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Star Trek: Attack Wing» Forums » Strategy

Subject: federation escort build idea rss

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Benjamin Poage
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so i downloaded the space dock app, and was playing with it on the idea of my build and heres what i came up with that i personally liked.

damage conmtrol team
prometheus(30)
picard(5[the enterprise E])
regen shield(4)
dorsal array (6)

Promethues(28)
maxwell(4) hes from the new fed ship
dorsal array(6)

thunderchild(28)
terell (1)
hayes (3)
 
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Justin Hare
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If you are okay going from skill 7 to skill 6, Sisko off of the USS Defiant is going to be more generally useful than Maxwell. You can use that reroll off Sismo for anything that involves rolling a die.
 
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David Griffin
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Marietta
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The named Prometheus is worth the extra 2 points. For that you get an extra movement option and a shield. For 5 points if you can use it (if it hasn't been retired yet) consider the Independent Federation Fleet captain for yet more movement. Nothing wrong with Picard 8 but I'd rather have an extra action from Picard 9 than a guaranteed crit and a defense die. Maybe that's just me.

Regen shielding is a disable and doesn't seem that useful to me. I'd almost rather improve my defense quality with specialized shields or use the points for Hood Riker if you have him. Ablative hull armor is 7 points but I think it's worth it and the Prometheus is the only ship that can take it.

The Thunderchild's perk isn't worth it (though the shield you get for taking the named ship is still worth the 2 points) unless you have a defensive enough build to shrug off hits (which is possible but which takes points). Even then it won't happen that much, but it will tend to discourage the enemy from targetting it. If that's what you're going for you need more points in the thunderchild to make it more defensive (like Paris, Hood Riker, and so on). As you have it, the Thunderchild is a support ship that can fight but it will also probably be destroyed first. If you want it as a 32 point attack cancel card, then I guess it's worth it.

You might try setting up the board, building something to oppose it based on what you see played by your usual opponents and practicing movement to get better at maneuvering. Get a feel for your build and get to know it (so you don't forget to use your various abilities) then tune it by looking at what you end up using and what you don't.

If you don't have the cards you see played against you draw proxies or download them from the web and print them just for practice purposes.
 
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Benjamin Poage
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i play tested it a few days ago and the picard promethus was killed off first. then he just picked off the others because while terell was in range hayes wasnt to activate him. my friend who i played against recommended 2 consititution class ships 2 fighters and leave those last point for something i want which i chose the voyager with the extra action picard to abuse the voyagers skill
 
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David Griffin
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Valkov303 wrote:
i play tested it a few days ago and the picard promethus was killed off first. then he just picked off the others because while terell was in range hayes wasnt to activate him. my friend who i played against recommended 2 consititution class ships 2 fighters and leave those last point for something i want which i chose the voyager with the extra action picard to abuse the voyagers skill


Taking a high maneuvering Prometheus takes considerable skill in piloting the ship. Of course wild (but precise) maneuvering only works well when your opponent has limited arcs. If he has 360 arcs too, then it is less effective. And the Base Prometheus isn't that defensive. Picard 9 gives you an extra action which can be defensive but making the prometheus harder to destroy takes something more expensive, like Hood Riker, Paris, Shelby, and if you're really nasty, Ablative armor. But that is a lot of points. Even Hood Riker is not bad with Picard 8 because of his extra defense dice, now with a little quality. Add Shelby and you get 3 dice with one BS conversion and a blank reroll which is surprisingly annoying.
 
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