Four is a key number in ST:AW because in most situations, 4
is what you want to achieve in terms of attack dice, hull or shields (Not
evade, since 6 is the magic number here – I’ll write more about this later).
Attack (red) dice in STAW are split 1 crit, 3 hits, 2 Battlestations and 2
blank, so when you roll four attack dice, just based on basic probability, you
are likely to roll 2 hits (which may or may not be critical hits) 1 BS and 1
Blank. If you have dice efficiency of any type, this means that 4 attack dice,
more often than not, result in 3 hits. (If you have both re-rolls, from
whatever source, and BS, you can almost guarantee 4 hits, since the average on
4 dice with both TL and BS is 94%, or 3.9ish hits). The more dice that you have
on an attack, the less useful the increased efficiency becomes, primarily
because you have more dice to re-roll. Certain cards like Dimitri Valtane and
(young) Kor, allow you to re-roll a specified number of dice, (2 in Valtane’s
Case, more often than not 2 in Kor’s Case). These limited re-rolls allow you to
increase the efficiency of a 4 dice attack to around the same level as a full
re-roll would, as long as you don’t have too many dice. It’s one of the reasons
I like 4 dice Photon Torpedoes, since the one BS to Crit conversion that it
allows you is functionally the same as a BS on 4 dice anyway (You just need to
find a way of getting the benefit of re-rolls too, since the TL is used to fire
the torpedoes in the first place). A 4 dice Photon Torpedo roll would hit or
crit twice (on average) with the BS being converted into another Crit, thanks
to the torpedoes’ written ability. When you go to 5 dice on Photon Torpedoes,
you would ultimately be better off with a standard attack with BS rather than
the no BS crit conversion that Torpedoes offer. There are other issues with
Torpedoes (the main on being action efficiency on every turn after the
Torpedoes are fired) but in terms of damage output, a 4 dice attack with Photon
Torpedoes is a little better than a 4 dice Primary Weapon attack with BS
conversions. As soon as you get beyond 4 dice this advantage disappears, and
you would be better off just firing primary weapons, also, the lack of a BS
token means that such an attack would not be able to benefit from Boheeka and
his ilk. A 4 dice Photon Torpedo attack on a ship that has a primary weapon
value of between 1 and 3 is a tactic that many players eschew given the cost of
the torpedoes themselves as well as the action economy cost of using them
multiple times, but for that first alpha strike, they shouldn’t be discounted
out of hand. A tactic I’ve considered using is a small Federation ship (think
the Pegasus, Equinox or similar) with 4 dice Photons and Malcolm Reed. In the
first turn of an engagement, use the Photon Torpedoes for on average 3 hits
(including 2 crits) and then in the second turn of your engagement use Reed’s
ability to discard the disabled Photons to add 2 dice to your PVW, and take a
BS as the ship action for a similar quality attack. Depending on captain (I’d
suggest Sisko, for the extra re-roll per turn to add even better efficiency)
this ship is a potent, manoeuverable little ship that doesn’t cost all that
much.
For example:
U.S.S. Equinox [U.S.S.
Equinox] (20)
Benjamin Sisko [U.S.S. Defiant] (4)
Malcolm Reed [Enterprise NX-01] (3)
Photon Torpedoes [U.S.S. Excelsior] (3)
Total (28)
Fleet total: 30
Benjamin Sisko [U.S.S. Defiant] (4)
Malcolm Reed [Enterprise NX-01] (3)
Photon Torpedoes [U.S.S. Excelsior] (3)
Total (28)
Fleet total: 30
For 30 points you get a 4
attack Photon Torpedo attack with the BS-Crit conversion the first time that
you fire (with a re-roll from Sisko), a 4 Dice Primary Weapon Attack the second
time that you fire, with a BS action and a re-roll for Sisko and hopefully by
that point you are in range 1, so you get a 3 dice Primary Weapon attack with a
re-roll from Sisko and BS. If someone shoots this ship then they aren’t
shooting something else in your fleet, meaning you have a relatively reliable 4
dice of damage each turn – It’s great for taking on Borg, since they don’t
generally roll any evade dice or have the evade action. It also pairs well with
the Yaegar Torpedo boat that gives you similar efficiency:
U.S.S. Yeager [U.S.S.
Yeager] (22)
Mr. Spock [U.S.S. Enterprise (Refit)] (4)
Photon Torpedoes [U.S.S. Enterprise (Refit)] (4)
Total (30)
Mr. Spock [U.S.S. Enterprise (Refit)] (4)
Photon Torpedoes [U.S.S. Enterprise (Refit)] (4)
Total (30)
The torpedoes used on this
ship are not disabled and are of the 5 dice variety. Since they don’t disable
and Spock gives you the free TL every turn, you can fire torpedoes every turn
(as long as you keep in range 2-3) and take a BS Action. These two ships
together pack a good punch for 60 Points, meaning you can fill the rest of your
build out with 60 points of tougher, harder to kill ships (or a single ship if
your meta allows) or even a carrier and some fighters. I’ll try the second
option for now:
U.S.S. Enterprise [U.S.S.
Enterprise] (22)
Christopher Pike [U.S.S. Enterprise] (4)
Fleet Captain: Independent (Klingon) [Fleet Captain Resource] (5)
Cheat Death [U.S.S. Enterprise] (0)
Phil Wallace [U.S.S. Pegasus] (0)
Elizabeth Shelby [U.S.S. Yeager] (0)
Kyle [U.S.S. Reliant] (0)
Hikaru Sulu [U.S.S. Enterprise (Refit)] (1)
Redshirt [Red Shirt Crew] (2)
Redshirt [Red Shirt Crew] (2)
Type 8 Phaser Array [U.S.S. Hood] (2)
Total (38)
Federation Attack Squadron [Fighter Squadron 6] (20)
Coordinated Attack [Fighter Squadron 6] (3)
Total (23)
Christopher Pike [U.S.S. Enterprise] (4)
Fleet Captain: Independent (Klingon) [Fleet Captain Resource] (5)
Cheat Death [U.S.S. Enterprise] (0)
Phil Wallace [U.S.S. Pegasus] (0)
Elizabeth Shelby [U.S.S. Yeager] (0)
Kyle [U.S.S. Reliant] (0)
Hikaru Sulu [U.S.S. Enterprise (Refit)] (1)
Redshirt [Red Shirt Crew] (2)
Redshirt [Red Shirt Crew] (2)
Type 8 Phaser Array [U.S.S. Hood] (2)
Total (38)
Federation Attack Squadron [Fighter Squadron 6] (20)
Coordinated Attack [Fighter Squadron 6] (3)
Total (23)
The Enterprise is designed
to survive, and the Fleet Captain resource along with Redshirts, Shelby, Pike
and Sulu means that you are going to take a lot of damage before you do die.
This is exacerbated by Cheat Death. Type 8 Phasers means that you are rolling
those all-important 4 red dice each turn, and Phil Wallace and Kyle provide
some flexibility to heal and manoeuvre. With all the reductions in play, you
actually get the Equinox down a point and can still afford to take a set of
Federation fighters, with coordinated attack, so they also benefit from BS
conversions. It’s an interesting little fleet that I may have to try out
sometime and it’s all based on the power of 4.
I’m going to come back to
the power of 4 again, to look at hull and shields, but for now, I’m still not
Picard.
D
Interesting take on the use of torps, I had always ignored the lower damage ones in favor of simple raw ship damage from a larger ship.
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