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Star Trek: Attack Wing» Forums » Strategy

Subject: Faction Pure Collective OP 2 attack negation build... rss

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Daniel van de Laar
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We play faction pure at my FLGS. Our Collective OP will be faction pure on each ship, but the ships need not be of the same faction. Independent flagships make the ship thus augmented a dual faction ship which can use its own faction as well as any independent faction cards.

My build:

List Name

Resource: Flagship Independent (Dominion) (10)

Romulan Bird of Prey (16)
Romulan Captain (0)
N'Vek (2)
Varel (10)
Ship SP: 28

2nd Division Cruiser (34)
Weyoun (4)
Flagship (0)
Superior Intellect (5)
Amat'Igan (3)
Omet'Iklan (5)
Ship SP: 51

Total Build SP: 89

Generated by STAW Builder
http://www.dracossoftware.com/STAWHome.html

The Independent Flagship gives a talent so Weyoun can have Superior Intellect. I needed either a Romulan ship with no shields plus a crew slot (no such ship), or a ship with at least two crew slots, so that I can use N'Vek to disable them, and still have Varel on board. The cheapest ship was
a Romulan Bird of prey.

In the first round, the bird of prey uses N'Vek to disable all shields in order to get an additional +1 attack dice that round.

The battle cruiser in the same round can now use Superior Intellect to grab Varel off the Bird of prey. Voila! Faction pure build, with Attack Negation.

I used the Battle Cruiser because of all the Dominion ships that aren't bricks, this one has the best firepower.

Thoughts? Suggestions?

Can anyone thing of another way to make a faction pure build that has one ship negating attacks?

Curious.

DANVAN
 
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Jon Ginever
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Its worth pointing out that cloaking disables shields and doesn't require you to raise them when you decloaked, but that would delay your switch until round two, but if you could put up with that then it would save you some points.

Something like this costs 20pts
Science Vessel
Romulan captain
Varel
Interphase generator

First turn the science ship cloaks, it decloaks in the end phase but doesn't raise its shields.

Then in t2 the Battle cruiser intellects Varel and goes on it's merry way, allowing the science ship to cloak again and use the interphase generator to stay alive as long as possible.
 
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Daniel van de Laar
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Spiney_Norman wrote:
Its worth pointing out that cloaking disables shields and doesn't require you to raise them when you decloaked, but that would delay your switch until round two, but if you could put up with that then it would save you some points.

Something like this costs 20pts
Science Vessel
Romulan captain
Varel
Interphase generator

First turn the science ship cloaks, it decloaks in the end phase but doesn't raise its shields.

Then in t2 the Battle cruiser intellects Varel and goes on it's merry way, allowing the science ship to cloak again and use the interphase generator to stay alive as long as possible.


That was my original plan actually (less the Interphase generator) - to use a RSV with a no name captain and Varel, cloak then de-cloak, and in round two I would be good to go, I could even toss on some Cloaked mines to make the ship less of a throw away, all for 20 points.


(My original build)

Resource: Flagship Independent (Dominion) (10)

Romulan Science Vessel (12)
Romulan Captain (0)
Varel (5)
Cloaked Mines (3)
Ship SP: 20

2nd Division Cruiser (34)
Weyoun (4)
Flagship (0)
Superior Intellect (5)
Amat'Igan (3)
Omet'Iklan (5)
Phased Polaron Beam (5)
Dorsal Weapons Array (3)
Shroud (1)
Ship SP: 60

Total Build SP: 90

Generated by STAW Builder
http://www.dracossoftware.com/STAWHome.html

Then I thought, what would I have to do to get the negation in the first round?

I still wonder if there is another way to do this, but I am thinking that this is the only Faction pure way.


 
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Jon Ginever
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I thought they ruled that mines couldn't be used in OP2 because they are a means of damaging your opponents ship.
 
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Daniel van de Laar
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Spiney_Norman wrote:
I thought they ruled that mines couldn't be used in OP2 because they are a means of damaging your opponents ship.
yeah this was put together before that.
 
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Justin Hare
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Martok8/KBP/PSF will absolutely ruin that build. The Klingon's just go ahead and disable everything you have on the first turn that your battlecruiser will be under fire.

It's the most impressive attack cancelling ship pure fleet i've seen though.

And he's right, mines aren't allowed.
 
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Daniel van de Laar
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Church14 wrote:
Martok8/KBP/PSF will absolutely ruin that build. The Klingon's just go ahead and disable everything you have on the first turn that your battlecruiser will be under fire.

It's the most impressive attack cancelling ship pure fleet i've seen though.

And he's right, mines aren't allowed.


I think a more wise Klingon would wait until the fire was a little more substantial before springing that trick.

The Cube is likely throwing only five dice the first round the cruiser is under fire. That won't kill the cruiser, nor will it hinder Weyoun on round two, since he won't be disabled. He can use an action to enable Varel next turn, then when he is fired upon, he can be discarded to negate the attack, Weyoun can disabled to negate the discard, and next turn instead use action to enable Weyoun.

To be a genuine threat you'd need two PSFs in two rounds, preferably later rounds when there are less ships.

Just saying. I play Klingons usually.
 
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H. Tucker Cobey
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Slight modification:

Resource: Flagship Independent (Klingon) (10)

Romulan Bird of Prey (16)
Varel (10)
N'Vek (2)
Ship SP: 28

2nd Division Cruiser (34)
Weyoun (4)
Flagship (0)
Superior Intellect (5)
Omet'Iklan (5)
Breen Aide (2)
Shroud (1)
Ship SP: 51

Total Build SP: 89


Cancelling the only thing that'll ever attack you means that Breen Aide is better than Amat'Igan, which in turn means that Indy Klingon is better than Indy Dominion. On the whole, though, this build is hilarious and I'm stealing it for OP2.
 
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James Patrick
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I love playing with a bunch of Faction Anarchists. That means I can cut straight to the Weyoun/Varel shenanigans and eliminate the middle man.

I have a 75 point Gal Gath'thong that I might pull out for Collective OP 3. It seems like messing with the other guy during #3 will make victory that much harder...
 
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Daniel van de Laar
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tsuyoshikentsu wrote:
Slight modification:

Resource: Flagship Independent (Klingon) (10)

Romulan Bird of Prey (16)
Varel (10)
N'Vek (2)
Ship SP: 28

2nd Division Cruiser (34)
Weyoun (4)
Flagship (0)
Superior Intellect (5)
Omet'Iklan (5)
Breen Aide (2)
Shroud (1)
Ship SP: 51

Total Build SP: 89


Cancelling the only thing that'll ever attack you means that Breen Aide is better than Amat'Igan, which in turn means that Indy Klingon is better than Indy Dominion. On the whole, though, this build is hilarious and I'm stealing it for OP2.


I like the way you think sir.

The only thing I would change is I would opt for an Antiproton scan, since I am using the scan anyway - I may as well get another attack dice out of it, even if that means dropping the conversion - I can still get an extra defence dice for the deal - just to play it save. Three dice is better than two if/when you need them...

Resource: Flagship Independent (Klingon) (10)

2nd Division Cruiser (34)
Weyoun (4)
Flagship (0)
Superior Intellect (5)
Breen Aide (2)
Amat'Igan (3)
Antiproton Scan (4)
Ship SP: 52

Romulan Bird of Prey (16)
Romulan Captain (0)
N'Vek (2)
Varel (10)
Ship SP: 28

Total Build SP: 90

Generated by STAW Builder
http://www.dracossoftware.com/STAWHome.html

I should give it a name: The Wey-outs (thank you Flintstones for shaping my childhood).


 
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