In
my next installment, I want to focus on a List built around Engage. I'm
very intrigued by the possibilities here. I think there are a few ways
that you can create a list based around Engage, and want to explore that
in this series of articles.
Currently, the meta is filled with Klingon Attack
Builds. These builds are easy to pilot, but have a few vulnerabilities
that you can exploit if you can move around them. Doing so involves
movement shenanigans, and Engage Builds are made to provide the most
effective movement shenanigans possible.
So, to begin, you have to decide whether you want one
independent ship with Engage, or multiples. Right now, I'm going to
build around Engage being on every single ship in the fleet. This also
means that the fleet is going to be 2 ships strong, instead of 3 ships
strong. You could go for a Hybrid build, but as you'll see, the first
ship with Engage is going to cost a LOT of points, and you'll be left
with 50pts for 2 ships- which is probably too few.
Building around Engage, you want to consider a few
things right off the bat- Synergy between the ships is going to be very
hard. You'll be dealing with a lot of decisions in the movement phase
and you don't want to have to take into consideration another of your
ships when moving- it creates too many moving parts. You want both ships
to be reasonably independent of each other, both able to deal a lot of
damage and get out of arcs asap.
I think this will be a no brainer, but the Engage
works best on a ship with a large firing arc. To that end, the
Enterprise D is the absolute best ship for Engage to be on for a number
of reasons.
1. The Enterprise D has a straight ahead 3- this
allows it to leap front a set of ships, essentially moving a 7 in one
turn- Moving 3 and then moving another 3 (which is a longer move than a
move 6 since you get to stop in between the two moves).
2. The Enterprise D has a 360 firing arc- you can
move 3 and then move 3 and get behind a ship and still fire your 360 arc
weapon and likely get a +1 attack die for being at range 1.
3. The Enterprise D has enough utility slots that it can manage the
large amount of upgrades necessary to make this work effectively.
4.
While the rest of the movement dial is not that great, slight 1 greens
are still fantastic for getting out of a tough spot and their usefulness
is improved by the 360 degree arc.
5. Rear Firing Arc in case you want to bring
antimatter mines- which are going to be great with this build if you can
get behind the opposing ships.
Having
established the Enterprise D as a great ship to build off of, we have to
decide which Captain is going to pilot the thing. The Captain needs to
have a pilot skill, so you're going to have to spend a fair amount of
points here. You clearly want Picard for his flexibility in terms of
actions. Another important aspect of this build will be firing first-
you NEED to be able to take down targets before they can respond with
their own fire. This means that you need to shoot first. Picard helps
you do that, and you want him as your Captain.
So we're about to spend 37 pts on a ship, but we
haven't increased the effectiveness of the shooting in any meaningful
way. Remember, you're going to usually be spending an action on Engage
to get out of firing arcs. What are you going to do with that other
action? Well, in my opinion, you're going to want to make your shooting
as good as possible- take Spock. Spock is a fantastic upgrade on the
Enterprise D with Picard- He reduces your opponent's defensive
capabilities and increases your shooting abilities without having to
take battlestations. Spock is your first crew upgrade. Now we're at 42
pts.
At this point, you can probably stop spending points
on the Enterprise D, but I don't think we're done. I think you want a
crew upgrade that will give you some insurance against a really bad
movement. Enter- Uhura.
When I busted open the TOS Enterprise expansion,
Uhura was a card that struck me as very good. In my play since then,
I've mostly been using Klingon Attack Builds, and have let her go off to
the wayside. In examining Engage, I've come around to Uhura's
usefulness. Uhura is a 3pt insurance policy. Most of the time, you're
going to be able to pilot your Ent-D well enough to get out of Arcs but
there are going to be times when you're going to run up against the
wall- Uhura is the solution to a bad movement phase. Here's how she
works:
Nyota Uhuru (Federation/USS Enterprise Expansion)
Discard Uhura immediately before you move in order to change your Maneuver for this round.
Cost: 3
Discard Uhura immediately before you move in order to change your Maneuver for this round.
Cost: 3
Very simple. Your movement phase eliminates your
action and you're going to be shot by 3 klingon ships- use Uhura, make
another move. I think Uhura is pretty essential on this ship and
mitigates your lack of skill or your opponent's overabundance of skill.
She adds 3 pts, so we're now at 45 pts.
You now have to decide whether you want to put
Antimatter mines on your ship. Personally, I think there's enough
psychological threat in having them on the ship that your opponent will
think twice about running a tight formation, especially since you're
almost guaranteed to get behind him on a good turn with Engage and
Uhura. Do NOT use photon torpedoes. This should be general advise on the
Enterprise D- I do not think that they are an effective upgrade, but
I'll deal with this in a separate post. If you're adding in mines,
you're going to be at 50pts.
The ship looks as follows:
Ship: Enterprise D
Pilot Skill: Engage
Crew: Spock and Uhura
Weapon: Antimatter Mines
50pts
It's very hard to explain just how maneuverable this thing is. You
mitigate a lot of the Enterprise's maneuverability issues if you can
take two soft 1's a turn. Your 360 arc is incredible as you want your
opponent try to guess where you'll be next turn, and you ALWAYS get to
see your opponent's strategy and take reactive steps to mitigate the
damage that you're going to receive. It's a great build that gets you
out of some hairy situations.
In
the next post in the series, I'll take a look at what I think would be a
good accompanying ship for the Enterprise D. Hint: it'll be in Tandem
with my review of Captain Kirk. I'll then turn around and look at some
strategies for countering this build.
Can't wait to look at your "strategies for countering this build" post.
ReplyDeleteA staggered, not-so-tight formation from the opponent, coupled with rear firing arcs and mines is probably the best deterrent to this sort of build, but then you're tailoring your list to counter the Engage build...