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Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Little toy spaceship rassenhygiene is some stupid poo poo to enforce on the game. Sorry your TO is a dumb moron. Congrats on the victory though.

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Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



http://wizkidsgames.com/blog/2014/04/01/star-trek-attack-wing-wave-4-preview-bioship-alpha/

These dumb-looking CG spacemonsters gonna be bringing that pain.

And now we know that the helix icon already spoiled on the sphere is "Regeneration." Get rid of a hull damage (crit or face down) as an action, no attack this turn.

banned from Starbucks
Jul 18, 2004




wanna see that bioship dial.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Okay!

http://cf.geekdo-images.com/images/pic1977245_lg.jpg

Basically a Klingon maneuver dial, which is nimble as gently caress for those stats.

I'm really glad all the upgrades are proprietary to the Species and self-contained. I thought they were corny as poo poo in Voyager, and didn't really want to bother with this expansion. And since none of the poo poo is poachable, I don't have to.

banned from Starbucks
Jul 18, 2004




Wow kinda glad I didnt get a JemHadar now (or any wave 3 ship).

Jonas Albrecht
Jun 7, 2012


I've been trying for awhile now to figure out what to do with the Breen. The way the game usually plays out, cloaking prevents target locks, making photon torpedoes a bad investment. That leaves their other claim to fame: Energy Dissipators.

Resource: Flagship Independent (Klingon) (10)

Rav Laerst (26)
Thot Pran (5)
Flagship (0)
Mr. Spock (6)
Energy Dissipator (5)
Energy Dissipator (5)
Ship SP: 47

Jem'Hadar Battleship (34)
Gul Dukat (5)
Boheeka (2)
Ixtana'Rax (2)
Ship SP: 43

Total Build SP: 100

I figure I can make the battleship a big ol' target so that the Laert gets less attention. The Breen ship hits em, and sends them right into the jaws of a 6 dice attack.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



I like it in theory. The Breen ship is pretty maneuverable, and the battleship is fast, so you can do like a pincer move.

I'm starting to share your trepidation about the stupid Bioship just becoming the new Picard Boat and making the whole meta stupid.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



http://www.startrek.com/article/first-look-attack-wing-expansion

They used the low-res expansion images because they love to tease us nerds, but you can make out some tantalizing details.

Janeway is Skill 8. Suck it misogynist ubernerds who hated her "mannish voice." Chocotaco is skill 5.

Something funky going on with Borg captain skill values...

A 10 die secondary with Voyager. My money is on Transphasic Torpedos and just maybe a reason for hardcore Fedheds to pick up a second expansion.

Dial with 6 full ahead and no read maneuvers.

Gropey C
Feb 26, 2004

Groping one generation at a time
yeah I noticed that too, hard 2 or 3 turns that are white, 6 forward plus the stats are decent. Did this just become the goto fed ship...probably

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



The upgrades might force me to double up.

banned from Starbucks
Jul 18, 2004




Is there any crew that adds a weapon slot to a ship? I got a Bajoran scout ship from op6 and the dial is pretty great but everything else about it sucks and it only has crew slots. I wanted to turn it into a cheap(ish) missile boat type thing.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



zVxTeflon posted:

Is there any crew that adds a weapon slot to a ship? I got a Bajoran scout ship from op6 and the dial is pretty great but everything else about it sucks and it only has crew slots. I wanted to turn it into a cheap(ish) missile boat type thing.

Your options at the present are:
(1) Put a bird flagship on it!
(2) Run Tahna Los or Styles as the captain, then add the Cold Storage upgrade from the Rav Laerst expansion. Basically adding a tech slot and then using that tech slot to add two weapon slots.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



http://www.startrek.com/article/borg-sphere-expansion

I like it. It seems potent but the mechanics are thematic and esoteric enough that it would be fun to fly against. I think I'd actually enjoy running Feds and the way it looks like trying to wrestle free of the tractor beam would work.

I think one counter to these kinds of ships are going to be the torpedo fleets of little destroyers that thusfar haven't been that hot. 4 Mirandas sporting quantums could probably buttfuck this thing pretty hard, all else being equal. The go-to 2 ship Fed builds might get rolled badly with the massive primary and the cutting beam shenanigans.

Jonas Albrecht
Jun 7, 2012


Man, I wonder how the Dominion War waves are going to stack up against this new killer breed.

banned from Starbucks
Jul 18, 2004




I imagine lots of tetryon emissions being used on these borg ships.

sukhoi_vegas
Apr 8, 2014
I must have the Excelsior! Can anyone tell me how it performs?

Jonas Albrecht
Jun 7, 2012


sukhoi_vegas posted:

I must have the Excelsior! Can anyone tell me how it performs?

Consistently well enough to make it one of the most popular Federation ships.

EDIT: To elaborate, the Excelsior has good stats, a wide forward firing arc, a variety of upgrade slots, a great ability on the named version, and the cards that come with it are nice.

Jonas Albrecht fucked around with this message at 09:21 on Apr 8, 2014

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Its in my top three, with the D and Defiant. Sadly her captain just isn't that great, but everything else is solid.

Jonas Albrecht
Jun 7, 2012


I think my favorite combo to come out of this wave is going to be Tahna Los and Feedback Pulse.

sukhoi_vegas
Apr 8, 2014

Jonas Albrecht posted:

Consistently well enough to make it one of the most popular Federation ships.

EDIT: To elaborate, the Excelsior has good stats, a wide forward firing arc, a variety of upgrade slots, a great ability on the named version, and the cards that come with it are nice.

Thanks for that, I always liked the general design of the Excelsior, satisfying to know it won't be a disappointment on the table. Although I will insist it tries to transwarp into any battle, then look dejected as the drive fails, yet again.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



sukhoi_vegas posted:

Thanks for that, I always liked the general design of the Excelsior, satisfying to know it won't be a disappointment on the table. Although I will insist it tries to transwarp into any battle, then look dejected as the drive fails, yet again.

No joke I had a Romulan player throwing up his hands and complaining when my transwarp mugging build beat him because "it never worked in the show or movies."

But yeah, throw Picard, Scotty, and Spock or Valtane on the thing with some 5-die photon (or if you have them quantum) torpedoes and you're going to have some fun times.

I really, really want to see Voyager spoiled. Now that I see how cutting beam works, I'm pretty sure they're going to make Transphasic torpedoes a discard. Which would be a hugely expensive oneshot, for sure.

Jonas Albrecht
Jun 7, 2012


Voyager's up.

http://www.startrek.com/article/first-look-u-s-s-voyager-for-attack-wing

No lie, I think this wave is going to be an issue.

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell
Ugh, Harry Kim actually has a reason to exist. Thumbs down.

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Ship itself: Definitely top tier. Enterprise D's ability with an extra die at the cost of aux power isn't too shabby, first ship with a natural six ahead maneuver, and it's white. Between the 4 primary and 2 evade and the solid durability, and arguably better dial; this is a contender to replace the D in a lot of builds.

Janeway: Definitely a solid captain, though she's going to need some kind of aux power management. I'd need to playtest her to tell if she's "top tier," but doubling up on tokens allows for like Spock AND Valtane, plus the cumulative minus two green dice. Weirdly enough I see her performing really well on the Constitution Class Enterprise, where she can wrack up aux tokens all day long and still use her ability.

Chakotay: Definitely a great action economy ability for a low-cost captain, he can facilate for example a Scotty-Sulu turn. However that's going to cost you firing initiative and the action to ready him, so it's a situational boon but with all the great Fed action-hungry crew there's probably some good combos out there.

Seven: Interesting, but conditional. Against a Klingon fleet that just wants to blast you with 5 die primaries she's wasted points. Then again, if I'm reading what the adaptation token is, it could also be a great hedge against Feedback Wave and such.

The Doctor: Looks like a decent mid-tier crew with good in-expansion synergies.

Paris: Potentially instant top-tier. My reservation with taking Sulu is that he messes with the action economy I'd rather use to kill other ships. Paris giving a similar passive boon at a reasonable cost is an excellent defensive upgrade.

Tuvok: As much as Feds love their secondaries, he's definitely got a place. the fact that he's 5 points for a really modest bump and that he requires an action to re-ready for another salvo probably puts him mid-tier at best, though.

Torres: Her ability doesn't make her an auto-include, but in the Federation being able to trade a crew slot to add a weapon and tech is going to add a lot of flexibility, particularly to wave 0 ships.

Harry Kim: I'd say mid-tier. More shield repair options is great, and a no-fuss no forfeited attack dice one is handy, though as a disable he's action-intensive.

Photon Torpedoes: Not much to say here, same torpedoes we've seen for 24th century ships since wave 0.

Transphasic Torpedoes: That "10" sure is an intimidating number, but 10 points for a single-use secondary is too rich for my blood, particularly in a metagame environment with so much attack cancellation.

Ablative Armor: If I'm reading how the token works right, a great defensive tech. Shame that like the torps it's USS Voyager only, but then again that saves on having to buy multiple expansions for the upgrades.

Bio-Neural Circuitry: I'm not a fan of all-or-nothing re-rolls, and 5 points and a tech slot for one is not thrilling to me. That said the "for any reason" rider means among other things this can be used for a second chance on a Warp Core Breech roll.

Chekov: Comes in the Reliant Expansion, but Goddamn if he doesn't have a great new potential home between Janeway, Tuvok, the ships special ability, and this ship's maneuver dial. Take a six ahead and still clear an aux? Don't mind if I do.

Owlbear Camus fucked around with this message at 18:59 on Apr 9, 2014

Jonas Albrecht
Jun 7, 2012


Here's my current plan. Might swap out Picard for a Donatra/Terrel escort to make the bioship a more tantalizing target.

Bioship Alpha 38pts
-Captain Jean-Luc Picard 7pts


Species 8472 Bioship 36pts
-Tahna Los 4pts
-Feedback Pulse 4pts
-Independant Flagship (Romulan) 10pts

99pts

Jonas Albrecht fucked around with this message at 19:17 on Apr 9, 2014

banned from Starbucks
Jul 18, 2004




Oh cool Belanna Torres. I can turn my Bajoran prize ship into an agile missile boat which, I guess means nothing now that the borg are out. :saddowns:

Jonas Albrecht
Jun 7, 2012


I'm annoyed that Weyoun 6 has killed the single ship build before it even existed, but none the less...

Voyager 30pts
Idependant Flagship (klingon) 10pts
Picard 6pts
Torres 4pts
Ablative Armor 10pts
Ablative Armor 10pts
Ablative Armor 10pts
Transphasic Torpedoes 10pts
Transphasic Torpedoes 10pts

Gropey C
Feb 26, 2004

Groping one generation at a time
So what happens to ablative armor or hull when used with reinforcements (sideboard) and swapping them out. I can totally forsee that being abused as gently caress on voyager

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

Gropey C posted:

So what happens to ablative armor or hull when used with reinforcements (sideboard) and swapping them out. I can totally forsee that being abused as gently caress on voyager

It's not a type of card the sideboard supports, so they sidestepped that issue

Gropey C
Feb 26, 2004

Groping one generation at a time
how is not a type? the federation one is tech. Guessing we'll have to wait to see the actual token rule to see and then get a clarification.

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

Gropey C posted:

how is not a type? the federation one is tech. Guessing we'll have to wait to see the actual token rule to see and then get a clarification.

I'm not sure why the token would go away if the tech that created it does?

The Borg one is some weirdo Borg-tech icon, not one of the slots on the sideboard

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Gropey C posted:

So what happens to ablative armor or hull when used with reinforcements (sideboard) and swapping them out. I can totally forsee that being abused as gently caress on voyager

That is actually a really fuckin' good question for the FAQ.

Voyager with it's 10-point upgrades might be a good case for dusting off the old reinforcement sideboard.

Owlbear Camus fucked around with this message at 18:51 on Apr 14, 2014

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell
I'm not seeing the potential for abuse? If you take the generator off your ship, wouldn't you have no way to remove the token and this raise your shields? I guess i haven't seen the rules card for the ablative shield token...

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Sir DonkeyPunch posted:

I'm not seeing the potential for abuse? If you take the generator off your ship, wouldn't you have no way to remove the token and this raise your shields? I guess i haven't seen the rules card for the ablative shield token...



I don't know if it's "abuse" so much as "a weird interaction."

You you activate the AG and get an AGT next to Voyager. You take let's just say two damage and put it under the card. Next turn you spend your action shuffling the card over to the Reinforcement Sideboard.

What happens to the damage under the card? Does it stay with it when it goes to the sideboard? (Probably, but worth a FAQ clarification)

What happens with further incoming damage? You still have the AGT next to your ship, but no AG upgrade on the ship to put the damage under. The first step is clear, convert [crits] to [hits]. Then you go and look for the AG to put the cards under, and it's not there, it's on the sideboard. Do they go to the hull, now?

Or do you just add an errata to the AGT card that if the AG is removed from your ship you lose the AGT?

For that matter, someone assimilating or otherwise stealing the AG while you have an active AGT presents a weird scenario.

Jonas Albrecht
Jun 7, 2012


Sir DonkeyPunch posted:

I'm not seeing the potential for abuse? If you take the generator off your ship, wouldn't you have no way to remove the token and this raise your shields? I guess i haven't seen the rules card for the ablative shield token...

http://boardgamegeek.com/thread/1154609/wave-4-out-in-nc-voyager-spoiler-pics

That stuff is here.

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell
Thanks. Didn't realize the damage was supposed to follow the generator around. That definitely has a lot of potential for weirdness.

Gropey C
Feb 26, 2004

Groping one generation at a time
the potential weirdness is game effects are removed from the card when it's sent to the sideboard. This actually removes disabled, critical hits from things, so I'm not sure if it will remove the damage cards from underneath the AGT. I suspect with the vagueness of wording Parks will likely rule in favor of no abuse, but yeah can you imagine just stacking a second AG in your reinforcement and toggling between them? I MEAN COME ON!

Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Resource: Flagship Independent (Klingon) (10)

U.S.S Enterprise (22)
Kathryn Janeway (5)
Flagship (0)
Disobey Orders (2)
Disobey Orders (2)
Tom Paris (4)
Dmitri Valtane (3)
Mr. Spock (5)
Ship SP: 43

Independent Klingon Flagship gives us the scan action from the action bar as a free action. Whenever we have a shot we can turn it into a double-scan with Janeway. Whenever we may come under fire we can use our standard action to double-evade. Double-scanning fuels some quality dice fixing between Spock and Valtane. Granted we're just throwing our 4 primary out there, but between the reroll, BS conversion, and -2 evade, it's four quality dice.

Tom Paris puts us up to 3 evade dice, not too shabby. Not essential to the core theme, but I think he works nicely here with his simple, useful, and most importantly passive ability. As I mentioned we can double evade when we're going to be under fire. In a clutch we have Disobey orders, which we can spend to instantly convert a scan that already benefitted us during our attack into either a battlestations or another evade, whichever will prevent more damage (the wording on Disobey lets us do it once we see how the evade roll turned out.)

Using this to generate 4 tokens per turn will result in a pile of auxiliary power tokens, but our abilities are all passive and with the Enterprise's text the only net effect is locking us out of tight 3's and full astern, which is regrettable-- but by no means crippling with our wide firing arc. If we're really worried about it there's an open slot we can put Chekov into to help clear the tokens off a little more freely.

And there's 47 points left for another ship to benefit from the flagship ability, and potentially provide additional support/buffs back to the Enterprise. Donatra wouldn't be a bad call to boost us up to 5 dice on the Enterprise. Here's one way to keep it in the Fed family and benefit form the flagship ability:

Miranda Class (18)
Federation Captain (0)
Photon Torpedoes (5)
Ship SP: 23

Miranda Class (18)
Clark Terrell (1)
Photon Torpedoes (5)
Ship SP: 24

Total Build SP: 100

Jonas Albrecht
Jun 7, 2012


That double scan is going to pound away a lot of ship agility, I wish you had room for a weapon to take advantage of that.

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Owlbear Camus
Jan 3, 2013

Maybe this guy that flies is just sort of passing through, you know?



Jonas Albrecht posted:

That double scan is going to pound away a lot of ship agility, I wish you had room for a weapon to take advantage of that.

The problem with putting a lock-dependent weapon on this is that it's going to gently caress up the action flow. As would Scotty or basically any other card that uses my action. All this build wants to do is double-scan, double-evade, and laugh at the pile of aux tokens it racks up doing so.

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