Tuesday, 19 April 2016

Early Game, Late Game: Part 1 - Early Game

Star Trek: Attack Wing is almost equal parts list building and piloting. Certainly, some would argue that the List Building part is more important than the piloting part, since a good combo will often beat a good pilot with a bad combo. I've come into some criticism in the past since I have dismissed some cards as the refuge of a poor pilot. This got me thinking about the different phases of the game.

The Early Game:


At the start of a game of ST:AW you have all of your combos available, none of your discards have been discarded and few, if any (Jennifer Sisko withstanding) of your disables have been disabled. Certain upgrades seem somewhat less useful in the early game, since they don't really factor in until after the engagement has been made and after the initial joust has been completed. In the early game, positioning is important, as is piloting. Even if you have a killer combo, you want to make sure that you are in the perfect position to ensure that your combos go off. There are a number of cards that help to win the positioning battle in the early game that become less and less useful as the game goes on, like Lure.

Lure is currently my favourite card in the game, since it allows you to control when one of your opponent's ships enters the initial melee. I used it in one game at my last op to force one of my opponent's fleet out of formation, meaning I was only facing down 2 ships and 8 red dice instead of 3 and 12. Since my fleet was essentially 2 ships with 10 dice, the importance of being able to avoid the fire of one of those ships helped me to "win" that initial engagement in a way I wouldn't have been able to do otherwise. Lure is a quintessential early game card since it requires your opponent to be outside of range 3 when it is used. As the enemy advances towards you, the opportunity to use Lure becomes rarer and rarer. 

Another early game card is the aforementioned Jennifer Sisko (MU). In fact, Jennifer Sisko is so early game that its effects are both utilised before the game even begins. The added slot only works during fleet building, whilst the disable effect works after set up but before the first turn. Jennifer Sisko is also an interesting card that starts out as an early game card, before becoming fuel for a late game ability, a card like Sakonna or Voyager B'lanna Torres. Certain abilities, like Mirror Benjamin Sisko, allow you to discard upgrades in order to receive a bonus to attack or defence dice. Jennifer Sisko, Sakonna and Torres all have abilities that come into play in the fleet building or set up phase of the game. Once their abilities have been used they do nothing for the rest of the game, but become discard fodder (just to clarify, slots are only added at fleet building, and if the card granting the extra slot disappears later in the game, that has no effect on the slots that have been added. This also means that you can't transfer these cards to add extra slots onto a ship after the game has begun). Some of the perfect cards to discard with an ability like Mirror Sisko are cards like Jen Sisko, Sakonna and Torres (in my play-group, the act of using MU Ben Sisko to discard MU Jennifer Sisko is known as the "domestic violence" play). 

Most discards are also early game pieces - as are some disables. If you are planning to use Projected Stasis Field as a means of crippling an enemy ship in order to win the initial engagement, you aren't going to have PSF later on in the game. Similarly, using Interphase Generator to win the opening engagement means that you won't have that particular tech to deal with things that are going to happen in the late game. What cards like this do, however, and what you should consider from these cards in the early game, is allow you to be in a better position going into the late game. As an example, if you are using IG to cancel 2 hits and turn them into a single hit in round two, is that going to benefit you more than saving it for the late game? Maybe in the late game, your opponent will have an opportunity to attack you with more dice than they do in the early game (thanks to something like Biological Technology) and having an IG to stifle their plans then will be more meaningful than being able to save one hit at the early stage of the game.

This logic applies to disables too, especially when you have no easy way of recycling those discards - in my PSF build, I run a Tactical Officer (KLI) on each of my non-PSF ships, and essentially I use them as discards, since I have no way to re-enable them other than spending my action, which would be better spent on using Drex or N'Garen. Essentially, once they are used once, they are unlikely to be used again. This isn't always the case, and if you have cards like Phlox, Ogowa or the Doctor, you can re-enable those cards and use them multiple times. Consider this carefully before you do so though, as you have to ask yourself how important cards like this will be after the initial engagement. 

I should discuss briefly what I mean by "winning" the initial engagement: most fleets in the 50/3 suggested format (at 120 Sp) have either 2 50 point ships and a 20 point support ship OR 3 ships of roughly 40 points. I have seen some variations on this (50/40/30) but the two examples I've highlighted are the most frequently seen. In 90+blind, the variation is even lower, as mostly you'll see one ship at 50 and one at 40 or two at roughly 45 each. Assuming you are running the same or similar load-out, you should be looking to destroy one ship of 40-50 points in the initial pass without losing one of your own in order to be deemed a "winner". My PSF build (detailed here) works by isolating one ship to be hit by the PSF whilst my two heavy hitters can line up to destroy it. Most of the time, after PSF has disabled shields and Klingon Boarding Party has disabled all the upgrades, my opponent has between 4 and 8 hull to chew through. With the two big hitters rolling 5 dice with both re-rolls and BS conversions (one of which will be a crit) the statistics say that I'll succeed in swinging the odds in my favour. High CS is important in this situation since I want to be able to swing the odds in my favour before my opponent gets a chance to fire back at my weakened PSF carrier and swap one of their ships for one of mine. If you've PSF'd the right ship, you can avoid their incoming fire to such an extent that you should be able to survive the return fire even in your weakened state. Lure helps with this even more by moving one of their ships out of position: 3 ships, one is PSF'd and destroyed, one is Lure'd and out of position, at which point you are trading 3 of your ships' fire for one of theirs, and you "win" the initial engagement. 

There are tactics you can use to avoid this state of affairs; Movement upgrades like Forrest and In'Cha help to stop you from being out of position thanks to Lure whilst PSF can be similarly neutralised by keeping your ship at range 3 from the carrier ship. This makes cards like Quark and Tahna Los better, since if you are hiding PSF your opponent can't react to it, can't disable it with Jen Sisko and won't know that they need to stay at range 3. 

So to distil my long ramble:

  • The early game is the first 2-3 turns leading up to and including the initial engagement. 
  • A fleet built to succeed in the Early Game will "cash in" their discards and disables early on in order to ensure that they'll get a favourable result out of that initial engagement. 
  • An "Early Game Fleet" is unlikely to rely on cards whose value increases as the game goes on
  • An EGF will have high Captain Skill 
  • An EGF will want the game to end quickly, since as the game goes on, their ability to use the combos they have designed in list building will disappear.

Next time I'll take a look at the mid and late game and how you can build a fleet to thrive later on, and increase your chances of winning as time ticks away.

Thanks for reading, I'm Not Picard!

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!