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Star Trek Attack Wing - tabletop wargame

kjc733

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Ok, so NOW I'm not going to buy any more of these. I stumbled across the "must have" starship for Romulan players on sale (which was a surpise, in the UK some must have ships can be £50+, the Enterprise E for example is ridiculous on Amazon). This time it's the IRW Praetus, which is one of the ENT era BoPs.
The Praetus itself is nothing spectacular. It's stats are roughly on par with my NX ISS Avenger. It has one less evade point than the NX and no aft weapon arc, but it has superior maneuverability and has the option to cloak. In Attack Wing you usually need to have shields up in order to cloak (although they are disabled when actually cloaked) - as the Praetus has no shields you have to roll a die and risk damage every time you decide to cloak.
The big thing about the Praetus is that it has two tech slots available, which means it comes with some tech options. Now I have two different D'Ds and the Valdore and between them they have one tech slot, and the only option I have had to fill it is pretty mediocre - but now that has changed.
Now I have Polarized Hull Plating (reduces chances of taking a crit, useful, cheap, but nothing spectacular) and I have the Must Have card - Cloaked Mines.
Cloaked Mines are special for two reasons:
1. The area of effect is massive. Instead of just putting down a token and damaging any ship that runs over the token, this actually covers an area of range 1 around the token (and the token is about the size of two ships, so not small).
2. It only hurts enemy ships, not friendly. This makes them great area denial weapons.
In addition, unlike regular mines, they take up a tech slot and so don't count as weapons fire - you launch them at the start of the turn while planning movement (but they can't be dropped onto an enemy ship, unlike regular mines) and then after movement you are still able to use your weapons. Because of this I think they can also be deployed with the mothership remaining cloaked.
So, ship itself probably not useful except in period specific games, but the Cloaked Mines will be great to use, especially against other cloaked ships with no shields... Good bye pesky Klingon BoPs.
The model itself is quite good. It has a lot of physical panel detailing, but the paint job is just a single dark green for the hull with light green highlights for the nacelles and weapon ports.
 

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kjc733

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I was buying birthday presents for my sister and fell off the wagon (big time), so expect a few new ships over the coming weeks.

First up, the Olympic class USS Pasteur. If you look up mediocre in the dictionary it has a picture of this ship. It has an attack value of 1 and an evade value of 1, meaning its pretty lousy at combat.It is reasonably tough with hull and shield values of 5 and 4 respectively, but it is fast - but only in a straight line. It has no target lock ability, but then it can't mount secondary weapons anyway so it would be largely pointless. Its upgrades generally centre on upping the evade values, so I guess the intended role is a fleet support type ship (although you'd almost certainly be better off spending the points on another combat ship, so why bother?)

So kjc, why did you waste your money on it? Well, there was a sale on and it was 50% off with free delivery, meaning it didn't cost much. The other thing is that Attack Wing rules state that all alternate timeline ships (and the Pasteur was from All Good Things) count as the Mirror Universe faction. Which means I actually have one or two half decent crew upgrades for my Mirror Defiants. Last but not least, it also comes with three captains - Riker, Work and Crusher, again all "Mirror Universe" according to the rules of the game. And they don't suck quite as bad as the ISS Avenger captains. Riker for example allows you to do a scan and another basic ship action in a single turn. So my intent is to craft some better combinations for use on a twin Mirror Defiant fleet, which my gut tells me has some positively evil combinations.

As for the model, the Pasteur model is bad. It's waaaay out of scale (even by Attack Wing standards, it's as big as the Galaxy. It feels very poorly made, it feels very delicate which is not a sense you get with the other models. Whilst the molding has half decent detailing on it, they've not done a good job painting it. It's a flat blue with a half hearted attempt at adding escape pods (which don't align with the physical detail).

Hopefully my other acquisitions will be better.
 

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kjc733

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Well in the process of buying birthday (and Christmas :oops: ) presents I sort of fell off the wagon and ordered some more attack wing ships. The first one I ordered was the Pasteur, the last was a Jem'Hadar attack ship, marking the start of a new faction collection (d'oh). Bizarrely this and the Pasteur had free P&P,ye the one I paid £6.50 for (and didn't say how much it was until the last step of the payment process) has taken longer to arrive.

Anyway, the Attack Ship. The model is gorgeous, easily the best I've seen. The metallic purple with darker purple and burnt orange highlights is well done and the ship itself has good physical detail. The stats for the ship are... well a little meh. But then this isn't a big starship we're talking about, this is a small combat ship designed to operate as part of a pack, and the stats reflect this. 3 attack, 3 hull, 3 shield and 2 evade and only 22 points. It's not particularly fast, but it is quite agile with a lot of hard turns and a come about - which is the only red maneuver on the ship (forces aux power use and restricts what you can do next turn). The named ship action is quite good, it allows you to spend the action to boost your offense and defense dice. It's not a heavy hitter, but it is a trouble maker.

The secondary weapon options for the ship (the named can fit two, the generic only one) are both good, if pricy. Firstly it comes with photon torpedoes - this isn't unusual but unlike most other variants this has a range of 1 - 3, usually photon torpedoes can't be used at range 1 or plasma torpedoes can't be used at range 3 - it's a pain. This comes at the cost of the bonus stat (which varies), but I think I'd rather have the unrestricted range. The other weapon option is Phased Polaron Beam, which is range 1-2 an attack value 3 BUT it ignores shields. I see really annoyed faces in the future.

Sadly "expensive" seems to be the buzzword for the crew. The captains really aren't that good (although one is Weyoun). There are three crew options (of which only one can be mounted), each costs 5 points which is unusual. Two of those are to do with disabling upgrades on enemy ships, although one requires the discard of that crewmember (a 5pt discard just to remove an enemy upgrade from play - I think not!!). Klingons are also into boarding enemy ships and most of their disable/discard boarding options are only 2 or 3pts. The only one worth the value (in my opinion) is Omet'Iklan who allows you to score an automatic hit whenever you shoot. The other irritating thing about the crew is that they all explicitly state that they can only be used on Jem'Hadar ships. Note I said Jem'Hadar, not Dominion. The faction name is Dominion and also includes Cardassian and Breen (which I hope will arrive in the next day or two). This limits the ability to mix and match crews on ships of the same faction.

That''s it for today. Picture attached and hopefully I'll have a couple ore to do this week.
 

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kjc733

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Another ship to add to the Dominion corner, this time its the Breen battle cruiser the Gor Portas. This is quite a tough ship, it has 4 hull and 4 shields plus 2 evade. Whilst it's speed isn't great, it's quite agile at slower speeds and has a come about.
Its standard attack is about what you'd expect from a cruiser (3), but it's the upgrades which make this ship a nasty attacker. It has four (!!!) weapons upgrade slots and actually comes with four weapon upgrade cards. Two of those are the same Dominion torpedoes described in my Attack Ship review (cost 5, range 1-3 but no special stats). The other two are the "I win" cards, This ship comes with two Energy Dissipators. This is a nasty weapon:
- Target immediately disables all shields and decloaks.
- Target cannot raise shields this turn.
- Target cannot assign a maneuver next turn.
- During movement phase target performs a 1 fwd maneuver. After the move all the above conditions are cleared.
Now for the nasty part (yes, as if that wasn't nasty enough).
- If the attack hits you may immediately attack the same ship with another weapon.
And don't forget this ship can also pack those Dominion torpedoes which can hit at any range...
:eek:
Now we get to the ships unique trait... but first we need to interrupt this description with a brief lesson in game mechanics.

All ships have a innate primary weapon (the red number on the card). As long as the target is within the forward firing arc and within range three (although there are bonuses or penalties depending on range) you just roll the dice to hit and the target rolls for an evade (the green number).
Alternatively, the player can opt to launch a secondary weapon. This is a card which can only be assigned if the ship has a secondary weapon upgrade slot. Both the torpedoes and the energy dissipator are secondary weapons. Torpedoes have an additional requirement - you need a Target Lock. To form a Target Lock the target must be within range 3 (and uncloaked) and it costs an action. When you fire the torpedo, you lose the target lock and the torpedo card is also disabled, and it takes another action to re-enable the torpedo. So the sequence goes:
1. Ships move
2. Ship activates Target Lock
3. Ship fires Torpedo. Target Lock is removed and Torpedo is disabled.
4. Next round the Ship can reactivate the Target Lock.
5. Ship can't fire Torpedo as it's disabled (but it can fire the primary weapon).
6. Next round Ship can spend the action to re-enable the Torpedo.
7. Ship can lob a Torpedo, Torpedo is disabled again and Target Lock is removed.
All clear? Back to the ship...

The Breen cruiser ship trait is: Although you must be Target Locked on a ship to fire a Torpedo at it, you do not need to discard your Target Lock when doing so.
This is potentially huge as it means I can:

Round 1:
Target Lock the target
Disable the target using an Energy Dissipator.
Fire torpedoes at the unshielded target (torpedoes disabled).
Round 2:
Target Lock remains up so action can be spent re-enabling my torpedoes.
Disable target again with second energy dissipator (if equipped).
Fire more torpedoes at the target (torpedoes disabled).
Round 3:
Target Lock remains up so action can be spent re-enabling my Energy Dissipator
Disable target yet again...

You get the idea. The only reason this isn't hugely overpowered is that the Energy Dissipator only has a range of 1, making you potentially very predictable, and it's a 3 die attack meaning it's far from certain it will hit every time...

Continuing on, the two available captains are useful but unremarkable. The sole crewmember (the ship also has a single crew slot) is also useful, but it means using the action to initiate a scan in order to ensure a single hit. Is that worth losing the flow of recycling energy dissipators and torpedoes, who knows, possibly yes if used in conjunction with the dissipator.

I suspect this will be one of those ships that will have your opponents tearing their hair out in frustration - unless they manage to catch you in a cross fire. But even then it's a tough
ship with some nasty teeth at all ranges. Two sets of dominion torpedoes alone can cause serious damage and a three standard attack is nothing to be sneezed at.

The model isn't bad, the paint scheme is actually quite good but seems a little flat (but it is a small model so you can't expect much really). The only real flaw is that for some reason they've used bright blue plastic to create support around the peg attachment point. Not sure why, none of the other ships have it. But it always faces down so it's not a big drawback.
 

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kjc733

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Back to the Romulan Star Empire and the original Gal Gath'Thong Bird of Prey. And yes, the model does have a very nice bird painted on the underside. There's little in the way of physical detail, but it's a TOS era ship and there's not much to be had. It's very neatly painted though.

The ship itself is surprisingly good for a TOS era BoP. 2 attack, 2 defence, 3 hull and 2 shields, and it obviously comes with a cloak. The ship turns well and the only red maneuver is the come about. It comes with 2 secondary weapon slots and two crew slots, so all in all I'd say good value for 18pts, especially as its bonus feature allows you to fire Plasma torpedoes from cloak without needing a target lock. To me this is screaming "Hit and Run" tactics, especially as the weapon it comes with is a Nuclear Warhead (i.e. minefield).

It comes with "The" Romulan Commander, who is a 7pt captain (which is quite good) who has two ability slots and allows you to ignore initiative and attack first at the cost of the action and an Aux Power token - but with only the red come about that's not much of a hindrance. The two crew it comes with aren't that special and are quite costly for it, both are discards for a bonus.

The Captain Abilities are quite interesting, one allows you to actually reverse if cloaked (it's a single use discard though) and the other allows you to sacrifice an upgrade to force the opponent to roll three fewer dice in an attack - costly but possibly worth it in the right situation.

I've ordered one more ship, which I'll present when it arrives, and then I think I'm done as I'm spending too much money on a game I hardly ever play. Damn that OCD.
 

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kjc733

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That one more ship I ordered was the Enterprise E. This is a hard ship to get hold of an £20 was more than I'd normally be willing to pay, but I have seen it go for £75 on Ebay! But it comes with a code for STO so I figured what the hell.

After a month the supplier has admitted it got lost in the post. And they have no more in stock. So that's disappointing.
 

kjc733

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So it looks like it has been completely lost in the post, oh well.
I had a "quick" solo practice run today, two D'Ds and a Valdore against a mission "virtual" Scimitar (I'd love a proper one, but they're harder to get than the E-E!). After 3 hours I still lost. Oh well. On the plus side I am now well versed in the use of cloaking devices and the strengths of Romulan ships. Of course the weaknesses are that all the tech and crew cards require an action and its best to save actions for the cloak. But having played my sister whose Klingons like to bravely hide behind cloaks, I know that she isn't using them to the best of its ability.

Anyway, a picture of he complete fleet and the latest version of my fleet builder spreadsheet. Sorry for my poor camera skills, I have a few ships ;)
 

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Admiral*Alex

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I only have a few idea on how Star Trek: Attack Wing works, but you could get Eaglemoss ship models (which are amazing and at really good price - in US Dollars) and make your own cards based on on the Attack Wing cards or even make your own.
 

kjc733

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Eaglemoss models are a little on the large side (and yes I have a few of them, the Enterprise refit has pride of place on my mantelpiece). Those are about 15cm whereas the STAW ships are around 5cm. The other thing is that you need the counters for the ships as they show the firing arcs and you need the movement dials. At some point I'll find a picture of the bits that go with each ship.
But I have considered making my own cards, especially if I can get a Midway and a Seeker down to that scale.
 

kjc733

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The TMP refit, alongs side a K'Tinga which sadly isn't quite to scale
 

kjc733

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So the opportunity arose to get the Enterprise-E - so I did, plust an ISS Enterprise to get a few more cards for my Mirror faction (I'll do the ISS Enterprise next week).
The E-E is a big fast ship, not particularly agile at slow speeds. With hull and shields both 5pts each its tough and with a 5pt primary weapon it packs a punch. One tech, two weapon and two crew slots mean that it's not too badly rounded, but the ability (can fire torps without a target lock at the expense of an Aux Power token) isn't particularly helpful seeing as most torps are 5pts anyway. However it costs 32pts to play (or 30 for the unnamed version) - this is a lot of points and will make building a fleet difficult.
The level 8 Picard is different to the level 9 from the starter pack, allows an extra upgrade on the ship plus a guaranteed crit against targets of a named faction. It's good, but better than a free action every turn... not sure.
Riker is the star of the crew, provides an extra crew slot and allows the use of any crew/tech/captain ability as a free action (i.e. can do another action afterwards) - this could be powerful.
The Dorsal Phaser Array is the card everyone wants this ship for, it allows the use of the primary weapon (i.e. the red value on a card) in 360 degree arc at range 1-2, but it can only be fitted to ships with 4 hull or more which really limits the options for Fed ships (I'd love to fit it to the Defiant for example). I could see this being very useful on a Connie as they don't have rear arcs.
Image attached of the model. It's actually quite good and the paint scheme isn't bad either. Not sure why the went with the blue highlights but I quite like it. The underside of the secondary hull has no detailing whatsoever, its completely smooth, but you never see that side in play anyway.
 

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Rifraf

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Forgive my ignorance, but is this somewhat similar to the X-Wind miniatures game? Maybe some different concepts, but similar idea?
 

kjc733

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Yes, it is derived from the same basic mechanics.
 

kjc733

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Right, so my early birthday present to myself arrived. I found on shapeways a guy who prints starships in various scales including Attack Wing scale. So I got myself a TOS Constitution (to replace the tinyprise) and a Jem'Hadar attack ship (because you can't just use one!). Oh, and some adapter pegs to allow the use of micromachines on STAW stands.
Long story short, they are good models even at the small size used for STAW. I will probably shop there again, I'm even tempted to pass along my Seeker and Midway meshes as be damned if I can get them down to that sort of scale (still deciding).
Pictures attached.
The shop in question is Armadillo Miniatures by Coelian276. He answers questions and is willing to adapt ships and make packs to reduce costs.
 

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CABAL

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Customs are cool! Could do with a coat of paint, though. Anyway, if you're no longer constrained to official minis you could do all sorts of things!
 

kjc733

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I had forgotten about this thread. I was expecting to get a game or two in over Christmas but for various reasons it didn't happen. I did recieve a Delta Flyer which I'll do a writeup on at some point. Long and short though, the Flyer is all about the tech upgrades.

Rifraf mentioned X-Wing. Because my sister and her other half are also into their X-Wing I have been learning about it so I can make good gift selections (my sister was very pleased with her Scum ships). I've just found this demo video which explains the X-Wing mechanics. Attack Wing is very, very similar. A few things have different names (Stress = Aux Power, Focus = Battlestations), and ship captains are handled differently, but the whole shooting, defending, maneuvering and action mechanics are all the same.

 

kjc733

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So, the Delta Flyer. Firstly the model is probably the best I've seen yet. Despite being only about 1cm in length it has a lot of physical detail and the best paint job I've seen to date. Of course, it is only 1cm long!
The ship costs 20pts, which is the same as the USS Reliant. For that price it has 1 extra firepower (3pts), the same agility (2pts), one less hull (2pts) and the same shields (3pts). The Reliant has a 180degree fwd arc whereas the Delta Flyer has only a 90degree foward arc, but the Flyers special ability is that it can fire its primary (3pt) weapon from the aft 90deg arc, whereas Reliant can only expend secondary weapons from its aft arc. The Reliant gains +1 attack at range 1, but its not got a lot of health so it may not live to get there... The Flyer also can't do a Battlestations, which in my opinion should be your default action if you aren't doing anything special.
The Flyer is a shuttle, which means you can technically dock it - I haven't yet figured out how that works. As expected it also has some excellent maneuvering. There are no red maneuvers at all, it can do full turns at speed one and two, and even come abouts at speed 1 and 2. However it's slow and maxes out at 3.
The ship itself may be a nice filler, but it has some interesting upgrades in this pack.
The Captains aren't that good. Tuvok adds a tech upgrade for a discount and Paris allows you to up the speed to 4 for an aux power. Tuvok may get some use but I think Paris will just gather dust.
Crew upgrades aren't really much better. Torres can cancel a hit by disabling a shield and herself, which is ok but at 4pts there are better engineers out there. Seven allows you to perform a free Battlestation (which you need on the Flyer), but again its expensive at 4pts. As for Mr Kim... At the cost of your action you gain two evade tokens but at the cost of all defense dice - and he costs 3pts. Not a good card!
The tech upgrades however, now we are talking. My Fed cards so far lack decent tech upgrades, but the Flyer has three good ones. The 5pt Unimatrix Shields and 2 to your shield value (I see a super tank sovereign in my future mwhahaha) AND allow you to cancel two hits by disabling two shields if attacked by the Borg.
The 3pt Immersion Shielding adds 1pt to the shield value and allows you to reroll for damage if you hit an obstacle.
The 2pt Parametallic Hull Plating is actually ablative armour, discard the card to negate a hit. Single use but better than the alternative 2pt tech I have and not a bad last ditch get out of jail card.
Secondary weapons wise, meh, another lightweight photon torpedo and some photonic missiles. The missiles only do 3pts of damage max but if you hit they give the target an aux power token. Worth doing over just firing your standard weapon, there are probably better uses for three points.
So in summary, good tech upgrades and a decent little ship if you can't afford anything bigger. Personally I think I'd still lean towards taking the Reliant for its Battlestations and 180deg fwd arc though.
 

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kjc733

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I realised I hadn't put away my second Sovereign (yes I have two, this could get nasty) and thought I'd revisit my Federation build list. Just in case something had changed with the extra cards from it and the Flyer. Answer - not really. But it's an excuse to walk through a build description.

Rules for builds seem a bit less fixed for Attack Wing, and I've seen 120pt, 130pt and 150pt lists. When I play with my sister and her other half we aim at the 150pt list, although I try to make lists which are scaleable. But what I'll do here is a 150pt Federation list (although if anyone wants me to walk through another just ask).

I look for the following in a build:
  • Synergies between abilities within a single ship - I don't want to rely on the abilities of another ship in case it gets destroyed.
  • Increasing the dice quality or dice quantity. More dice means more chances, or I can improve the chance per dice. Personally I prefer to improve the odds with fewer dice (i.e. higher quality).
  • Survivability. Attack Wing tends more towards brute strength than X-Wing, so I want either more hit points or a means of repair (preferably repeatable). Or both.

So to start, three ships (it doesn't have to be three but I like the flexibility), what are they going to be. I like the TMP era ships. Why? Because they have a good compromise of hit points vs firing arc. For some reason Wizzkids seem to think that TNG era ships should have 90deg forward arcs but TMP and earlier get 180deg forward arcs. The wider the arc the more chance of being able to shoot each round. If I wanted tough I'd go Sovereign, but it's so expensive you can't really put much on it. So my preferred option is the USS Excelsior, a generic Excelsior, and the TMP Enterprise refit.

The USS Excelsior, 26pts, 3 attack, 1 defence, 5 hull, 4 shields, 3 crew slots, 1 tech slot, 1 weapon slot. Max speed 4, a 2 reverse (red), speed 2 and 3 hard turns (both red) and not a lot of green. Not the most agile of ships, but it has that 180deg forward arc and a 90deg rear arc for any secondary weapons. So you can potentially shoot in almost any direction. Sounds like a torpedo boat to me!

The USS Excelsior has the innate ability to perform a free Scan Action if there are no enemy ships within range 1. If you've been reading my X-Wing thread then you'll know that Free Actions are always good. Torpedoes also have a minimum range of 2, so I want to keep my distance from the bad guys anyway. So what synergises with a free scan every turn?

Step forward Mr Spock. If his ship has a Scan token he can convert all Battlestations roll results into hit results. Each red dice has 3 hits, 1 crit, 2 battlestations and 2 blank results. So for 5pts I go from a hit chance of 1:2 to 3:4 per dice, which is useful.

Anything else? Yep, Dmitri Valtane, if the ship has a Scan token, when attacking he gets to re-roll up to 2 attack dice. Combined with Spock I'll need to be really unlucky to miss!

I've decided that this ship is going to be a dedicated torpedo boat, and the nastiest torpedoes around are the Quantum Torpedoes. 6pts buys me 5 dice at range 2-3, and if any dice hits I automatically gain an extra hit (so potentially 6 damage - don't forget my re-rolls!!). The downside is the Action Economy, I need a Target Lock to fire and then it disables the torpedo which requires another action to re-enable. This is why torpedoes aren't popular in Attack Wing, they are expensive one shot wonders. So step forward Mr Lojur, 2pts, who I can disable instead of disabling my secondary weapon.

So that's 42pts spent to make a heavy hitter, I have 8 left. I want to keep my distance with this ship so initiative doesn't have to be critically important (it's nice, but not as critical as X-Wing). I also need some heals. So who's a nice cheap Captain, preferably with heals and an ability slot. It's got to be The Sisko. For 4pts and initiative value of 6 he gets to reroll a single attack or defence dice per round. Not a massive ability but every little helps, especially as the Excelsior is an easy target to hit.
With the remaining 4pts it therefore has to be The Needs of the Many to round out the ship. This is an ability which allows me to regain up to 3 shields but I have to sacrifice a 3pt or higher crew member. Sorry Valtane, no one liked you anyway.

So, in a single turn...
  • USS Excelsior gets a free Scan
  • My normal Action is to acquire a Target Lock
  • I use my 5 dice Quantum Torpedo
  • Valtane allows me to reroll up to two dice
  • Spock converts any Battlestation dice results to hits
  • I spend the Target Lock and instead of disabling the Torpedo I disable Lojur instead meaning I can use the torpedo again next round.

The generic Excelsior is almost the same as the USS Excelsior - 3 attack, 1 evade, 5 hull, 3 shields (i.e. one less), 2 crew (again, one less) , 1 tech, 1 secondary weapon, and no innate ability. While this ship will also carry a torpedo I don't have the dedicated cards to make it as effective as the USS Excelsior. Being generic there also isn't any specific ability I'm trying to align to. Therefore, the intent of this build will be to maximise the Action Economy.

Say hello to Captain Picard. There are two versions of Picard, TMP Picard allows you to automatically hit against a named faction which is fine if you are playing against a single faction. Games I play are usually three way. I prefer TNG Picard who gives me a Evade, Target Lock, Battlestations or Scan Action each round. He is 6pts and has initiative 9 (TMP Picard has 8).

My absolutely evil Free Action build then uses TMP Riker, 5pts. Riker adds an extra crew slot to the ship (so I now have the same as the USS Excelsior) and after moving I can disable Riker to gain a Free Action from either a Crew, Tech, Ability or Captain card. But Picards action lets him do one of four things, so if I use Riker to copy Picard I can now do two of them. But it gets better...

Hello Dr Crusher (TMP). For 3pts I can disable or discard Crusher instead of another crew member when an Action is performed. So instead of disabling Riker I can disable Crusher.
And as this build is all about disabling crew I've thrown in TMP McCoy, 2pts, who allows me to spend an Action to re-enable two crew.

For those who were having difficulty following, here's an example...
  • Ship moves
  • Riker triggers and I use him to perform any of the four listed actions on Picards card (e.g. Target Lock)
  • Instead of disabling Riker, I instead disable Crusher
  • I now perform Picards Free Action (e.g. Battlestations)
  • I now have my remaining Action (e.g. Evade)
  • Next Round
  • Ship Moves
  • Riker triggers and is disabled
  • Picard triggers
  • I use McCoy to re-enable Crusher and Riker
That's a lot of Actions in two turns.
Round this off with a 5pt 5 dice Photon Torpedo, which takes me to 45pts, and then 5pts for an ability. Probably Cheat Death as I have no heals and that allows me to keep the ship on the board with 1 hull after it's been destroyed. If I wanted to go attack heavy, Fire At Will could be an alternative (use primary and secondary weapons on the same turn against different targets), or maybe a tech upgrade to boost the shields.

Last ship, the TMP USS Enterprise. I've found it tough coming up with a third ship on a Fed list, I have four pages of Fed builds, most of them twin Excelsior and a third. But the 180deg fire arc on the older ships keeps winning me over.

The TMP Enterprise costs 24pts and has 3 attack, 1 evade, 4 hull and 4 shield (pretty similar to the generic Excelsior). It has 4 crew slots, 1 weapon slot, similar turns to the Excelsior except more green and the two hard turns are white. The Action (and it isn't a free Action) is that for each shield disabled this round I can gain +1 attack on the primary weapon. I can disable up to two maximum, and disabled shields always come back at the end of the round (unlike destroyed shields). So a situational attack boost. Unfortunately it has no aft firing arc.

Because there is no aft arc I'm not making this a torpedo boat. Instead I want options so I can use this ship to support the two Excelsiors. It's the Enterprise, it has to be commanded by Kirk.
TMP Kirk is very situational (disables an upgrade at range 1). TOS Kirk has initiative value of 9 and can take two abilities which are hidden from view. This means your opponent doesnt know what Kirk can do. Also, those abilities (whatever they are) cost 3pts each, so it's best to pick two really good ones to get the value out of them. So that's 12pts (6 for Kirk, 6 for the two abilities).

Next, not wasting torpedoes with no aft arc, but I will use a Dorsal Phaser Array. This provides 360deg coverage, range 1-2, has the same value as the ships main weapon (3 in this case) and costs attack value + 1 (4pts here). So if I get in close I can brawl.

That only leaves be 10pts to spread across 4 possible crew slots. I could use fewer, but quite frankly there aren't a lot of stand out Must Have crew which I haven't already used.

The Enterprise only has three attack dice (unless I sacrifice shields). I need to make them count and my best remaining option is TMP Chekov (3pts) who allows me to re-roll blanks but gets disabled for it.

Next up is TOS Sulu (3pts) who as an Action adds 2 evade for the remainder of the turn and allows me to convert a battlestations result n the defence die to an evade. A good crewmember except he costs an action.

For my heal I'd normally be eying up Scotty, but he costs 5pts. Instead I went with Kyle (2pts) who as an Action (!!!!) allows me to repair 1 shield IF I performed a green maneuver (and Enterprise has a few of those) and IF I reduce my attack value by two that round. Again its situational, but most other heal cards are discards or just cost too much.

To ensure the ship runs properly, Kirk needs his coffee. That means Janice Rand (2pts), who if discarded lets Kirk use either of his abilities as a free Action. Now this is only useful if you pick an ability that requires an action to use, if it's a free action it's a waste of 2pts.

The two default abilities I've gone with are Cheat Death (as I have two of them) and Feint, which is an Action which fores a targeted ship at range 2-3 to roll two less defence dice. This works with Kirk because he's high initiative and so moves last, if it had been on (for example) Sisko, he may spend the action to use the ability, and then the target moves out of weapons range. But there are other alternatives.

So my Kirk Knockout Blow build works like this:
  • Ship Moves (probably last as Kirk has high initiative)
  • Janice Rand allows Feint to be used for free (-2 defence dice on the target)
  • As my Action, Enterprise disables two shields to boost attack value to 5 dice
  • Chekov allows the re-roll of any blank
  • For the rest of the game Sulu uses his mad skills to keep the ship afloat
  • If the ship is destroyed Cheat Death brings it back and Kyle slowly repairs the shields as the Enterprise limps away
So that's my go to Fed build. I've actually spent a lot of time refining Attack Wing builds and I have ten pages of them (Fed, Romulan, Klink, Dominion and Borg) :rolleyes:
 

kjc733

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Sister got me some more attack wing for Xmas... this was just a Deep Cuts model that they painted, but I managed to pick up the template and cards off EBay. Stats wise it feels a little light on hull and shields to me, but not played it yet so who knows.

The model is massive! It's about 13" across, I have no idea where I'm going to put it. The physical detail is astounding. Apparently they didn't paint a base colour, which took me by surprise as it's not bad. They did however give it a wash and painted the highlights.
 

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Hellkite

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I well hung mine up but mine is the Playmates toys light and sound model from the 90's
15.5 " across and it's 15.2 inches tall

this one
ConTFA9VMAETiDJ.jpg

this version the docking arms come off for storage makes it easier to store
 

Majestic

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I well hung mine up but mine is the Playmates toys light and sound model from the 90's
15.5 " across and it's 15.2 inches tall

this one
View attachment 16354

this version the docking arms come off for storage makes it easier to store
I so wanted that as a kid. I did get Voyager though. I still have it.
 

Hellkite

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I have Voyager that and 15+ others in all .

My mother bought them while I was stationed overseas she real did not know what to get me for X mass and my birthday's so she got them for me knowing I like Star Trek I have all of them they ever made even the target and toy r us exclusives.

but let us not derail Kjc tread
 
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