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Made in gb
Legendary Dogfighter





England

So my local FLGS finally begins the movie OP series this weekend and I'm looking for some feedback on my build. I have had a run of three poor OP's and want to get back to my winning ways so be as critical as you like.

Weapon Zero [30]
Khan [5] +1
Rotating Emitters [4]
I Stab At Thee [3]
Polarized Hull Plating [2]
Boheeka [2]

Thunderchild [28]
William T Riker 6 [4]
Quark [2] +1 - Romulan cloaked mines

Regents flagship [32]
Kor 8 [5] +1
Work [2] +1
Deanna Troi [3] +1
Goval [1] +1
Brunt [1]

Weapon Zero feels like a beast for this, with no points wasted on shields and the extra large base. With no shields crits might be king so his ability could be awesome. This ship will do a battlestations when it can, unless it needs to remove a disabled token from the 360 weapon.

The thunderchild and rikers ability seem good, as your oppenant doesn't get defensive dice against them. It will make people think twice before making a shot against it and hopefully catch some people out.

And the flagship just seems like a obvious choice for it's ability and high hull. Kor's high captain skill will help for shooting first / bumps and Deanna disabling captains should ruined a few peoples plans. Brunt was only there as I had 1 point left over but hay, that aux could stop somebody from getting of an action when they need it.

Any thoughts, and what did you guys see used to good effect for this one?

it's the quiet ones you have to look out for. Their the ones that change the world, the loud ones just take the credit for it. 
   
Made in us
Stubborn Prosecutor





USA

I went with:

Officer Exchange Program Klingon/MU

28 USS Enterprise D
06 Khan (Reliant)
04 Admiral Ross
03 Riker (Hood)
03 Amat’Igan
01 Follower of Khan

32 Regent’s Flagship
04 Kor
02 Worf (Rotarran)
04 Drex
02 Kerla

My blind was the Lakota

26 USS Lakota
03 Erika Benteen
03 Upgraded Phasers
03 Micro Power Relays
04 Defy Orders

128 Total


I won 2 games and had a bye and I never lost a ship

(http://www.dakkadakka.com/dakkaforum/posts/list/692215.page)



The thing to remember with Kor is he only gets his bonus for non-disabled crew, so as you start using Brunt, Goval, and Troi he will lose his benefit. Rotating Emitters is also a disable so you will be spending a lot of your actions to enable it, leaving Khan no way to take a BS. Khan 8 is one of my favorite captains. I find with him that you need to dedicate his actions to BS. The Weapon Zero seems like a good idea because of the high hull value, but I would go with something with a 360 attack. The nebula will give everyone access to Sensor Echo so it will be easy for people to dodge out of your arc, that will leave you more reliant on the Rotating Emitters and giving up your BS. I would suggest putting Khan on the Enterprise D or Voyager, not as much hull as the Weapon ship, but you get a free 360 attack and a few more defense dice.

I like the theory of the Thunderchild build you have but not the practicality. It sounds like you are using the Riker from the starter set to combine with the Thunderchild ability, possibly two attack dice back at the opponent. The problem with that is Riker costs an Action. If you do that then you are left with 4 naked defense dice an no way to convert them and you have nothing left for attacking either. With every attack in the nebula at range 1 there is a good chance that something will get through 4 unmodified dice. You also only have a forward 90 degree arc on a skill 6 captain. People with higher captain skills will just wait to see where you go and echo out of your arc. For what you want to do you might have better luck with Sisko from the Robinson or Gelnon from the Jem Hadar Battleship. Gelnon still costs an action, but also has the chance to give you a BS in return. Sisko from the Defiant is no a bad idea either because he can reroll the attack die from the Thunderchild if it is a blank or BS.

It's time to go full Skeletor  
   
Made in gb
Legendary Dogfighter





England

The Thunderchild is the one I wasn't sure of. As you say nice in theory but I didn't have the points to load it up with extra defensive upgrades.
The other option I was thinking of was the NX enterprise, With the free Enhanced hull plating, jack crusher and Jadzia dax it's pretty defensive, with Riker as captain to bite back anyone who attacks it. And I should have the points for a dorsal weapons array for the 360 attack.
Riker 6 isn't a captain I would normally consider due to his ability being only range 1, but as anyone attacking will have to be in range 1 in this scenario, and you don't get to roll defensive dice against him he seems perfect.
I'm taking I stab at thee for the same reason, if weapon zero dies it will mean that there is somebody within range 1 to get hurt, and again no defensive dice against that. Will just need to keep my own ships a little away from it.

As for weapon Zero it's named ability is very defensive, getting to roll a number of defensive dice equal to the hits you take, +2 for being in the nebula should mitigate a lot of damage.
I hear you on the BS, maybe alexander instead of boheeka for free BS in rounds when I need to re-enable the emitters?

When things become tight I should image there will be a lot of bumping, disabling captains should mean they end up taking damage from the scenario when this happens. At the very least it should force my opponent to avoid it at all costs making their movement more predictable.


Automatically Appended Next Post:
Of course the easy fix could be just to swap the thunderchild for the Ent D, as there the same cost.

This message was edited 1 time. Last update was at 2016/09/14 08:48:09


it's the quiet ones you have to look out for. Their the ones that change the world, the loud ones just take the credit for it. 
   
Made in us
Stubborn Prosecutor





USA

I like the idea of Alexander on the Weapon ship. That could help you a lot. Be carful using the Weapon Zero ability, you are left with an Aux which can leave your move predictable in a tight space.


Unfortunately the NX cannot take Dorsal Weapons Array, it is limited to ships with a hull of 4 or more.

It's time to go full Skeletor  
   
Made in gb
Legendary Dogfighter





England

I was thinking of a dominion or mirror universe one, they would increase the Attack to 3-4 dice depending which one I could afford.

I'll have a play with my cards tonight and see what amendments I can make.

it's the quiet ones you have to look out for. Their the ones that change the world, the loud ones just take the credit for it. 
   
Made in us
Stubborn Prosecutor





USA

That isn't a bad idea. The MU one is only 2 points. Riker from the Hathaway wouldn't be a bad pick on the NX.

It's time to go full Skeletor  
   
Made in gb
Legendary Dogfighter





England

So the event was this sunday, I ended up running

Weapon Zero
Khan
I Stab at Thee
Rotating emitters
Alexander
polarized hull plating

Regents flagship
Kor
Worf
Deanna Troi
Goval
Quark
Cloaked mines

Enterprise NX-01
Riker 6
Enhanced hull plating
Jennifer sisco
parametalic hull plating
jadzia daz
dorsal weapon array

The FLGS has changed the way they give out the prizes, 1 to first place, 1 to whoever scores the most points from the scenario and 1 for the most thematic build, as voted by the players. This heavily influenced peoples builds, with 4 of the 6 running lists themed around the film itself.

Game one
My opponent had taken the enterprise A, relaint and a oberth class ship (the only three ships in the film) and his build came in 7 points short of the 130 limit, as he ran out of slots to fill. By my count he only had two cards which didn't appear in the film, being bio gel packs and admiral hayes.

I headed straight into the nebula and he stayed out, working his way up the open space side of the board. As he neared my starting edge he was forced to turn into the nebula, where I had turned around to face him. However my ships having very different dials had forced me to become separated somewhat. The two enterprises traded shots with me getting a single crit in, a warp core breach no less. Second turn of shooting the weapon sphere unloaded on the enterprise causing it to use cheat death, meanwhile the oberth rammed the NX. Next turn the oberth ended up bumping into his enterprise and exploded, while the reliant rammed the nx, killing the NX, most of those defensive upgrades proved unusable to help.
The sphere was a power house however and finished the enterprise A, leaving the reliant alive due to a time stoppage.
Given his under pointed fleet this didn't feel like a convincing victory but a wins a win.

Game two also had a somewhat themed build, with the Enterprise A and Reliant again, but with alpha hunter as a random third ship. He also already had the prise reliant so was running this.
The game started bad with the weapon sphere bumping my own NX! two damage for not planning that out in my head correctly.
The game itself was straight forward in the end, we both headed into the nebula and I laid the mines inbetween us, which he just flew into and I got very lucky with my dice rolls. Deanna disabling Khan and the hirogen captain seemed to mess up his plan, and apart from ceti ells forcing me to discard Kor two rounds of shooting was enough to finish him off.

Game three was a different kettle of fish. My opponent was my friend and the one guy that has beaten me recently. He was running 4 Klingon ships, the Magh'ta, unnamed negh'var and two k'vort bops. With gowron, martok and defense condition one it was an alpha striking beast.
We both headed into the nebula and I laid the mines to try to mess up his movement. The nx went left, regent right and the sphere went straight up the middle at him. He was flying in a tight formation so I aimed to ram the sphere into him, and messed it up, reaching range one with three of his ships side on! He unloaded everything on me including a stunned navigator meaning I had to disable the rotating emitters without actually rolling an attack. The sphere ability kept it alive with 1 point of hull and at this point I realised I'd made a mistake. I should of let the sphere die and hoped I stab at thee did some damage (all 4 of his ships were in range one).
The following turn two of his ships had no choice but to take hits from my mines and the regents flagship finished off a Bop. the sphere made a run for it but one of the bops followed. His other two ships went after the NX, and it became star player. he threw 10 attack dice at it 2 turns in a roll, and it didn't have a point of damage against it's hull thanks to all those upgrades. However the regents flagship couldn't move fast enough to get in this fight. His Magh'ta only had two hull left, if I could just get 1 shot in!!!
Meanwhile the sphere and bop chased each other into a corner, and a bump finished the sphere. I stab at thee left it on 1 point of hull, so I lost the game on points as the sphere was more expensive than his dead bop.

On the plus side I won the prize for most scenario points, mainly due to the good win in game two.

Not what I hoped for, and I feel I only lost game three because I played it wrong. The NX and regent should have stuck together and the sphere should of been sacrificed as a fire ship.

Search for spock is in three weeks, so time to start planning. Next time I might remember the camera to take some pictures as well.

it's the quiet ones you have to look out for. Their the ones that change the world, the loud ones just take the credit for it. 
   
Made in us
Stubborn Prosecutor





USA

Congrats. Nice to see that the sphere worked out. I still haven't foind much of a use for tjat one.

It's time to go full Skeletor  
   
 
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