Here's another list for you all to disseminate. It was sent to
me by Jay Prickett. I'll get back to my regularly scheduled reviews on
Monday. It's a modified klingon attack build, and gives us a way to take
a look at yet another resource, the Command Token!
Here are the status of Command Tokens
Command Tokens (5 pts) (Dominion War Month 2 participation prize)
1) Players recieve a set of 10 Command Tokens and choose 5 of these Tokens to use during the Tournament.
2) A player may only use Command Tokens for his/her ships.
3) When a Comman Token is use , it is flipped over and may not be used again in that Battle.
Tokens
1) Place an [Evade] token beside your ship as a free Action this Round.
2) Place a [Battle Stations] token beside your ship as a free Action this Round.
3) Place a [Sensor] token beside your ship as a free Action this Round.
4) You may target lock 1 enemy ship as a free Action this Round. The target ship must still be within 1-3 of your ship. You may still only have one ship target locked at any given time.
5) You may choose any number of your attack dice and re-roll them once. You must keep the results of the 2nd roll.
6) You may choose any number of your defense dice and re-roll them once. You must keep the results of the 2nd roll.
7) Before rolling any of your attack dice, you may add +1 attack die to the current attack.
8) Before rolling any of your defense dice, you may add +1 defense die to the current defense.
9) Before rolling any of your attack dice, you may set 1 attack die on any side of your choice. This die may not be re-rolled during this round.
10) Before rolling any of your defense dice, you may set 1 defense die on any side of your choice. This die may not be re-rolled during this round.
So you get 5 extra actions. Typically, these will last for most of the game before they run out. You can only use one token per turn. In a two ship build, I generally run the following command tokens:
Battlestations, Reroll Defense, Set one Defense, Evade and +1 defense dice.
In a three ship build as below, I'd probably still keep Battlestations, Reroll Defense and +1 defense, but would swap out the other two for more killy-things.
Personally, I like to keep it defense oriented, so that I don't muck about with decision making on whether to spend the action on attacks or defense. Defense dice manipulation being much rarer than attack dice manipulation, I think the resource is best used on stuff you can't get very easily, but your mileage may vary.
Here it is, 100pts of efficiency!
Vorcha
Command Tokens
Not
a WHOLE lot of things to say about the list other than that you'll have
battlestations most turns, and that will turn these things into BEASTS.
Battlestations aren't on Klingon ships for a reason- they make them
soooo much better. If you don't have access to Gen Khan, you could swap
him out for Gowron, or even Donatra, and I think you'd still be doing
pretty well. The advantages that this build has over, say, a straight
Klingon build, should be apparent- 5/6 actions per turn, instead of 4/5
actions per turn is pretty huge, and Battlestations make sure that these
ships are going to stay alive and dish out the pain hard. Here are the status of Command Tokens
Command Tokens (5 pts) (Dominion War Month 2 participation prize)
1) Players recieve a set of 10 Command Tokens and choose 5 of these Tokens to use during the Tournament.
2) A player may only use Command Tokens for his/her ships.
3) When a Comman Token is use , it is flipped over and may not be used again in that Battle.
Tokens
1) Place an [Evade] token beside your ship as a free Action this Round.
2) Place a [Battle Stations] token beside your ship as a free Action this Round.
3) Place a [Sensor] token beside your ship as a free Action this Round.
4) You may target lock 1 enemy ship as a free Action this Round. The target ship must still be within 1-3 of your ship. You may still only have one ship target locked at any given time.
5) You may choose any number of your attack dice and re-roll them once. You must keep the results of the 2nd roll.
6) You may choose any number of your defense dice and re-roll them once. You must keep the results of the 2nd roll.
7) Before rolling any of your attack dice, you may add +1 attack die to the current attack.
8) Before rolling any of your defense dice, you may add +1 defense die to the current defense.
9) Before rolling any of your attack dice, you may set 1 attack die on any side of your choice. This die may not be re-rolled during this round.
10) Before rolling any of your defense dice, you may set 1 defense die on any side of your choice. This die may not be re-rolled during this round.
So you get 5 extra actions. Typically, these will last for most of the game before they run out. You can only use one token per turn. In a two ship build, I generally run the following command tokens:
Battlestations, Reroll Defense, Set one Defense, Evade and +1 defense dice.
In a three ship build as below, I'd probably still keep Battlestations, Reroll Defense and +1 defense, but would swap out the other two for more killy-things.
Personally, I like to keep it defense oriented, so that I don't muck about with decision making on whether to spend the action on attacks or defense. Defense dice manipulation being much rarer than attack dice manipulation, I think the resource is best used on stuff you can't get very easily, but your mileage may vary.
Here it is, 100pts of efficiency!
Vorcha
Picard
Vorcha
Gen Khan
Vorcha
Gul Dukat
Command Tokens
Looks pretty good, although it won't be able to use red maneuvers as well as a fleet with more passive abilities (eg Worf, Alexander, Nu'Daq) and less action dependency. It's a little vulnerable to action denial tactics (eg jamming with cheap ships, aux power applied by Ferengi EMP or positron beams) but not as much so as a two-ship fleet. You'll also want to kill Chang ASAP if he's on the other side of the table - he really messes up your action economy. Cloaked Mines are a major pain for this kind of fleet (or any cloakers), at least in multiples on an open-ish field (which you don't see much in tourneys). A single minefield can be easily avoided or even bulled through, but two or three of the blasted things are hard for even Klingons to deal with.
ReplyDeleteHaving Battlestations running on two of the three ships every turn will increase their effective damage output quite a bit compared to the more traditional Klingon Attack Fleet build (with Martok, Gowron, Donatra), especially if you can combo it with Target Lock now and then to get up to an expected 5 hits per volley rather than 4. That's the point where even Romulan cloaks start really struggling to reduce damage to zero.
Picard will be the first target for most enemies, since he'll often have burned his BS token offensively and be left with just the Cloak for defense, but you can still expect at least two volleys out of him with any luck, and more if you get ahead in the kill exchange early one (which should happen fairly often).
With full powered Picard and Khan firing first you can expect to kill 1 ship before it fires. This list is made to joust. If multiple cloaked mines drop then I wouldn't cloak and just power through them. Picard could actually scan to help with cloaked mines.
ReplyDeleteThis is definitely a no frills straight to the point list. Designed to take on all comers and not rely on any one trick ponies. This is something I would feel comfortable taking to any tournament.