Tuesday, 17 May 2022

Getting back on the...targ?

I ended my last post with a promise to post more often... That was August 2016.

As you can probably tell, it's been quite a while since I made a post. It's been really rather a long time since I played a game to be fair. When I was clearing out my attack wing case a couple of weeks ago I found a ship registry from January 2017... And I think that was the last event I played in, which was either Tin Man or Doomsday Machine, I can't quite remember which. 

I know that around the time I last seriously considered Star Trek Attack Wing, the card packs had just been announced, and I was vaguely aware that a Ferengi faction pack was on the way. But I didn't really pay much attention to it.

I'd recently got married, and had my first child on the way, my local venue had stopped hosting OP events and after 4 years of living and breathing STAW, I guess I was just burned out.

I didn't completely stop following STAW, I was vaguely aware of changes to generic ship costs and the rule of three, but with no regular opponents to practise for, and other games (namely Warmachine and Hordes) pressing on my time, I packed away my collection and left it in the garage.

 It was Lower Decks that piqued my interest again. Watching something that seemed so similar to the series that I'd grown up loving, yet gently humorous and slightly iconoclastic at the same time made me think about the old STAW missions and fleet building. I missed it all, and nostalgia dragged me back again.

So I went into the garage and pulled out the old STAW collection. I still had a couple of expansions new in box (Weapon Zero, IKS Amar, IRW Algeron) and a few bits of unpunched cardstock (USS Cairo) and flicking through the 6 card binders that I keep all the cards in and the memories came flooding back. 

But boy, is it difficult to find the stuff I'd missed out on! Once I'd decided I was definitely going to make an effort to start playing again, I promised myself that I wanted to be at the same position again that I'd been in before, that is to say, I owned all of the expansions and could choose from anything when I was building a fleet. I have literally everything, often in multiples, that was released between the Original Starter and wave 29. Every blind booster, every prize ship, DS9, both oversized cubes, the cloaked ship pack, GenKhan. Everything. To get back to that state again would take some effort....

From a couple of British retailers I managed to get the QVP, Gorn, Grissom and fighter squadron 6 card packs. A reseller on eBay had the new starter, the Federation, Cardassian, Vulcan, and Klingon Faction packs seemed to be still in print so I got those fairly easily, the Borg one took a little searching for, but I eventually did manage to get one reasonably coated from Germany. What I'm most interested in getting my hands in right now is the Dominion faction pack that was all Jem Hadar ships. There are a couple of line of communication open, but things that initially looked promising have fallen through. 

Then there is alliance: What a wonderful idea! I can't wait to get started on that campaign. It seems there are loads of things for me to look into and lots of new and exciting things to investigate and test. I'm very much looking forward to jumping back in with both feet,

But I'm still not Picard.

Friday, 26 August 2016

Early Game, Late Game: Part 2 - Late Game

Hi Everyone, thanks for stopping by to read this - I know it's been a while since I posted anything, and I haven't been playing quite as much STAW as I used to of late, since I've had other things going on in my life (like getting married and buying a house). I;m not holding out much hope for this post being anything like my best, so read at your own risk!

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 Late Game:

So you've survived the initial engagement. The Thaleron weapon has fired and cost you dearly but you haven't lost the game, the opponent's Voyager has fired its Transphasic Torpedoes and fluffed, Lure has been used, Feedback pulse gone and Varel has been discarded for the last time. You are now in the late game. 

There are two challenges with building late game fleets, the first being that you have to build a fleet to actually get to the late game in the first place, and the second being that if you do get to the late game, you want to be in a position where what you have left is superior to what your opponent has left.


Image result for Transphasic Torpedoes


Actually getting to the late game is a bit of challenge since a lot of the cards that can help you to survive into the late game, like Varel and Feedback Pulse, are eventually going to be discarded and then their points are lost for the late game engagement. 

The trick is to spend your SP on cards that are going to have an effect on the game from turn one until the end of the game. One way to do so is to stack defensive buffs - evader voyager is your friend in this case - or to hold back the bulk of your fleet and sacrifice something in order to get your opponent to discard their best tricks - in which case Kor 6 is a pretty good bet. 

Ben Cheug's build for Worlds is a great example of a fleet built for the late game, since many of the discards (Quark and Cryogenic Stasis) are designed to make the fleet better at the end of the game than it was at the start.

For reference:

Resource: Officer Exchange Program (Federation/Klingon)

U.S.S. Equinox
Kor 6
Odo (Independent)
Multiadaptive Shields
Systems Upgrade
Quark: Improved Deflector Screens

I.K.S. Koraga
Kolo
Adm. Maxwell Forrest
Detonation Codes
Koss
Cryogenic Stasis: William T. Riker (Hood), Elizabeth Shelby

Kraxon
Martok (Negh'Var)
Glinn Daro

Total: 119


So, late game fleet are built to survive, to be in a better position than their opponent once they reach the late game, and to avoid discards that don't improve the fleet quality as the game goes on. I actually really like the idea of biological technology as a good late game card, but I haven't explored the uses myself.


Thanks for stopping by to read my ramblings, I'm hoping to post more often in future, also a thanks to Tucker Cobey for the write up of Worlds that gave me Ben Cheug's list.

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!