Friday 1 April 2016

Different Ways to Play 7: the Combined Arms Build

Welcome back to my ever-longer series on different ways to play the game. I've tried to go through the different archetypes of how you can build lists to do different things:

1. High Quality Attacking
2. Defence Dice Stacking
3. Repeated Attack Cancellation
4. Multiple Movement Upgrades
5. Durability and Repairing
6. The Trick Build

The last of the series, (for now at least) is an attempt (perhaps weak and feeble) to combine counters to as many of these builds as possible into one list. It needs to be able to deal with cloaked mines and fighters, needs to be able to break combos and also to survive various tricks that someone else might pull on you. This is my attempt to do so, in mixed faction play, that I have been mulling over for a while. It isn't perfect, but it covers a lot of the builds you'll potentially be facing. I'll go through the down sides after I explain the build and how it works.



U.S.S. Hathaway [U.S.S. Hathaway] (22)
Jonathan Archer [Enterprise NX-01] (3)
Sakonna [Gavroche] (3)
Systems Upgrade [U.S.S. Hood] (2)
Second of Five [Scout Cube] (4)
Projected Stasis Field [I.K.S. Gr'oth] (6)
Unimatrix Shielding [Delta Flyer] (5)
Upgraded Phasers [U.S.S. Lakota] (1)
Type 8 Phaser Array [U.S.S. Hood] (0)
Total (46)

5/1/4/7

The Hathaway provides action economy, PWV of 5, PSF and combo breaking in the form of Second of Five. The Unimatrix Shielding makes it somewhat more survivable in general and a lot more survivable against Borg. Upgraded phasers help to deal with fighters and whilst Archer's primary role is to provide the extra crew slot, the ability to boost CS and Attack dice when needed can prove useful and gives the list flexibility.



Delta Flyer [Delta Flyer] (20)
William T. Riker [U.S.S. Hathaway] (4)
Systems Upgrade [U.S.S. Hood] (2)
B'Elanna Torres [U.S.S. Voyager] (4)
Immersion Shielding [Delta Flyer] (3)
Unimatrix Shielding [Delta Flyer] (5)
Improved Deflector Screens [Gornarus] (5)
Upgraded Phasers [U.S.S. Lakota] (3)
Type 8 Phaser Array [U.S.S. Hood] (2)
Total (48)

5/3/2/7

Bizarrely, this ship is the hard hitter of the fleet, despite being a shuttle. the Basic PWV is 3, which is added to by both Type 8 phasers and Upgraded Phasers, and 99 times out of a hundred it also benefits from Riker's ability too. Despite having 2 hull, the extra 4 shields provided by upgrades help to give it some survivability and if it becomes clear that it might just end up being in the firing line of something that ignores shields, dock with the Hathaway to avoid being targeted at all. On the defensive side, it has 3 evade dice, which is higher than average, although unlikely to be game-breaking and also Improved Deflector Screens to cancel one hit or crit per attack. 

Image result for Romulan Science Vessel

Romulan Science Vessel [R.I.S. Talvath] (12)
Mendak [I.R.W. Haakona] (4)
Adm Alidar Jarok [R.I.S. Talvath] (4)
Quark [Deep Space 9] (3)
Cloaked Mines [I.R.W. Praetus] (3 overridden to 0)
Cloaked Mines [I.R.W. Praetus] (3)
Total (26)

A classic mine layer, the RSV also has Mendak to give out BS tokens, mainly to the Delta Flyer, since it doesn't have BS natively on its action bar. I made the decision to take Admiral Jarok since I like his ability to remove opponent's target locks, but it gives the ship some flexibility in regards to Offence vs Defence. If you want to attack (since you have the CS advantage over your opponent) then use mendak to give out a BS, if not then use Jarok to rob them of their quality. You could even do both, since Jarok is a fleet action. Cloaked Mines and Quark should be relatively self-explanatory.

I haven't used a resource for this build since I was planning to use this for UK Nationals, which unfortunately I can't attend, and I wasn't sure which resources would be retired by then. You could conceivably take OXP Fed/Indy to drop the cost of Sakonna by 1 and allow you to swap out one of the captains for GenKhan or Lore, but I think the build works pretty well as is. 

The issues and weaknesses I forsee with it are basically a) Madred and b) Cloaked Mines. Madred could be used to remove one of the captains without too much trouble as I haven't got any protection against this kind of ability. As for cloaked mines, I get the feeling a good pilot shouldn't ever really worry too much about cloaked mines since a good pilot should be able to minimise their effectiveness, but if an opponent is really going to spam them, then that might just create problems for this list, having said that, the two combat ships have scan on their action bars and a lot of shields, so that could be helpful when facing mine spam lists. Finally, the ships all have what I would consider to be Low Captain Skill. Archer is at 5, Riker at 7 and Mendak at 8. Ideally they'd all be 9, since otherwise they could potentially be in a position where they can't fire since they'll be dead. 

So there you have it, the last of my different ways to play series, and the best list I could possibly come up with as a counter to all of the other different ways to play.

Comments are welcome as always


I'm not Picard!

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