Captain’s Log: Star Date 12 (I’m not good at counting); We find ourselves in peril. What had been billed as the largest War Games exercises to be held in quite some time has turned to live combat. Fortunately, the Vulcans appear to be on our side.
This past weekend, we had a change of pace event for Star Trek: Attack Wing. A group of players that normally sticks to the scenarios provided by Wizkids threw it all out the window, and held a three round event with larger than normal fleets, semi-random sector conditions, and a small custom twist on the event.
The twist: Each player, in order of arrival, would choose a faction to represent, and must include a ship of that faction with a captain of that faction to serve as their event flagship. That flagship would have a short list of extra abilities that could be used to the benefit of the fleet. The flagship was given a list of abilities that it could spend 6 tokens on, ranging from 1 token to repair a friendly hull or shield point, to 3 tokens to force a reroll of any number of the opponent’s dice. Each token was worth 5 bonus points if unspent, but also was worth points to the opposition if unspent and the ship was lost.
Including that ship, players would have 200 points to build their force, up to 20 of which could be resources, and no more than 60 of which could be dedicated to a single ship. The game was to be played on a 6’x3′ surface, so there was going to be lots of room to move around, but we also had an extra 5-10 minutes (I forget which) added to each round to have time to close that gap.
Arriving a little late wasn’t a big deal to me, as I’m the only player I know that understands the power of Vulcan ships, and I was sure that I could have them as my choice for a faction to represent. Sure enough, they were still available when I arrived, and I was largely able to field my force as planned. I wanted to field a second Kazon ship but neglected to bring it, so some last minute substitutions were in order, and I brought more Federation ships than originally intended.
Fleet Captain Independent (Dominion) – 5
Counter Attack Die – 5
Flagship Independent (Klingon) – 10
Tal’Kir – 26 (RiF blind boosters)
Cloaked Mines – 3 (I.R.W. Praetus)
Relora-Sankur – 26 (RiF blind boosters)
Donatra – 5 (I.R.W. Valdore)
Blockade – 1 (Dominion War OP6 Prize)
Subspace Beacon – 5
There may be something slightly out of place in the build, but it’s pretty close. I’ve been really happy with my Vulcans, in previous events and wanted to expand upon the theme: Decently sturdy (read: requires just over a single Borg attack to destroy), 180 firing arc, and can take both Battlestation and Target Lock actions to modify attacks. Add in a dash of fleet boosting effects (like Donatra and Terrell), and it had to be a recipe for success.
Giant Borg Cube
List Commentary: I’m not entirely sure what else was on my opponent’s ships, or how that comes up to 200 points, yet stays within the constraints of the scenario. But thanks to my last second changes due to the missing second Kazon ship, I was scrambling just to get my forces onto the table and not delay our start.
I lucked out, winning a roll-off to pick sector conditions randomly (odd), and then randomly pulling the 1-in-5 chance to choose the sector condition (makes more sense now I suppose), between the 3 standard conditions, a custom one, or forgoing them all together. Knowing how badly it can hurt the Borg, and knowing that my ships wouldn’t be as vulnerable to it, I chose “Energy Flux” (1/4 chance to cut the attacker’s base attack dice in half before rolling dice).
In my aforementioned hurry, I messed up my formation in this first game, and had the two flagships reversed. It took a lot of shuffling around to get that fixed, but I wanted the prize ship in the back. I had plenty of time to do so, as the battlefield was far too big for the event, a 6’x3′ play surface, with two planets in the middle of the map, 16″ (or “Range 4”, if you prefer) apart. With the ponderous movements of the Borg around the planet, I wasn’t worried about being rushed. So a few intentional bumps and reverses and such later, I was happy with my formation and moving forward.
With the Giant Cube and the Octahedron moving over in front of my fleet, my opponent brought his Tactical Cube down the flank. The last thing I wanted was to let him in behind me, so I danced around a little bit more, alternating between reverse and forward moves. Just before it appeared that we would engage, I dropped my cloaked mines in the direction of the Tactical Cube, and backed up, hoping for either free damage on multiple ships, or to catch only one ship in range (you would think I would have a reputation for such moves by now in this group).
With all the shuffling going on, we probably shouldn’t have been surprised (but we were) to hear that there was about 15 minutes left in the match, and we had yet to roll any dice! I bluffed that I was okay with a draw, and set my dials. The following turn, the Giant Cube was still out of range, but everything else finally got to shoot. The Borg didn’t handle the Energy Flux well, though, and both attacks were cut in half, leaving the Tal’Kir damaged but alive. Meanwhile, I poured shot after shot into the Tactical Cube, stripping away its’ shields, armor, and starting in on its’ hull.
The next turn turned out to be our last, and I made it count. Kira Nerys put in some heavy duty lifting, handing out Target Locks all around the fleet, while everyone loaded up on Battlestations with their standard actions. I lost the Tal’Kir this round, with the Giant Cube finally bringing its’ guns to bear, but it’s cost was less than half of the Cube that was taken down in the process. A few more shots cleared most of the shields off of Queen Vessel Prime, but we stopped since time had been called and I had less dice remaining than he had health.
Klingon Flagship resource
Riker – (OP Prize)
B’Rel Class (OP Prize)
B’Rel Class (OP Prize)
Vor’Cha class (Starter)
I.K.S. Maht-H’A (Starter)
List Commentary: I’m not entirely sure who is who around the Klingon fleet, I don’t play against them often. Worf, Gowron, and Martok, were definitely all in there somewhere. This seemed like it was going to be a tough fight, very similar to my “throw lots of ships out there with buffs on them” concept.
Sector condition: Energy Flux, pulled randomly this time.
Having learned my lesson last round, and knowing it would take a while to move six ships on both sides of the table, I didn’t delay as much this game, and I targeted the center point of the map as the engagement zone, right between the planets. This seemed logical (there’s that inner Vulcan going to work) because all deployment zones got moved up towards the center as a result of the low amount of combat in the first round. It would be hard to disguise a flank attack in this case. We both banked in towards the center at the same time, right out of the gate. I followed that up by backing up for one turn, pulling the Klingons forward but not engaging yet.
Then it was too late for the enemy to go around either planet and still get in several rounds of combat, and I dropped out my Cloaked Mines right in his way as I moved into firing position. We traded a couple of long range shots with our lead ships, to little effect.
The enemy panicked at the thought of entering the mine field, which meant several ships were out of position, and wouldn’t ever fire in the game. This also gave me a beautiful turn of fire into the enemy’s flank.
The Regent’s Vessel took the Enterprise down with it, but I was able to atomize several ships, and came out way ahead in the exchange. I couldn’t get them all before time was called, but I got close.
List Commentary: I hate that I’m missing a few cards from this build, because it was genuinely interesting. On first glance, you wouldn’t think that these ships would work well together, but they certainly do. There was no way I could let that Gor Portas get near my fleet. Between the scan, the Breen Aide conversion, and 3 actions per turn (standard, Martok, and Flagship free action), plus Donatra to help out, it would likely kill a ship per turn on its’ own by bringing down the shields and then laying into the hull with a follow-up attack. The remainder of the fleet had enough firepower to seriously dent a second ship each turn.
Sector Condition: Meteor Storm. I actually pulled the “take your pick” card again, but I jokingly said that I might need to take the Meteor Storm to make things more fair, and he held me to it.
I had my deployment and approach figured out this time around, so things looked really familiar. The standardized terrain placement along with large starting distance between the fleets meant that I didn’t really have to react to much. I’d like to re-do this so that I end up with my AoE buffs in range of everyone still even after turning the formation, but by and large I like how things worked out. Just like before, mines were dropped between the planets after it was too late to go around, and my less valuable Federation ships took the brunt of the first attacks.
This is where the ridiculous amount of firepower in the list comes in handy. When the two fleets clashed, positioning saved me from a shot or two, leaving one of my Fed ships with a sliver of health remaining. But going back the other way, I cleared the Scimitar on the last shot of the turn. His dice weren’t bad, and there’s a lot of cloaked hull to chew through there, but six separate shots will eventually get something through.
Having taken lots of damage from the meteors, spread around my fleet, I knew something would be going down, and sure enough, the fighters and Klingons took out the Enterprise. But concentrated fire from the rest of the fleet took out the Gor Portas just as time was called, and this was another solid, if incomplete, win.
6’x3′ is waaaay too big for 200 points. And Vulcans do really well in a swarm. My pick of blind booster ships for winning the (low entry fee) event? Another D’Kyr, for my improved Vulcan build to be used the next time we run such an event. It was only logical.
— The Tabletop General