Upon
reading the rules set for Q2 my first thought was that the ship with Q on board
would be useless. Having read the clarifications on WORF (Wizkids online rules
forum) I don’t necessarily think it is useless, but waiting a minimum of 4 turns
for a ship to enter the fight could be a huge deal. So my first thoughts on Q2
were to make a list that had a high hull ship that could be the Q ship (NB: Old
naval term for heavily armed merchant ships used as decoys) and whose offensive
power I wouldn’t miss, so that I could do the rest of the fleet designed to
kill my opponent. The q ship itself could still head for the moon and try to
complete the mission whilst the rest of my fleet engages the enemy. Enter the
Olympic Class…
Olympic Class [U.S.S. Pasteur] (20)
Mirror Universe Captain [I.S.S. Enterprise] (0)
Total (20)
I.S.S. Defiant [I.S.S. Defiant] (24)
Flagship: Independent (Romulan) [Flagship Resource] (10)
William T. Riker [U.S.S. Pasteur] (4)
Adm Worf [Regent's Flagship] (2)
Strafing Run [I.S.S. Defiant] (5)
Rebellion [I.S.S. Defiant] (5)
Elim Garak [Regent's Flagship] (3)
Jennifer Sisko [I.S.S. Defiant] (3)
Julian Bashir [I.S.S. Defiant] (2)
Improved Deflector Screens [Gornarus] (4)
Dorsal Weapons Array [Prakesh] (2)
Total (64)
I.S.S. Avenger [I.S.S. Avenger] (16)
Mr. Spock [I.S.S. Enterprise] (5)
Starfleet Intelligence [U.S.S. Pasteur] (3)
Alyssa Ogawa [U.S.S. Pasteur] (2)
Hikaru Sulu [I.S.S. Enterprise] (4)
Enhanced Hull Plating [I.S.S. Avenger] (4)
Plasma Cannons [I.S.S. Avenger] (2)
Total (36)
Fleet total: 120
Mirror Universe Captain [I.S.S. Enterprise] (0)
Total (20)
I.S.S. Defiant [I.S.S. Defiant] (24)
Flagship: Independent (Romulan) [Flagship Resource] (10)
William T. Riker [U.S.S. Pasteur] (4)
Adm Worf [Regent's Flagship] (2)
Strafing Run [I.S.S. Defiant] (5)
Rebellion [I.S.S. Defiant] (5)
Elim Garak [Regent's Flagship] (3)
Jennifer Sisko [I.S.S. Defiant] (3)
Julian Bashir [I.S.S. Defiant] (2)
Improved Deflector Screens [Gornarus] (4)
Dorsal Weapons Array [Prakesh] (2)
Total (64)
I.S.S. Avenger [I.S.S. Avenger] (16)
Mr. Spock [I.S.S. Enterprise] (5)
Starfleet Intelligence [U.S.S. Pasteur] (3)
Alyssa Ogawa [U.S.S. Pasteur] (2)
Hikaru Sulu [I.S.S. Enterprise] (4)
Enhanced Hull Plating [I.S.S. Avenger] (4)
Plasma Cannons [I.S.S. Avenger] (2)
Total (36)
Fleet total: 120
The idea with this list was to have Q on the
Olympic whilst the Defiant and the Avenger did their thing. The Defiant is
flagged for +1 Attack, Defence and Shields, and gets access to Improved
Deflector Screens (Since it is dual faction Mirror/Independent thanks to the
flagship bonus). Riker’s battery ability makes the first few actions of a game
worthwhile, and can mean that I’m attacking with 5 dice, BS and TL every turn,
with an ability to cancel one hit or crit due to IDS and another due to the
ship’s ability (at the cost of an auxiliary power token). With 3 evade basic,
hopefully the now 3 hull 4 shield defiant will last long enough to hold onto
those points, because 64 points is a huge investment in a potentially fragile
ship.
Another fragile ship is the Avenger, which also
has a multi-action captain in the form of Spock, whose ability each turn will
grant the APT needed to trigger the ship’s ability (+2 attack dice), meaning
that the ship will again fire with 4 dice, TL and BS.
The thing that worries me most about this list
is that it is really quite fragile, and a few poor defence rolls, coupled with
an opponent running high skill captains, could mean the end for the fleet in
pretty short order. I do like the idea of running a Mirror Universe fleet for
this event, but I don’t think this is quite the ticket.
Idea 2: Federation
Having read the clarifications on the Wizkids
Online Rules Forum (WORF) I see that a ship’s secondary weapons are not
negatively affected by Q. This got me thinking that a torpedo boat may be the
right path to go down. Enter the Excelsior…
U.S.S. Excelsior [U.S.S. Excelsior] (26)
Mr. Spock [U.S.S. Enterprise (Refit)] (4)
Tuvok [U.S.S. Voyager] (4)
Dmitri Valtane [U.S.S. Excelsior] (2)
Lojur [U.S.S. Excelsior] (1)
William T. Riker [U.S.S. Enterprise-E] (4)
The Doctor [U.S.S. Voyager] (3)
Systems Upgrade [U.S.S. Hood] (2)
Quantum Torpedoes [U.S.S. Enterprise-E] (6)
Total (52)
Federation Attack Squadron [Fighter Squadron 6] (20)
Squad Leader [Fighter Squadron 6] (4)
Total (24)
U.S.S. Enterprise [U.S.S. Enterprise] (22)
Jonathan Archer [Enterprise NX-01] (3)
Fleet Captain: Independent (Klingon) [Fleet Captain Resource] (5)
Cheat Death [U.S.S. Enterprise] (0)
Nyota Uhura [U.S.S. Enterprise (Refit)] (2)
Phlox [Enterprise NX-01] (1)
Jack Crusher [U.S.S. Stargazer] (1)
Phil Wallace [U.S.S. Pegasus] (1)
Beverly Crusher [U.S.S. Enterprise-E] (2)
Pavel Chekov [U.S.S. Enterprise (Refit)] (2)
Eric Motz [U.S.S. Pegasus] (1)
Systems Upgrade [U.S.S. Hood] (2)
Type 8 Phaser Array [U.S.S. Hood] (2)
Total (44)
Fleet total: 120
This list relies upon a lot of crew and as such
taking the Klingon Fleet captain seemed like a good idea. The Excelsior herself
fires Quantum Torpedoes every turn with 1 extra dice thanks to Tuvok, BS as the
ship’s action and a free scan thanks to the ability. Spock makes the Torpedoes
lock on, and Lojur stops them from disabling. Valtane allows two re-rolls meaning
that the final load out is 6 dice, bs conversions and 2 re-rolls for almost 90%
accuracy. If any of those hits get through, I add another hit making it
potentially 7 damage a turn.
The Enterprise uses Archer’s action to disable
2 crew (usually Motz and Wallace) to add +2 CS and +2 Attack. With Type 8
Phasers this makes it PWV 6 and CS 7, disable Uhura to add another 2 to the CS
to all but guarantee that first strike at CS9. Chekov disables to give re-rolls
and if the fleet is positioned correctly, then the fighter squadron can support
the Enterprise with squad leader so that Archer’s action is free, allowing the
ship to take BS too. At the beginning of the next turn, Phlox disables to take
all of the disabled tokens from the crew, with Crusher disabling to stop that
from happening, meaning that ever turn, all of those crew can be disabled over
and over.
Fighters are fighters, but they give the extra
action to Archer that helps the whole fleet to work, and two ships firing 6
dice a turn should do some damage, especially when the opposing fire coming
back is potentially reduced due to Q.
Once Q is gone, both the Excelsior and
Enterprise are free to engage at will, the only problem I forsee is an opponent
using a cloaked fleet, where the Target Lock from Spock will be difficult to
achieve in the first place.
So there are some ideas I’m working on at the
moment, comments are welcome
I’m still not Picard.
D
No comments:
Post a Comment