drive scouts. Battle avoidance wins games.
The major draw-back of battle avoidance is that while your enemy isn’t destroying your ships, you aren’t destroying theirs either. Each of you is free to move around the map with as much influence as you can carry. The key to Battle Avoidance decks, then, is to have more influence than the other guy. There are four major ways to do this.
Decks with too many battle avoidance cards cannot win militarily, because your opponent will have too many reinforcements flying around. Pure battle avoidance decks focus on the Political and/or Destiny win. A moderate amount of battle avoidance cards can help any deck, because it lets you grab planets that are behind the lines or defended by a large fleet. Lots of battle avoidance cards can let you almost ignore what your opponent is doing, as long as you keep your homeworld well defended. This does not apply when playing decks with lots influence boosts or citizen destruction cards of their own.
If your opponent is running a very defensive deck, battle avoidance can be gold. Also, battle avoidance is great to use vs. the Entropy races when moving towards a contested planet. As long as you have more influence than the other guy, you win.
If your opponent is playing as a race that tends to rely on influence boosts rather than ship power to conquer planets, you will want to destroy his influence carrying fleets as often as possible. This means ditching or holding on to any battle avoidance cards in hand.
Ah, here’s the kicker: battle avoidance cards are great at war. Slap those cards on your bombers and watch them ravage the board unopposed. That’s why Stealth Bomber is such a great card. Vote for War whenever you’re playing a fellow influence deck.
There are two types of battle avoidance cards: cards that make your ships withdraw from battle at a certain point and cards that let your ships skip battle completely. The latter is obviously better because your ships are safer, but cards that give this ability are fewer and less flexible than cards that merely let you withdraw. The large majority or battle avoidance cards are mono Mind cards, but almost every race has something that lets them avoid battles.
This is where most of the non-Mind cards come in. Most races have a ship or two which withdraws from battle for certain rounds. Only Satellite avoids battle completely, a reason it is still a Kej staple.
OK, you’re building a military deck and you definitely do NOT want ships just waltzing through your lines with Infinity Drives. How do you prevent it from happening?
You’re building a Battle Avoidance deck and you don’t want those things I just listed happening to you. What do you do? There are a few cards which can keep the paint clean on your ships the whole game.
There are tons of cards that let you skip battles or prevent your opponents from firing. I’m only going to list cards that target your ships, and not including cards that let you skip entire battles. I’m also not including Promos. Look through the deck builder for other examples.
Infinity Drive This card is so good that it’s almost an auto throw-in for any Mind deck. The king of battle avoidance mods.
Combat Drills Hmm, never noticed this card’s ditch effect until I wrote this article. The ditch effect almost begs to be used on a Hidden Base when fleets come by. A nice way to save your Drill modded ships from destruction.
Lay in Wait Lots of Ixa cards give you benefits for blockading planets. This card lets you blockade with impunity. Combos best with Prison Colony.
Phased Out: This card is much better than Infinity Drive… for the three turns that it lasts. Make sure you have good timing if you play this card.
Hyperphasic Drive: This is a great card in theory but not in practice. It lets you avoid battles whenever you want, but costs you 4M each time you want to do so. You can’t use it as a surprise because you have to play it and then activate it. Might be useful in certain combo decks.
Custodian: This would be a great card if it didn’t make you stationary. Since it does, it’s pretty useless.
Hit and Run: Great for getting a fleet in past heavy cruiser defense and doing massive damage at the same time. I seem to recall some other article about this card… ;)
Ruthless Efficiency: Kind of like Hit and Run, but a thousand times worse. Not worth including.
Atmospheric Decent: This card can be used to save scouts from battle to prevent blockades or take over with cruisers. Best used on scouts in hyperspace to avoid the “stationary” effect.
Brief Diversion: A pretty good card for that one-turn save you need, especially good in commons decks where Infinity Drive is unavailable.
False Distress Signal: A great card to have in a conqueror deck, probably the best pure avoidance zap there is, but make sure you time it right: you skip the battle the turn AFTER it’s played.
Storm Transport: This is a great Human ship: with 4 jump, high defense and the ability to withdraw for the last 4 rounds, this ship is perfect for carting citizens or Space Marines around the galaxy.
Dormant Missile Satellite: A horrid, useless card that couldn’t intimidate my grandmother. It fires only once and is vulnerable to torpedoes, missiles and beams. Bad.
Hunter Frigate: This is a great ship. Send it into battles with a leader; it’ll do its cannon damage and avoid every other kind.
Croneshadow: Lets you make certain that whatever this guy hits will get hit again. Pretty useless since it doesn’t work on star bases.
Satellite: This card can be used on its own to blockade enemy artifact planets, but it’s usually used in conjunction with orbital influence cards like Logical Claim to take over.
Stealth Bomber: One of my favorite Thrass cards, this card can win wars almost on its own. Note that you can safely send this ship along with other ships that have cits as long as you keep it in a separate group.
Wanderer: A great ship for transporting citizens, but it’s pretty weak and guaranteed to be hit once. Bolster with Veteran Crew if possible.
Pragmatic Seeker: This is a great Battle Avoidance card, especially with a local Simplification. It can even save you homeworld from conquest, but unlucky battle targeting could destroy your star base when it normally wouldn’t be.
The final type of BA deck uses lots of specialized high-Order cards to completely prevent battles from happening. The Humans and Ferrier are very good at this kind of deck, but the cards are harder to get and harder to use than the mono-Mind cards. Once you have gotten used to Battle Avoidance and how to use it effectively, you can look into these kinds of decks. Cards for this kind of include Roaming Savior, several cards with the word 'Peace' in the title (A Moment of Peace, Peacekeeping, etc.) and cards like Emperor, Battlefield Negotiations and Negotiator. Decks with these cards can be just as effective at BA as Mind decks, but require more rares and tend to be expensive tech-wise.
Feel free to experiment with the cards I've told you about, there are many more things you can do with BA than simply not be destroyed. Boarding Party + Infinity Drive, anyone? Good luck and have fun.
This site provides detailed information on individual cards, card combinations, strategies, and card decks used by Star Chamber. This turn based strategy game requires a depth of strategic thinking that you won't find in many online games. The community around the game tends to be much more civil than most online communities. If you like to spend your time thinking then this game may well be of interest to you, I invite you to check it out.
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