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)