Strategy: Misc



Up to date as of February 02, 2010

Memory Beta, the wiki for licensed Star Trek content.

Series: The Next Generation
Miniseries: The Space Between, No. 3
Writer(s): David Tischman
Artist(s): Casey Maloney
Inker(s): Aaron Leach & Casey Maloney
Colorist(s): Leonard O'Grady
Letterer(s): Robbie Robbins
Editor(s): Dan Taylor
Publication information
Publisher: IDW Publishing
Published: 30 March 2007
Pages: 32, 22 of which are story
No. of covers: 3
Omnibus: The Space Between
Date: 2370
Stardate: 47630.1

Photomontage cover


Introduction (blurb)

From previews: In part three of IDW's all-new Star Trek: The Next Generation relaunch, the Enterprise is ambushed in an uncharted sector of space. Shields are down, weapons are off-line, and key personnel are wounded. The attacker remains unknown, flying a warship configured with engineering and technological specifications of Starfleet, Romulan and Borg vessels. Captain Jean-Luc Picard and his crew fight to find the right answers -- before they are all destroyed by the ultimate killing machine. To battle stations, for all-out action!


Worf enters the corridors of the Enterprise-D, greets a passing ensign and is thrown to the floor by a booming jolt to the ship. As the red alert klaxons wail Worf dashes to Deanna Troi's quarters, ignoring hails summoning him to the bridge, he finds the counselor sprawled on floor, a wound to the head, he calls for medical assistance.

The Enterprise under attack

Meanwhile in engineering, Geordi La Forge informs the Captain warp engines are offline, with a minimum of six hours repair time. On the bridge Data announces sensors are back on-line, activating the viewscreen to display an unusual configured vessel firing on the Enterprise. Jean-Luc Picard orders the ensign at tactical to fire.

Worf enters the bridge, told by Riker he is late, and takes his station, firing on the attacking vessel. The two ships face off above a planet in the Bandor system and as the Enterprise attempts to hail the attacker jumps to warp.

Later in the observation lounge the senior staff debriefs. Geordi informs them the last attack took out the sub-light engines and shields are holding at twenty-four percent, but if they push for more other systems may fail. Sensors are configured to detect the attacker if it returns. Worf announces weapons are online but communications are inoperable leaving Commander Riker concerned the Enterprise is a sitting duck. Geordi's analysis of the ship notes Romulan, Federation and Borg components leading Picard to ponder whether the vessel might have a cloaking device. He concludes Starfleet must be warned, the attack could indicate some sort of Romulan-Borg alliance. Data and Geordi suggest a class-9 probe could deliver the information to Starbase 122 in two days.

As the crew depart to get on with their assignments Picard calls Worf back, thanking him for his efforts in saving Troi but reprimanding him for not reporting to the bridge immediately as ordered.

In sickbay Riker inquires into Troi's condition, she was almost lost twice through massive internal haemorrhaging. As the counselor comes round she asks for Worf.

On the bridge Worf and Data discuss the details of the attack, noting the ship had been receiving subspace transmissions from an unknown source. As Riker returns to the bridge they have concluded the attack may have been targeted directly at Counselor Troi. The bridge rocks as the attacker returns, in sickbay Troi is woken.

As the two vessels battle Troi stumbles onto the bridge mumbling about the ship. Riker takes tactical whilst Worf beams with Troi back to sickbay. As Doctor Crusher treats Deanna the Betazoid warns Worf that she can sense no-one on the ship. On the bridge the crew digest that information, if the ship is remote controlled then disrupting its signal should disable it. Data suggests creating a inter-receptive network around the ship to block out the signals.

The agressor caught in an inter-receptive network

The Enterprise uses the only engines it has left, the maneuvering thrusters, to move in close enough to precisely place the subspace beacons necessary to create the network. As the network forms the attacking ship powers its weapons, the Enterprise having just three percent shields remaining. As Data warns the Enterprise cannot survive another direct hit the aggressor explodes.

The Enterprise at a Starbase

Later, the Enterprise at a Starbase, Worf walks the corridors of the starship, a bunch of flowers in hand and enters Deanna Troi's quarters to find her and Riker pillow fighting. He apologises for the interruption but Riker reassures him the two were just recalling old time and reminds Troi the Ktarian chocolate puff he had delivered was Worf's idea, for which Worf receives an impassioned kiss from Troi. Riker bids them farewell, leaving for his own romantic endeavours.

In his ready room Picard and Data discuss the recent attack. Picard irritated at himself for concentrating on Romulan cloaking technology, not considering the race's history with remote controlled vessels. Data concludes the ship must have had a self destruct set to go off if it ever lost contract with its creators. Nothing like the vessel had been previously recorded by Starfleet, Picard concludes it had been designed specifically to destroy the Enterprise, he is concerned the enemy is unknown "and that will keep [him] looking over [his] shoulder for quite a long time".



Beverly CrusherDataKarpGeordi La ForgeJean-Luc PicardWilliam T. RikerDeanna TroiWorf, son of Mogh
Referenced only 
Sherlock Holmes
The Enterprise under attack in the Bandor system

Starships and vehicles

USS Enterprise-D (Galaxy-class) • hybrid drone ship
Referenced only 
Borg CubeRomulan warbird


Bandor systemStarbase 122

Races and cultures

Referenced only 

States and organizations

Federation StarfleetUnited Federation of Planets


BridgeClass-9 probeCloaking deviceDisruptor nacelleEngineeringEpsilon theta 3FlowerHemorrhageHonorInter-receptive networkKtarian chocolate puffManeuvering thrusterNacellePhaserPlasma burnPositronic brainRemote controlSaucer sectionSelf destructSensorSickbayShieldShield frequencySubspace beaconSubspace communicationWarp coreWarp engineWarp signature


  • In addition to art work by the series artist Casey Maloney some of the inking in this issue is done Aaron Leach.
  • The stardate given for the Editor's Log on the letters page is 60550.3, which like previous editorial content would place it in 2383.
  • Five of the ten advertising pages in this issue are devoted to promoting IDW's second miniseries Klingons: Blood Will Tell. A one page introduction is followed by an interview with the miniseries' writers Scott and David Tipton, and then a three page preview of the first issue.
  • In the letters page of the fifth issue of the series, IDW editor Dan Taylor, in a response to correspondence by Memory Beta user 8of5, confirmed that the unnamed ensign Worf leaves sprawled on the floor at the beginning of this comic survived the incident "just fine".


  • As with previous issues this comic is available in several different covers, however unlike previous issues, this issue had three rather than four covers available. Two standard covers were equally available; one by Jeremy Geddes and the other a photomontage. The third cover was an alternate photomontage with more limited availability as a retail incentive. Zach Howard did create a cover for this issue as he did for every other issue of the miniseries, however this issue's was not used.


"Mr. Data, what is the most effective method of severing sub-space communications?"
"Several types of radiation-"
"The most effective, Data"

- Picard getting Data to the point.

Related stories

  • An Inconvenient Truth (TNG comic) - Another of the hybrid starships featured in this issue can be seen in the background of the concluding issue of the miniseries. The vessel’s presence would seem to indicate the vessel was operated by a group of conspirators within Starfleet, though their motives for attacking the Enterprise are not revealed. It is also possible the conspirators procured the hybrid vessel from whoever else it was who had it attack the Enterprise.
  • Romulan remote controlled vessels - This comic referred to the Romulans previously using remote controlled vessels, as seen in the ENT episodes: "Babel One", "United", "The Aenar" and novel The Good That Men Do.
  • Borg-Romulan alliance - Whilst the origins of the mystery attacker are not revealed, the speculated alliance between the Borg and Romulans has been shown to have formed on other occasions; in the novel The Return and the video game Armada.
Star Trek: The Next Generation - The Space Between
Issues History LessonCaptain's PleasureStrategyLight of the DaySpace SeedsAn Inconvenient Truth
Creators David TischmanCasey MaloneyLeonard O'GradyRobbie RobbinsAaron LeachStacie PonderNeil UyetakeChris MowryDan Taylor
Cover artists Dennis CaleroZach HowardJeremy GeddesThompson KnoxKen KellyJoe Corroney


published order
Previous comic:
Captain's Pleasure
TNG comics
The Space Between
Next comic:
Light of the Day
Previous comic:
Captain's Pleasure
Comics by:
David Tischman
Next comic:
Light of the Day
chronological order
Previous Adventure:
Playing God
Memory Beta Chronology Next Adventure:
Previous Adventure:
Light of the Day
The Space Between
(Chronological order)
Next Adventure:
Space Seeds
Previous Adventure:
Eye of the Beholder
Voyages of the
USS Enterprise (NCC-1701-D)
Next Adventure:


External link

This article uses material from the "Strategy" article on the Memory-beta wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010
(Redirected to Team strategy article)

From GuildWiki



Team strategy is a plan of how a team intends to win a battle. Team Strategies are more pertinent in PvP play when the enemy's behavior is not scripted. Because human players can surprise you with how they play (and can also panic and lose concentration if properly surprised), designing a solid team strategy is crucial for success in PvP, especially in the more competitive settings like Tournament and GvG battles. There is still a need for team strategy in the PvE game and many of the elements discussed below apply to PvE as well.

There are many elements to building solid team strategy in Guild Wars, these are some of the basic ones:

Team Work

This is the most fundamental concept in team strategy. The team must work together. A player who does not listen to strategies is as big a threat to his/her teammates as the enemy. A common reason players do this is that they either do not care (too young to understand or simply too self-absorbed), or they believe in other plans. If a player believes in other strategies, he/she should discuss that with the team, instead of planning on breaking with the team plan.

Here are some basic team work principles:

Calling Targets

In most cases it is useful when the team agrees on a target calling strategy. A calling strategy defines who will attack what (and when, e.g. the team will first take out monks, then mesmers, then necromancers... etc). This makes it easier for the team to act coherently even if calls are not made in a timely fashion.

The simplest way to achieve this is selecting a primary caller. All party members should follow his/her calls except those exempt from this (like a battery necromancer busy with generating energy, or off target attackers).

The team should also decide... If the primary caller falls, does he/she keep calling or will there be a secondary caller.

Healing Plan

On simple team builds that have a pair of monks as healers, they should make every effort to coordinate their healing. If both cast the same healing/protection spell on the same target, then that is a wasted spell.

Some coordination techniques include:

  • One monk takes the top four in the Party List and the other takes the bottom four.
  • They split professions among them (one warrior and elementalist handled by each monk).
  • They constantly call their healing.
  • Designate one monk to function in the role of bonder.

Facing Warriors

Inexperienced spell-casters sometimes flee when attacked by enemy warriors. Running spell-casters take more damage from warrior attacks and are useless to their teammates because they cannot cast spells while running for their lives!

A team should plan for protecting their back-end members. Will they use Protection Prayers, wards or some other tactic? Do their warriors up front ever come back to help out or do they just go for called targets and ignore all? It should be made clear, whether the monks feel confident enough to allow casters to tank attacks, or if they should try to kite them.

Resurrection Plan

Plan on resurrecting teammates. An understanding of the type of challenge facing the team and the dynamics of the game is necessary. Here are some useful tips:

  • Resurrect healers first.
  • Call your resurrects: This will save the aggravation of having multiple people attempting to resurrect the same fallen comrade.
  • Always carry a Resurrection Signet in PvP. There are few exceptions, largely including Monks who instead carry a different resurrection skill effective in PvP, or often don't carry one at all.
  • Rebirth is terrible for PvP battles, as both resurrected teammate and healer are useless for some time after.
  • Rebirth is extremely valuable for PvE sections, particularly during missions and other areas where the task must be started from scratch if the party wipes.
  • You will usually need to resurrect during combat in PvP, since humans won't allow you to run away and regroup.
  • In PvE, characters should not be resurrected in combat if they will be killed almost right away, if the resurrecting character's skills are important for the team, or if the team can handle the enemies without the dead person. Characters should be resurrected if they are important for the party, such as monks or tanks, if the rest of the party can survive without the resurrecter for a time, or if the party is not able to win without the dead character's skills.
  • Monks in general should not resurrect in PvE unless other characters can heal or defend themselves while the monk is resurrecting.
  • In PvP, non-healers should resurrect first. If healers stop healing to raise the dead, this will often result in someone else dying.

The Team Build

There are as many team builds as there are hairs on a Yak's back, but there is no such thing as a perfect team build. Every build, no matter how dominant, will be taken down. Once people figure out how the build works they will be able to attack its weaknesses, and all builds have a weakness. (If a build really is invincible, then ArenaNet will modify the game to make it no longer so.)

Some famous team builds, that have since been nerfed include:

  • IWAY
  • EoE Bomb
  • Minion Factory

The Individual Builds

Even though much of a single member's build will be based on the team's build and what they expect from that member in his/her role, there is still room for creativity within a single character's build. For example, a hammer warrior thinking about equipping a knockdown skill has much to think about. Assuming their elite skill is not used by the team build... Do they equip Devastating Hammer or Backbreaker or Earth Shaker? Each has much to offer.

Do Your Homework

Understand the game and the skills used in the game. A charging team that does not notice a spirit of Frozen Soil will be shocked to find out they cannot resurrect their fallen! A warrior who does not notice Empathy on himself will kill himself! And a group of casters with Spiteful Spirit on a couple of them could self-destruct. So, learn about these tricks and how they affect the game.

Facts about Team strategyRDF feed

This article uses material from the "Team strategy" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 08, 2010
(Redirected to Real-time Strategy article)

From Halopedia, the Halo Wiki

(2 votes)
There is more information available on this subject at Real-time Strategy on the English-language Wikipedia.

Real-time Strategy, or RTS for short, is a genre of computer games characterized by being wargames which take place in real-time, where resource gathering, base building, technology development and direct control over individual units are key components.

Real-time strategy titles do not involve "turns" like turn-based strategy video or board games. Rather, game time progresses in "real time;" it is continuous rather than turn-by-turn, and all players may give orders to their troops at any time. While the word "strategy" originally referred to high-level war planning (armies, campaigns, and entire wars), in real-time strategy games individual units or persons are given orders. Also integral to the gameplay of real-time strategy games are economic and production aspects (resource gathering, construction, positioning of buildings, expansion, and production of units), and though military confrontation is a significant part of real-time strategy gameplay, it is most often heavily stylized with relatively little emphasis placed on simulating real warfare, in contrast to games of the genre known as real-time tactics.

It is common for games to be miscategorized as belonging to the real-time strategy genre. This is partly because real-time strategy is a vague denomination, giving rise to the assumption that all games involving strategy played in real-time are "real-time strategy" games. It is also partly due to the fact that the genre is so commonly recognized and well-established that there is a tendency to classify many different types of games within it. For instance, SimCity, which is a city-building game, Railroad Tycoon, an economic simulation game, and games of the real-time tactics genre of military simulations are often classified as "real-time strategy."

Halo Wars, designed by Ensemble Studios, was planned to be an RTS game, releasing to be so. Halo: Combat Evolved was also originally planned to be an RTS game, but it was converted into a First Person Shooter game. Halo 2 and Halo 3 have followed in those footsteps.

This article uses material from the "Real-time Strategy" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to The Players' Guide to the Cities article)

From City of Heroes Wiki


When City of Villains was preparing for release, the community was asked for input to help identify information in the game manual that needed to be updated. Since this would be the first update to the game manual since City of Heroes release, there was a lot of material that needed to be covered, and the community tackled it with great enthusiasm. As a result, the City of Villains manual was pretty much up to date at initial release.

At present, however, the game manuals are once again very out of date. And while the various articles here on the wiki are able to give players a pretty broad idea of how the game works, there is still a lot of useful information that was contained in the game manuals that hasn't previously been covered here.

This project--given the name "The Players' Guide to the Cities"--essentially creates what we hope will become a living, breathing game manual to be maintained by the community at large. As such, it should provide a good starting point for anyone new to either the wiki or the "City of" franchise who is looking to learn more about the game but maybe a little unsure what they are even searching for. It should also serve as a quick-reference document for more advanced players who are just looking for general information on broad subjects they might want to brush up on.

So, welcome to the Players' Guide to the Cities. We hope you find this guide both useful and informative. And since this is a community project, if you find any out-of-date or incorrect information, edit away.

--Eabrace 16:24, 16 August 2007 (EDT)


This article uses material from the "The Players' Guide to the Cities" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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