Thursday, 27 August 2015

Fun With Klingons!



I've had a few discussions in the last few days about the viability of Klingons as a faction with only one style of play, so I thought I'd have a go at a different style of list...


I.K.S. Ning'tao [I.K.S. Ning'tao] (22)
Chang [Chang's Bird of Prey] (4)
The Game's Afoot [Chang's Bird of Prey] (4)
Synon [IKS Ch'tang] (5)
Total (35)

I.K.S. B'Moth [I.K.S. B'Moth] (24)
Somraw Commander [I.K.S. Somraw] (3)
In'cha [I.K.S. Negh'var] (5)
Klingon Stealth Team [I.K.S. Korinar] (5)
Projected Stasis Field [I.K.S. Gr'oth] (5)
Total (42)

I.K.S. Negh'var [I.K.S. Negh'var] (30)
Nu'Daq [Starter] (3)
T'Kar [Deep Space 9] (5)
Klingon Boarding Party [I.K.S. Negh'var] (5)
Total (43)

Fleet total: 120

Wednesday, 19 August 2015

A Challenge: Beat this ship!

I have a challenge for you all...



My venue does not retire resources. It does not enforce the 50/3 limits. It does run Ship Pure (not fleet pure) I'm convinced that the following ship can not be beaten... Your challenge is to prove otherwise!

U.S.S. Voyager [U.S.S. Voyager] (30)
Flagship: Independent (Romulan) [Flagship Resource] (10)
Jean-Luc Picard [U.S.S. Enterprise-E] (5)
Adm Maxwell Forrest [Enterprise NX-01] (3)
Computer Analysis [Sakharov] (4)
Ilia [U.S.S. Enterprise (Refit)] (4)
Hikaru Sulu [U.S.S. Enterprise (Refit)] (3)
Pavel Chekov [U.S.S. Reliant] (3)
William T. Riker [U.S.S. Enterprise-E] (5)
Tom Paris [U.S.S. Voyager] (4)
Elizabeth Shelby [U.S.S. Yeager] (2)
Multi-adaptive Shields [U.S.S. Raven] (5)
Systems Upgrade [U.S.S. Hood] (2)
Total (80)

Fleet total: 80

Generated by Space Dock for iOS
http://spacedockapp.org


So using the same restrictions, let's see if anyone can come up with something that could reliably beat Evader-Voyager.

Edit: to make it into a full 120 fleet...

U.S.S. Voyager [U.S.S. Voyager] (30)
Flagship: Independent (Romulan) [Flagship Resource] (10)
Jean-Luc Picard [U.S.S. Enterprise-E] (5)
Adm Maxwell Forrest [Enterprise NX-01] (3)
Computer Analysis [Sakharov] (4)
Ilia [U.S.S. Enterprise (Refit)] (4)
Hikaru Sulu [U.S.S. Enterprise (Refit)] (3)
Pavel Chekov [U.S.S. Reliant] (3)
William T. Riker [U.S.S. Enterprise-E] (5)
Tom Paris [U.S.S. Voyager] (4)
Elizabeth Shelby [U.S.S. Yeager] (2)
Multi-adaptive Shields [U.S.S. Raven] (5)
Systems Upgrade [U.S.S. Hood] (2)
Transphasic Torpedoes [U.S.S. Voyager] (10)
Transphasic Torpedoes [U.S.S. Voyager] (10)
Total (100)

Federation Attack Squadron [Fighter Squadron 6] (20)
Total (20)

Fleet total: 120

Generated by Space Dock for iOS
http://spacedockapp.org

Borg in faction pure

Tough to do a good Borg  fleet in faction pure and the 3/50 format, here's my shot...

Scout 255 [Scout 255] (24)
Tactical Drone [Borg Sphere 4270] (3)
Access Terminal [Scout 255] (2)
Magnetometric Guided Charge [Assimilated Vessel 64758] (5)
Total (34)

Scout 608 [Scout Cube] (24)
Tactical Drone [Borg Sphere 4270] (3)
Scavenged Parts [Scout Cube] (2)
Four of Twelve [Tactical Cube] (2)
Access Terminal [Scout 255] (2)
Magnetometric Guided Charge [Assimilated Vessel 64758] (5)
Total (38)

Queen Vessel Prime [Queen Vessel Prime] (42)
Borg Queen [Tactical Cube 001] (6)
Total (48)

Fleet total: 120

Generated by Space Dock for iOS
http://spacedockapp.org

Romulan combined arms force



This fleet isn't quite like my other max alpha strike dice quality builds, it requires a little more finesse to use:

I.R.W. Khazara [Starter] (30)
Liviana Charvanek [I.R.W. Vorta Vor] (4)
Romulan Security Officer [I.R.W. Haakona] (1)
Romulan Security Officer [I.R.W. Haakona] (1)
Romulan Security Officer [I.R.W. Haakona] (1)
Interphase Generator [R.I.S. Apnex] (3)
Disruptor Pulse [I.R.W. Haakona] (5)
Total (45)

R.I.S. Vo [R.I.S. Vo] (16)
Donatra [I.R.W. Valdore] (4)
Adm Mendak [I.R.W. Haakona] (4)
Cloaked Mines [I.R.W. Praetus] (3)
Total (27)

Scimitar [Scimitar] (38)
Taris [I.R.W. Haakona] (4)

Target Weapon Systems (0/3) [Scimitar]
Fleet Captain: Independent (Klingon) [Fleet Captain Resource] (5)
Bochra [Starter] (0)
Parem [R.I.S. Apnex] (0)
Romulan Security Officer [I.R.W. Haakona] (1)
Total (48)

Fleet total: 120


The Khazara has good defensive survivability and a pretty high captain skill thanks to RSO, The scimitar hits hard too, with Bochra and Parem as discard bait. The Vo can drop mines, give out a BS token and take a free evade each turn. Takes some skill to fly, but I think it does a number of sneaky Romulan things quite well!

Klingon Strike Force



Again, hat tip to federation shipyards for the idea:

I.K.S. Pagh [I.K.S. Pagh] (26)
Kargan [I.K.S. Pagh] (4)
Drex [I.K.S. Negh'var] (4)
Total (34)

I.K.S. Maht-H'A [Starter] (28)
Martok [I.K.S. Negh'var] (5)
Fleet Captain: Klingon [Fleet Captain Resource] (5)
Defense Condition One [IKS Ch'tang] (0)
Alexander [I.K.S. Koraga] (3)
Bu'Kah [I.K.S. Somraw] (4)
Tritium Intermix [I.K.S. B'Moth] (4)
Total (49)

I.K.S. Negh'var [I.K.S. Negh'var] (30)
Worf [I.K.S. Koraga] (3)
N'Garen [I.K.S. Koraga] (4)
Total (37)

Fleet total: 120


The Negh'var acts as a command ship and to some extent a damage sponge. Martok can hand out 2 free actions a turn to the other two ships, whilst the Pagh and Maht'h'a have some very good quality on their attacks. It's brutal, straightforward and only requires a little finesse to effectively pilot it...but it about as Klingon as Klingons can be!

Tuesday, 18 August 2015

Swarms

A fleet I always wanted to run, but never had the chance, was a swarm fleet. I did plan one based on Klingon D-7s, but I found it somewhat fragile. Over the last few OPs and release waves, I've managed to accumulate a grand total of 11 Klingon Birds of Prey, so I had a go at making a swarm of B'rel class Birds of Prey:



Klingon Starship (B'Rel Class) [20]
- Martok 9 (Captain) (IKS Ch'tang) [6]
- - Qapla' (I.K.S. B'Moth) [2]
Ship Total: 28 SP

Klingon Starship (B'Rel Class) [20]
- Gowron 6 (Captain) (I.K.S. Negh'var) [4]
Ship Total: 24 SP

Klingon Starship (B'Rel Class) [20]
- Independent (Federation) Fleet Captain (Fleet Captain Resource) [5]
- - Defense Condition One (IKS Ch'tang) [0]
- K'Temoc 5 (Captain) (I.K.S. T'Ong) [3]
Ship Total: 28 SP

Klingon Starship (B'rel Class) [20]
Ship Total: 20 SP

Klingon Starship (B'rel Class) [20]
Ship Total: 20 SP

Resource: Fleet Captain (Fleet Captain Resource) [0]

Fleet Total: 120 SP

Both Gowron and Martok 9 boost the number of dice you are rolling, if all of the friendly ships are in range than you roll 6 dice per ship (4 base, plus one for Gowron, plus 1 for Martok) with 1 re-roll thanks to Martok and BS conversions for Def Con 1 (only for a turn though...as an aside I really hope that no way to stop elite talents from discarding ever makes it into the game, as that would fundamentally break it, since talents like Cheat Death would become so unbelievably overpowered!).
The Indy fed fleet captain helps you to stay in formation and boosts the CS of K'Temoc to 7.

I'm not sure how successful this fleet would be, given it's fragile low CS nature, and I'm tempted to run it uncloaked, just for the 2 shields per ship, but It'd be interesting to see how effective a 30 Dice alpha strike would be.

Any thoughts on how to build an effective swarm are most appreciated!

D

Federation List Idea #4785



Again, inspired by Stuart Marsh's excellent Federation Ship Yard post, a Federation Fleet for your delectation:

U.S.S. Equinox [U.S.S. Equinox] (20)
Kor [I.K.S. Ning'tao] (3)
Cheat Death [U.S.S. Enterprise] (5)
William T. Riker [U.S.S. Enterprise-E] (5)
Phlox [Enterprise NX-01] (2)
Beverly Crusher [U.S.S. Enterprise-E] (3)
Systems Upgrade [U.S.S. Hood] (2)
Total (40)

Prometheus Class [U.S.S. Prometheus] (28)
Jean-Luc Picard [Starter] (6)
Dorsal Phaser Array [U.S.S. Enterprise-E] (6)
Total (40)

Sovereign Class [U.S.S. Enterprise-E] (30)
Mr. Spock [U.S.S. Enterprise (Refit)] (4)
Dorsal Phaser Array [U.S.S. Enterprise-E] (6)
Total (40)

Officer Exchange Program (0)

Fleet total: 120


\The Prometheus and Sovereign hit hard whilst the Equinox acts as a damage magnet. Fly the three ships in formation and then activate Kor's ability and the Equinox's ability to force an opponent to fire at you, with the two big hitters concentrating fire to destroy threats. Cheat Death means that you get *at least* two ships firing at the Equinox before it goes down, meaning they aren't firing at either of the ships you really care about. In this build CS doesn't matter quite so much.

Any comments welcome, as always!

D


Battleships!



This post has two inspirations, firstly a comment left by Typheron on my post about Dominion Faction Identity, and secondly from a new Blog (https://federationshipyards.wordpress.com/) that discusses build ideas.

So making the Dominion battleship worthwhile:

4th Division Battleship [4th Division Battleship] (36)
Gul Dukat [Koranak] (5)
Adm Gul Madred [Reklar] (5)
Aft Weapons Array [Reklar] (4)
Total (50)

Jem'Hadar Battleship [4th Division Battleship] (34)
Weyoun [Battle Cruiser] (5)
Fleet Captain: Independent (Federation) [Fleet Captain Resource] (5)
Invaluable Advice [Rav Laerst] (0)
Boheeka [Koranak] (2)
Aft Weapons Array [Reklar] (4)
Total (50)

Hideki Class Attack Squadron [1st Wave Attack Fighters] (20)
Total (20)

Fleet total: 120


The idea here is that both ships get 2 actions a turn, so both ships get TL and BS when engaging with primary weapons, and BS + Re-enable AWA when engaging with AWA once the enemy is out of arc of the Primary weapon. Both have CS 9 captains to get those shots in early and the Indy Fed Fleet Captain gives you better maneuverability to keep the opponent in the Primary Weapon Arc. It has very little finesse as a build, but it does a heap of damage and can take quite a lot of damage in return!

Saturday, 15 August 2015

Faction identity – Dominion



The Dominion are an odd faction (by no means the oddest, that particular award goes to Mirror Universe) since they are essentially 3 factions in 1. The Jem’Hadar, Breen and Cardassians all have somewhat distinct features and this makes writing a faction identity post for them somewhat difficult.

“The Dominion was a major interstellar state in the Gamma Quadrant. Technologically advanced and millennia old, the Dominion was founded under the absolute rule of a group of Changelings known as the Founders, whose will was carried out by the Vorta and the Jem'Hadar. The Dominion was dedicated to imposing the Founders' vision of "order" upon the universe, i.e. bringing all other civilizations under its control.”

The Cardassians

The Cardassians were a humanoid species from the Alpha Quadrant. They were native to the planet Cardassia Prime, capital world of the Cardassian Union. Known throughout the Alpha Quadrant for their ruthlessness, the Cardassians became one of the greatest enemies of the United Federation of Planets and Klingon Empire when they joined the Dominion in 2373. Their xenophobic attitude towards other species was well established throughout the quadrant after the Setlik III massacre during the Cardassian War, as well as when their atrocities during the Occupation of Bajor were revealed after their withdrawal in 2369.”

Cardassian ships have a 180 front arc and a pretty bad manoeuvre dial. At either 4 or 5 PWV they have pretty good hitting power that is improved by their Captains – Gul Macet, Gul Danar, both versions of Gul Dukat and Gul Lemec all help to boost either the number or quality of their red dice. The damage output of a ship over the course of the game is also aided with both Dorsal and Aft-Weapons Arrays. Whilst the Galor class vessels lack the BS needed to make the most of those attacks, Dukat 7 and the perk of the Reklar help to mitigate this. Cardassians are the hard hitting almost glass cannon aspect of the Dominion Faction. That’s not to say that other elements of the faction are not also hard hitting, but the Cardassian upgrades and ships lend themselves to this element better than other parts.

The Breen

“The Breen were a reclusive, powerful, and warlike humanoid race, native to the planet Breen in the Alpha Quadrant.”

With only 2 ships at time of writing, the Breen are difficult to define as a race. The signature Breen upgrade is the Energy Dissipator. Breen ships tend to have lots of weapon slots (and a tech upgrade that allows for more to be taken) and rely on secondary weapons to cause damage. Their ships don’t have the BS action but Breen Aide is a scan enhancer that allows a conversion of blank to hit. Their ships are also quite manoeuverable, with the Rav laerst’s Perk making them even more manoeuvreable. With such great movement you’d expect the Breen ships to be quite small, but in reality they have pretty good hull and shields (the named versions are 3-2-4-4). Breen Guards is a pretty good ganking card, one of the few ganking cards that allows for multiple uses, although it suffers from the ‘not cloaked no shields’ usage restrictions that render many ganking cards less effective. Of all the different Dominion sects, Breen are probably the one that I see used the least, which is a shame since they have potential. Never turn your back on a Breen.

The Jem’Hadar

“A genetically-engineered humanoid race from the Gamma Quadrant, the Jem'Hadar were the military arm of the Dominion and one of the most powerful military forces in the galaxy during their time.”

The Jem’Hadar ships come with Jem’Hadar crew and Vorta captains. The ships have some variety: The Attack Ship is small and manoeuvrable whilst the Battle Cruiser is much tougher and still surprisingly manoeuvrable. The Jem’Hadar Battleship was the first ship in the game to have a PWV of 6, but paid for it by having an abysmal dial. Jem’Hadar upgrades are again pretty mixed, with the likes of Omet’Iklan and Remata’Klan offering better attacking ability, whilst Amat’Igan and Ikat’Ika offer defence boosts. The area where there is the most consistency is with ganking cards. Kudak’Etan, Toman’Torax and Virak’Kara are all top end ganking cards that ignore the usual restrictions. Jem’Hadar upgrades tend to be more restrictive than other Upgrades since many of them can only be equipped to Jem’Hadar ships or come with a heavy penalty if they aren’t. The signature Jem’Hadar weapon is the phased polaron beam that ignores enemy shields. Whilst never devastating, PPBs can strike at a ship that relies more on shields than hull to survive and can cause some issues (The Defiant doesn’t like them).

So, as I said at the start, a mixed bag with a variety of different aspects. What the Dominion do share across races is that they have great attack efficiency, with three different cards that allow blanks to be converted to hits (Omet’Iklan, Breen Aide and Boheeka) and interesting secondary weapons (PPBs, EDs and DWAs).

1.      Good attacking power with great efficiency
2.      Some really good ganking cards
3.      Lots of variety, second only to Federation
4.      Interesting secondary weapon options
5.      Generally poor manoeuvring – but with some ships that have much better manoeuvrability.



Friday, 14 August 2015

Faction Identity: The Romulans



There is a widely held opinion that wizkids hates Romulans – It is not a view to which I subscribe. For a long time the Romulans seemed like an underpowered faction that lacked the firepower of the Klingons or the options presented by the Federation. It’s very easy to forget that for a long time the Dominion were the ugly stepchild in the game – at least up until wave 2 (for those of you who have only come into the game recently, the first 4 or so waves were 4 ship releases every two months, rather than 3 ships every month, so up until wave 2 is actually longer than it might at first seem). I remember reading a blog a couple of years back where the author (I can’t find the blog at the moment, If I do I’ll credit it at the end) was talking about how to make Romulans competitive in the old non-3/50 environment, and he was quite happy running a single D’Deridex and a Valdore, arguing that this was sufficient to survive in the pre-Borg world. Anyway, enough dispelling misconceptions, Ladies and Gentlemen, I present for your enjoyment, the Romulans!

“The Romulans were a humanoid race from the planet Romulus. The Romulans were biological cousins of Vulcans, as they were descended from those who rejected Surak's reforms during the Time of Awakening. The Romulan Star Empire was the Romulan state and one of the major powers known in the galaxy.”

Romulan Ships

The standard Romulan ship is the D’deridex class Warbird, seen in ST:AW as the Khazara, Aj’Rmr, Haakona and Avatar of Tomed. At 3-2-6-4 with the cloaking action bar, it is a serviceable ship that from the very start of the game has suffered from having low firepower whilst still being costly (30 for the named, 28 for the Generic). That being said, the 4 Hull and 2 Evade on a cloaking ship is nice from the survivability point of view, and with some of the upgrades that Romulans have, it’s becoming more and more efficient at surviving incoming fire. The other early release that the Romulans had was the IRW Valdore, which for a time was one of the best ships in the game: 6 green manoeuvers on the dial with a come about, a great cloaking ship with 6 hull, 2 evade and only 2 shields on the generic, plus a PWV of 4, 5 on the named with its ship ‘perk’ of gaining +1 red dice on a turn in which you complete a green manoeuvre.

The 28-30 point ship has almost become the Romulan standard ship size, unlike most other factions that have the majority of their ships in the 24-28 point range. The only Romulan ship in that range is the Prototype 01, an odd 24 point ship with 3-3-3-3 and a Scan, Target Lock & Evade action bar. The prototype is not the kind of ship that you want to run straight at the enemy, and since it doesn’t have cloak, it isn’t as survivable as its bigger brothers. It is the perfect minelayer, and often finds itself in Romulan fleets in that role.

Below that in terms of points cost are the Birds of Prey, the Vorta Vor and Gal Gath’thong, both are 2-2-3-2 and come in at a mighty 18 points. The Gal Gath’ong makes a brilliant torpedo boat thanks to its ‘perk’ of being able to fire Plasma Torpedoes without a target lock, particularly with the new Plasma Torpedoes from the Vrax pack (listen to the Warpcore Breach Podcast to find out more!). Both of the Birds of Prey act as pretty good secondary antagonisers, but are a little too big to be support ships, thankfully the Romulans have good support ships in spades.

Both the Romulan Scout Vessel and the Romulan Science Vessel are cheap enough to become great support ships. At between 12 and 16 points, the generic/named versions of these two ships provide a really cheap base upon which to build a support ship. The generic science vessel offers the cheaper option, but for that you get no benefits outside of the 1-2-2-1 spaceframe, if you ever have a spare 4 points, I’d suggest the named RIS Vo Scout Vessel, that gives a free evade action in exchange for not firing (and IMHO, support ships are better off staying cloaked and not firing).

The final Romulan ship worth mentioning is the Scimitar. Popular on the first day of the ST:AW World Championships at Origins, the Scimitar is the big beast of the Romulan fleet at 6-2-7-4 with a ship ‘perk’ that works functionally the same as the Advanced Cloaking upgrade – you can choose to remain cloaked when firing if you take an Auxiliary Power Token (APT). The Scimitar revolutionised the Romulans in so far as it gave them a real heavy hitter to go alongside the survivable but pillow-fisted D’Deridex and Valdore. The Valdore is perhaps the most manoeuvrable non-borg 6 PWV ship, when compared to the Dominion Jem’Hadar Battleship it is a veritable ballerina!

Romulans in general have good Manoeuvre dials, although not as across the board manoeuvrable as the Klingons. The D’Deridex has all white manoeuvers except for a red reverse rather than the customary come about. It’s difficult to classify the Romulan fleet except to say that they have Big Ships, Very Big Ships and Small Ships, with nothing really in between, and that’s always been the weakness of Romulan Fleets.

Romulan Captains

Most factions have a stand out captain, mainly when they improve the action economy of a build. The Federation have Mr Spock and Picard 9, Dominion have Dukat 7, Klingons Martok 8, Borg Queen 8 and even Vulcans Soval and Bajorans Kira 5. All of these captains offer greater action economy in some way or other that really helps to build the combos that make a fleet worthwhile. Romulans lack a stand-out action efficiency captain of the type that other fleets enjoy. That isn’t to say that all of their captains are bad, since Toreth, Salatrel, Valdore, Liviana Charvanek, Mirok, and Letant all have something to offer, but what they offer is less immediately viable than say Picard 9. The other thing that Romulans struggle with is high Captain Skill (CS). Romulan Commander, Shinzon and Salatrel all help in this regard, but only really Shinzon makes the elite group of CS 9 captains. This means that Romulans have to struggle to get that really high captain skill that should be (IMHO) the most important factor when choosing captains. I like Liviana Charvanek since she works well with the Romulan Security Officer from the Haakona expansion – Each security officer offers a +1 bonus to CS, and can be disabled to grant a re-roll on defence. This pairs well with Charvanek since her ‘perk’ is to roll a defence dice when a crew is disabled in order to stop in from disabling. This is great as it will help keep her captain skill up, and avoid having to re-enable those crew, solving both the action economy and captain skill problem simultaneously!

Romulan Crew

A major identifying factor of Romulan Crew when compared with other factions is that they are usually non-unique. This means that multiple ships can have multiple copies of a similar upgrade, making them more flexible than the crew of other factions. Be it Tactical Officers, Helmsmen, Pilots, or security Officers, you can use them without fear of paying an opportunity cost elsewhere. That’s a fantastic trait to have as a faction and with the release of the new Bridge Officer, it makes things even better!

Of the un-named Crew, Varel is an old favourite that helps to cancel enemy attacks, which works even better with Centurion (another generic card) that can stop her from discarding.

Romulan Tech

The real strength of the Romulan faction lies in tech, particularly with Cloaked Mines and Interphase Generator. Cloaked Mines are potentially the best card in the game at the moment, and allow for great board control, whilst Interphase Generator helps big hulled Romulan ships to survive even longer. There are other upgrades, like advanced cloaking, that see some use, but more often than not these two tech upgrades will be the ones competing for space in the somewhat sparse Romulan Tech Slots.

Romulan Weapons

Lots of Torpedoes, and a few more interesting upgrades like Disruptor Beams and Disruptor pulse that help to improve the damage output of Romulans. As with most factions though, you’d rather have huge PWV than spend points on action sapping secondary weapons, that is at least until the new time-token Secondary Torpedoes came out with the Vrax pack, making Romulan Torpedoes all the more efficient!

So, what is the Romulan Faction identity?

1.      No Medium Ships
2.      Generic Crew
3.      Poor Action Economy
4.      Lots of Board Control and Attack Cancellation to frustrate the enemy

Romulans are the sneaky faction, the one that takes some finesse to play – or the fleet that runs double Scimitars and wrecks face!

Until Next Time,


I’m still not Picard.

Monday, 10 August 2015

Faction Identity – Klingons

     
I realise that I’ve written a lot about Klingons on this blog and as such this post probably shouldn’t come as much of a surprise.

Klingons are a great fun faction to play as, and they do some things better than pretty much any other faction. When the game was first released, probably until wave 2/3 they were amongst the strongest of factions thanks to the then powerful cloaking action and the high PWV that their ships enjoyed.

“The Klingons were a humanoid warrior species that originated from the planet Qo'noS (pronounced Kronos), an M-class planet in the Beta Quadrant. One of the major powers of the galaxy, the Klingons were a proud, tradition-bound people who valued honor and combat. The aggressive Klingon culture had made them an interstellar military power to be respected and feared.”

Klingon ships

The starter set’s offering for Klingons was the Vor’cha class that remains amongst the best ships going thanks to its good balance of 5-1-5-2 as a cloaker. That means it doesn’t have too much ‘shield cost’ when cloaking and, since it has a good dial with 6 green manoeuvers, it’s a pretty nasty ship when attacking with its primary weapon. There were variations on the theme released with other early releases, like the Negh’var (5-1-6-2), K’Vort (4-1-5-2) and K’T’Inga (4-1-4-2) that do a similar thing for similar points costs, and the first playable swarm ship (D7: 3-1-3-1) before the more kooky ships like the Raptor and B’rel were released (Raptor: 3-1-3-1; B’Rel: 4-1-3-2) but the theme remained more or less the same: Great attacking power for their spaceframe coupled with low Hull+shields (only the Negh’var gives you the ideal 8 hit points). The first part of the faction Identity for the Klingons is here: They are glass cannons that hit like a truck but can’t take much in return.

Klingon Captains

Many of the Klingons’ captains provide some kind of attacking boost (Nu’Daq, Worf, Gowron, Kor 8, Martok 7 and Martok 9) with a few more general abilities (Kor 6, Chang 6 & 7). This pairs well with the high PWV on ships to allow a good deal of efficiency on those dice, although there is a danger of this becoming a “win more” ability rather than actually helping to resolve some of the weaknesses that Klingons have. Quite a lot of the captains help out other ships in the fleet (Gowron, Martok 8 & 9).

Klingon Crew

Drex, N’Garen and Alexander all help improve dice efficiency whilst other cards such as Klingon Boarding Party and Stealth team help to mess around with other ships’ ability to get what they want done. Again there are no cards that really aid in improving defence efficiency (Alexander at a pinch) so you rely upon cards like Bu’Kah and Konmel to repair any damage done. Tactical Officer helps to boost attack efficiency as well (but I really think that this is unnecessary given all of the other things available to the faction to boost attack power).

Klingon Tech

Projected Stasis Field really helps to make sure those great efficiency high PWV attacks hit hull rather than shields and do some damage whilst Tritium Intermix and Secondary Shield Emitters help to heal some damage back. There are a few odd ball choices here like Inverse Graviton Burst and Advanced Weapons System, but again, the tech helps to cause more damage rather than helping you to evade incoming fire. Given that PSF reduces your own attack strength, the Klingons do well at using that with one ship in order for the other ships in the fleet to then close in and do damage. I see another faction trait emerging…

Klingon Weapons

Amidst the bevvy of Photon Torpedoes, Klingons have some interesting weapons in concussive charges, barrage of fire and Ambush Attack. The trouble here is that whilst it’s nice to have these boosted attack rolls, the PWV is high enough and efficiency good enough that you are paying points not to use your primary weapons, and for Klingons that feels a little futile.

Admirals

Gorkon is great from the point of view that he adds one to your CS, but otherwise pass on him. Martok 7 is questionably useful but costs you using either Martok 8 or 9, both of which are much better.

Elite Talents

A lot of rubbish here, but Defense Condition One is worthy of a mention as it is an upgrade that boosts your whole fleet. In’cha and Once More unto the Breach are also somewhat useful, although OMutB is another card that boosts attack whilst reducing defence.

So to sum up, the Klingon Faction Identity is something like this:
1.      1. Great Attacking with lots of dice and good efficiency
2.      2.  Poor Defending with low (ish) hull and shields and limited ways to boost defence efficiency
3.     3.  Upgrades that help other ships in the fleet
4.      4. A fair number of abilities to heal damage you’ve already taken.

Much shorter than the last one, but I hope that gives you an idea of the flavour of Klingons!

Until next time, I’m not Picard.



D

Saturday, 1 August 2015

Faction Identity: The Borg


I’ve decided to do a few posts detailing what I think each faction’s identity is: Their strengths, weaknesses and anything that sets them apart from the other factions in fleet pure play. If you do a lot of mixed faction play, the series should also let you work out what the weaknesses of each faction are so that you can mix in appropriate cards to counter these weaknesses and help you to identify the things that the cards this faction has that will help you in other factions.

I thought I’d start off with the Borg because they are by far and away the most controversial faction in ST:AW. The Borg broke onto the scene with the release of Sphere 4270 in Wave 4 and then cut a bloody swathe through the game until they were re-defined by Wizkids following the US Nationals. Most of the complaints made about the game in those 18 months were actually complaints about the Borg. Some argue that since the Wizkids announcement they have become crippled and weak, but that argument seems to have been blown out of the water by their performance at the World Championship, where their ships appeared in both the 1st and 3rd placed lists.

“The Borg are a pseudo-species of cybernetic beings, or cyborgs, from the Delta Quadrant. No single individual truly existed within the Borg Collective (with the possible sole exception of the Borg Queen), as all Borg were linked into a hive mind. Their ultimate goal was the attainment of 'perfection' through the forcible assimilation of diverse sentient species, technologies, and knowledge. As a result, the Borg were among the most powerful and feared entities in the galaxy, without really being a true species at all.”

Borg Ships:

The Borg currently have access to 6 distinct generic ships of their own design as well as 4 assimilated vessels, all together they have 12 different names ships, that can roughly be split into three categories: Heavy Hitters, Secondary attackers and Oddballs.

The Heavy Hitters (Tactical Cube, Sphere, Octahedron and Cube) all benefit from very high attack, hull and shields but have no agility. Like all native Borg ships they have orthogonal movement but all must move first and then spin, which makes their apparent manoeuvrability a little predictable. Their primary weapon value also benefits from an innate 360 arc, although they can only fire to range two, meaning that they can be outmanoeuvred. As I’ve said in previous posts, the low agility is nothing to worry about, as they can weather quite a lot of damage before things get worrisome: the sphere (weakest of the heavy hitters) has 6 shields and 7 hull and is therefore easily capable of surviving a good quality attack from a higher CS ship and return fire. The movement, whilst still predictable, is still amongst the best in the game, and no other faction (thus far) has the ability to reverse away from combat as a white manoeuvre. The other drawback that these ships have is cost: The generic sphere comes in at 38 points whilst the named cube is a whopping 82 SP – you aren’t going to be able to rely on many upgrades to help you, especially in the 50/3 format. The action bars for these ships are Scan (S), Target Lock (TL) and Regenerate (R), allowing some efficiency but missing the all-important battle stations (BS) action, as well as the almost universal evade (E).

The Secondary Attacker for the Borg is the scout cube, with a base stat-line of 3-3-2-3. Normally a ship like this would be considered a support ship but the Borg don’t have all that many abilities in faction that help to support other ships (there are some) and the Heavy Hitters don’t really need that much help. The Scout Cube’s manoeuvre dial is great, orthogonal but not quite as quick as the heavy hitters, with red 4 straights. The two named scouts excel in additional defence, with Scout 205 adding an extra evade dice and scout 608 being able to manoeuvre out of arc seemingly at will. Scout cubes are also significantly cheaper than the Heavy Hitters (22 SP for the Generic) which means that you’ll almost certainly see them in a Borg pure fleet in the 50/3 format. I think scout cubes are best used when equipped with Magnetometric Guided Charges and used to harass enemy ships as they try to engage the heavy hitters. Any attack made against the scout when another target is available means that the Heavy Hitters survive a little longer – just beware the player who engages and destroys your scout cube (s) to then retreat and play for time.

The Borg oddball ships would be considered normal in most other fleets, and consist of the Type 03, B’rel, Galor and Galaxy class assimilated vessels. What makes these ships odd-ball is that they have standard straight/bank/turn manoeuvre dials and standard range 3 forward arcs, a stark contrast to the Orthogonal dials and range 2 360 arcs of the other ships in the fleet. The Type 03 retains the high Primary Weapon Value (PWV), Hull and Shields of the Heavy Hitters, but is significantly less manoeuvrable, with only red 3 turns. It’s probably the least seen of the native Borg ships in OPs and doesn’t necessarily do anything better than other ships in the fleet. Its action bar is TL-S-R-E, so the evade is added compared to the heavy hitters, but still no BS. It is also pretty costly, with the generic coming in at 36 points. I really think that all of the other ships possess an advantage over the Type 03, although I did use on to help take out an OP event a few months ago (admittedly not in the 50/3 suggested format).

The assimilated ships are slightly tougher versions of their non-assimilated counterparts. All of them benefit from 1 extra shield, whilst the B’rel, Galor and D’Deridex all have +1 to their PWV (NB: The Galaxy class is a mirror galaxy class, hence the mirror faction version of the non-assimilated ship also has 5 PWV, unlike the Federation version of the Non-assimilated ship that runs with a 4 dice PWV). None of these assimilated vessels have a BS action, regardless of whether or not their non-assimilated version does, the Galor and Galaxy both have Regenerate, but neither of the others do. These ships function the same way as their non-assimilated versions with the added benefit of access to Borg faction upgrades (including Borg type upgrades). The stand out amongst these 4 is the B’rel, since its usually squishy 3 hull cloaking can be boosted by the addition of Borg Ablative Hull Armour.

So to sum up Borg ships, they don’t have a great variety and their archetypal ship has orthogonal, if a bit predictable, movement and high PWV attacks. There is no in-faction way to get battle stations, so you may be rolling 6 7 or even 8 red dice, but you can only get, at most, a 75% average efficiency by using target lock (which isn’t always an option against cloaked ships). When you do roll well, you can one shot even the toughest ships and no matter how low your CS, you are likely to be firing back since your hull will take a lot of damage.

Captains:

Borg Captains have a unique mechanic whereby their abilities are not actions, but cost drone tokens to perform. The number of Drone Tokens are also used to determine the skill level of the captain so as the game goes on, if Captain’s abilities are used, then Borg command skills drop. Also, a great number of Borg captains are generic, meaning that they can’t be the recipient of a promotion to fleet captain. Also, with 2 notable exceptions (Borg Queen and Locutus), Borg captains tend to be on the lower end of the CS scale – one of the most used captains, Tactical Drone 4270, is CS 4 to start with before any of his abilities are used.
So to sum up Borg Captains, they are low skill and that skill drops as the game goes on, meaning that you really want to deliver the killing blow as soon as possible.

Elite Talents:

Not much to say here, they are expensive and situational and often discards. With the high cost of the spaceframes, you aren’t going to want to invest too heavily in Elite Talents, especially when you consider that as it stands, only 2 captains can even access ETs out of the box.

Crew:

Borg crew excel at ganking (the process of messing around with your opponent’s upgrades) with a fair number of action/discard crewmen who cause opponent’s upgrades to be discarded or disabled. One of the stand-outs here is Third of Five who discards to disable all of the opponent’s upgrades on an individual ship. Many of the crew the Borg have are dependent on drone tokens (e.g. Data) adding another stress onto a limited resource. Thankfully the second thing that Borg crew do is replenish drone tokens (e.g. Seven of Nine [why not Seventh of Nine?]) or reduce the drone cost (e.g. Magnus Hansen). Unlike other factions (federation) you should never build a fleet around lots of crew, you won’t be able to afford to in the 50/3 environment, but see crew as a way of aiding the ship in completing its mission.
Tech:
Bit of a mixed bag, the best Tech Upgrade is feedback pulse, but that is 8 SP and difficult to fit into most builds.
Weapons:
Borg are perhaps the best faction in the game at making weapons. Magnteometric Guided Charges are the best weapon available in the game at the moment and get around the issues of only firing 360 at range 2 (they go out to range 3) as does Full Assault. Borg Missile still has its uses, but isn’t as strong as it used to be and is expensive (6 sp), Proton Beam also has some uses (range 1, ignore shields) and Multi Kinetic Neutronic Mines are one of the best area control weapons available. Having said all of this, it’s unlikely you’ll want to spend points on weapons upgrades on the Heavy Hitters (maybe MGCs for range 3 on the way in, but after that? I’m unsure as to the value).
Borg:
These upgrades are fantastic, expensive and specifically limited to Borg. The things that stand out for me are Borg Ablative Hull Armour, particularly on the assimilated B’rel, Borg Assimilation Tubules, for a reusable stealing ability, and Viniculum, for a dual use healing/drone replenishment card. Since the 50/3 meta was introduced the Borg have struggled to take many of these ships on their heavy hitters, but they still have uses in fully unlimited play.
So to sum up, what is the faction identity of the Borg?
1.     Hit hard but with limited quality
2.     High hull and shields allow you to fire back
3.     Low and dropping Captain Skill
4.     Ganking Crew
5.     Expensive but good upgrades