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Star Trek: Attack Wing» Forums » Strategy

Subject: Looking for ways to grease the Cardie space pigs :) rss

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MICHAEL MA
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They're hardy and hit hard...unfortunately 'nimble' is not listed among their traits.

So, aside from getting used to folks in your rear arc and liberal use of Aft/Dorsal weapons...just looking for some ways to maybe make them a wee bit more agile.

Would prefer to keep this in faction if possible.

Thanks!

FYI I usually just run a simple 99 pt 3x Keldon fleet. Dukat/Boheeka on the Koronak. Danar + Breen Aide on a Keldon and Evek + Breen Aide on a third Keldon. With 1x Aft and 2x Dorsal weapon arrays.

We're pretty casual so we easily could go to 125 150 or whatever. And no this is definitely not a league / tourney fleet...though I did win a tourney with it once LOL.

Thanks in advance!
 
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Trueflight Silverwing
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To be honest, the sluggish turning is the offset for their large fire arcs. It is a good trade off. I usually start my galor and keldon class ships in opposite corners of the starting area. Then they can converge on a single location, bringing all of their weapons to bear, and when they pass each other in the middle, they sort of cover each others blind spots. This isn't perfect though. Another good tactic is to bring along a fighter squadron that can easily loop in behind them to cover their backs when you need it.
 
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Sodoff Baldrick
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In faction the Dominion don't have a lot to give extra movement or remove Aux tokens.


There is the Skilled Helmsman resource, since you are just playing casual it doesn't matter that it has been retired.

(https://boardgamegeek.com/image/2062503/star-trek-attack-win...)

Moving a "Full About" with the resource is nice, BUT because Cardassian ships do not have a "Come About" on their dial you have to take 2 Aux tokens to do it. That could screw you up more than using the red 2 turns on the dial.


Another option is to play the Obstacle Scenario from WK

(http://win.wizkids.com/wp/star-trek-attack-wing-obstacles-sc...)

In this scenario if there are Derelict Ship Obstacles once per turn a ship can transfer an Aux token to it.



There are some tech out there that are out of faction but for theme you can easily imagine that multiple factions would have access to them.

There is "Auxiliary Control Room" from the D'Kyr expansion. 3 points (4 out of faction), disable to remove an Aux token.

(http://www.startrek.com/article/first-look-attack-wing-5-dky...)



There is also "Power Grid" from the Tal'Kir, Resistance is Futile Blind Booster. "Power Grid" is 2 points (3 out of faction) disable instead of placing an Aux token beside your ship. Because the Tal'Kir was a blind booster it is not as readily available as the D'Kyr but they can be found for cheap on eBay.

(https://boardgamegeek.com/image/2298790/star-trek-attack-win...)



Admiral Q is another possibility, but he costs an Action and you take an Aux for each spead (1 straight = 1 Aux, 2 straight =2 Aux, etc.) Q also makes your captain skill -1 and only one ship can use his ability per turn. He isn't a bad option, but he has limits and not really in the Cardassian theme you wanted.

(https://boardgamegeek.com/thread/1391936/q-grand-prize-card-...)



Cardassians have good options for crew slots and they are generally limited to 2. However there are a few out of faction options if you want to take crew over tech.


The cheapest crew option is Romulan Helmsman from the Haakona. Disable to treat a red maneuver as a white. 2 point, 3 out of faction and he is NOT unique so you can put one on each ship.

(http://www.startrek.com/article/first-look-neca-wizkids-romu...)


Montgomery Scott from the Enterprise Refit (if you can find it). Disable to prevent an Aux OR Action + discard to repair 2 damage. He is pricy at 5 points, 6 out of faction.

(https://boardgamegeek.com/thread/1391936/q-grand-prize-card-...)



There is Sulu from the HMS Bounty expansion. Disable instead of placing an Aux token beside your ship after executing a red maneuver. 3 points in faction and 4 out.


There is also another Scotty in the pack that adds a weapon or tech and you can disable him to remove an Aux.

(http://wizkids.com/attackwing/2016/07/07/classic-storyline-m...)
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John Victor
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Admiral Q was the first thing I thought of. Especially if combined with an aux negation.

Nothing like spinning that 180 a full 180
 
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Franck Manzetti
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Lyon
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For Casual play :
Flagship : Independent - Dominion
+1 agility, hull, shields
After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.
Target Lock, Talent, Weapon
 
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Justin Hare
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Wow. I play them with no aux removal cards or dorsal weapons and don't find them to be bad. Maybe I've been lucky.

1)Run them lean. A lack of defense makes them die fast. Though 8HP helps.
2) Do not deploy them together. You want a spread. Maybe as pairs. Certainly not all of them tight together.
3) Start banking on the opening turn of combat or have the slightly turned already. This makes catching all the ships that flew past your fleet easier.
 
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Sodoff Baldrick
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Church14 wrote:
Wow. I play them with no aux removal cards or dorsal weapons and don't find them to be bad. Maybe I've been lucky.

1)Run them lean. A lack of defense makes them die fast. Though 8HP helps.
2) Do not deploy them together. You want a spread. Maybe as pairs. Certainly not all of them tight together.
3) Start banking on the opening turn of combat or have the slightly turned already. This makes catching all the ships that flew past your fleet easier.



It depends on what you are up against. Going against most Fed ships this isn't bad. A Romulan player that is good with sensor echo can get behind them. When Klingons get behind them it can be game over. 8 HP is nice but a naked Galor doesn't have much chance with a Klingon behind throwing 5-6 dice.


Fighters are also a nice way to cover the rears of Galors and Keldons. They also keep that Cadassian them.
 
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Justin Hare
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Last match I ran all Cardies was against a Picard/BioAlpha, Dukat/BioBeta, and Prototype 01 build at 120 SP.

I lost, but all he had left was the prototype. I mad certain to approach at funny angles. It kept him from focus firing and bought me some time to hit hard back.
 
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Brian Johnsen
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Church14 wrote:
3) Start banking on the opening turn of combat or have the slightly turned already. This makes catching all the ships that flew past your fleet easier.

This is an incredibly important point that most people miss, because they tend to just line up straight and joust. If you do that, a turn maneuver after the initial pass will most likely leave your opponent out of your arc. Practice weaving and you'll be able to pick off the ships that got behind you fairly easily.

Will Sanchez did an "Armchair Admiral" series of posts way back in the beginning, and https://www.boardgamegeek.com/thread/1077564/armchair-admira... illustrates this perfectly near the end of the article.
 
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