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Star Trek: Attack Wing» Forums » General

Subject: More ways to play! rss

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I've been super thrilled by both the Missions that come with each expansion and the Organized Play events from WizKids!

I am seeing only a few common formats talked about by players, even for the Organized Play events which give the Tournament Organizers quite a bit of freedom. Most folks are playing with 100pt builds and with either free form builds, or faction specific builds.

Here's a few ideas of other variant formants that can mix things up and strike a different balance, and also make the 'conventional wisdom' lists go out the window:

80 point games
In the 100 point format it seems necessary to go for 3 ships, and some brave souls pack in 4! 80 points makes 2 ships, 'loaded to the gills' a reasonable alternative to 3 bare bones ships.

Temporary Alliance
Not happy with the current strengths of your faction in a pure faction build, but free form builds feel too chaotic? Try a Temporary Alliance, inspired by the many short term convenience alliances that occurred between factions on the shows. Each individual ship with it's captain captain and upgrades must be single faction, but you can make your fleet out of ships from two factions or more. Variants include just two factions, or even just races which canonically have been allied.

On Loan
Another way to dip your toe into another faction without straining your headcannon is to require pure faction builds - except one card. It can be anything from a "borrowed" starship, a visiting captain, or some exotic tech on loan.

Unsung Heroes
What about all the people who don't get shows made about them? Some fans would say that's missing the point, but others will relish the thought of playing pure tactics without the implausible plot device driven 'super powers' of the more famous named crew. Limit your build to using only non-unique cards.

Of course lots of these can be mixed and matched!

What other formats could be fun to play?
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Donald Acker
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These are neat format ideas, though I am more interested in new scenarios.

These are both built primarily for one-ship builds.

Example Two-Player Scenario:
Kidnapping:
Defender's build must include at least one crew upgrade.
Attacker designates one crew upgrade at the start of the game as the kidnap target. All Attacking ships gain:
Action: Disable shields and decloak to capture the target from a ship within range 1-2. Target ship must have no active shields and cannot be cloaked. Place the captive card onto this ship. Crew-protecting abilities cannot prevent this (as the crew card is not discarded). While captive, has no abilities and acts only as a token.

The ship with the captive may also transport it _to_ a friendly ship under the same circumstances (decloaked, lowered shields for both ships)

If the attacker exits with the captive via her deployment zone, she wins. If the ship with the captive is destroyed, or all attacking ships are destroyed, the attacker loses.



Example Three-player Scenario: The Prize

Two attackers, one defender.
Each attacker gets X points. The defender gets 1.5x points. Standard setup.

An attacker wins if she destroys the defending ship. Note that only one attacker can win, by dealing the final blow.

The defender wins if she destroys both attacking ships.



Example 4-player Scenario: Collision Course
Two pairs of dueling enemy ships meet unexpectedly.

Players 2, 3, and 4 get N build points. Player 1 gets 0.5N.

Initial Victory Conditions:
Player 1 wins if Player 2 is eliminated, and vice versa.
Players 3 and 4 likewise win if the other is eliminated.
It does not matter who eliminates a ship.

At the start of any turn, first, player 1 may make a Distress Call: She chooses either Player 3 or Player 4 to join her team, Team 1. The other player then joins Team 2. This changes the victory conditions:
A team wins if both enemy ships are eliminated.



These are just some random thoughts . . . would love to here more scenario ideas.

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M King
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Is there any official repository for player-created scenarios.
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Xander Fulton
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adorablerocket wrote:
Temporary Alliance
Not happy with the current strengths of your faction in a pure faction build, but free form builds feel too chaotic? Try a Temporary Alliance, inspired by the many short term convenience alliances that occurred between factions on the shows. Each individual ship with it's captain captain and upgrades must be single faction, but you can make your fleet out of ships from two factions or more. Variants include just two factions, or even just races which canonically have been allied.


That works pretty well for my taste.

I suppose if you HAD to have some crew-mashing, as long as you had a good, thematic, reason for it...could work, I suppose.

"Scotty was found in the transporter buffer on a ship wrecked on the Dyson Sphere, so was able to help the Enterprise in fighting the nearby Dominion Ships also coming to investigate"

It would cut down on the worst of the mix-matching, if committing to at least put together something thematic or with a story behind it.
 
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Draft- unlike xwing, the game lends itself to a draft format. It'll work best with four players. Take ship/upgrade cards and draft them like in Mtg. I think it'll lead to interesting combos that you'll have to play out of necessity.

It'll get better the more cards come out.
 
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