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Made in us
Lone Wolf Sentinel Pilot




PA Unitied States

So, I'm getting a little excited, yet the latest releases have me kind leery. I'm hoping the next 3 months have good things for the Klingons who are just one trick pony's.

22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ 
   
Made in us
Dakka Veteran




California

That trick being...? What, cloaked swarm?

"I aim to misbehave"
"I find your lack of faith, disturbing."
"There's too many of them..." *static*

Star Trek Attack Wing, Star Wars X-Wing, Star Wars Armada, Imperial Assault 
   
Made in us
Lone Wolf Sentinel Pilot




PA Unitied States

Hell no, cloaked swarm sucks, too many high skill, high attack strength fleets can one shot B'rels like nobody's business. There are too many ways to get 6-7 attack dice and adjust them even without a TL, that you end up losing half your fleet in one go. a lot of way for Feds to drop cloaks as well. I tried the swarm multiple times, tried to out maneuver and sensor Echo but getting all ships outside firing arc is not doable against someone who knows how to position. it never ends well outside era specific play.

I'm talking DS9 Kor, its about the only solid way for Klingon pure to do anything. Sac Kor to rape a fleet before the can shoot at your big guns.


22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ 
   
Made in us
Stubborn Prosecutor





USA

What hurts Klingons right now is the 90 point limit. You can come with some good builds with 3-5 ships. But the 90 point limit shoe horns Klingons a little to either 2 loaded ships or 3 stripped down. 2 loaded Klingon ships still fall short of other factions and 3 stripped down are missing the tricks that klingons need.


I have never beed a fan of Kor 6 in faction pure play, it's kinda like giving your opponent points. The best ship for his ability is th Somraw and ecen at range 3 that only gives you 4 dice with 2 BS conversions. The ship only has 5 points, a decent enemy is going to tear that apart with two ships and probably have a 3rd to hit you other ships.

I think Projected Stasis Field is a cheaper solution to reducing enemy fire. Klingon Stealth Team is nice for getting ride of those pesky Federation crew. But both tend to be expensive for the 90 point limit.

I can zee the appeal of Kor 6 in mixed play because you can load him on a ship with all those Fed upgrades that add defense, but in faction pure he is an expensive 1 turn solution.

On the other side of that, I thing Kor 8 is under utilized in faction pure. On the Ma'Tah with Drex, Klag, and another 2 point shmoe he can throw 5 dice with BS and 3 rerolls.

If your venue hasn't retired fleet captains you can build a fleet with 3 skill 10 captains. That tends to catch people by surprise, especially Romulan players expecting to hit first with Salatrel.

Another big thing hurting Klingons is that players tend to cloak too much. Sometimes you have to save your action and take a few to the shields. In 120 points you could run 4 decent K'Vorts. Or a Vorcha and 3 K'Vorts. Running shields up it isn't easy for someone to one shot a ship with 7-8 hit points. But if you're always cloaking you take are hat down to 5 sad times. There is a time to cloak and a time not to, it's like an on side kick, sometimes you just leave that trick in the play book.

It's time to go full Skeletor  
   
Made in us
Lone Wolf Sentinel Pilot




PA Unitied States

I really don't have issues with them, I tend to win more than I lose it's just their set of tricks are stale. Opponents are all to versed in how to deal with those tricks. Maybe, they don't need tricks just solid releases that increase their viability. Good tech and crew...maybe a secondary weapon that is worth taking other than BOF.

22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ 
   
Made in us
Stubborn Prosecutor





USA

Klingons have 4+ attacks on most ships so I don't thing they need secondary weapons as much as the Romulans ( Fin 3 Attack Warbird) or the smaller Fed ships. However it would be nice to have one solid secondary that they could use that isn't a 5 point discard.

I would like the Ambush Attack from the Korinar, 5 attacks, +1 if cloaked, if you are out of the opponents arc your get BS, ok this sounds good, they boom 5 point discard. I think Klingons have more 5 point discards than any other faction.

The 5 point discard thing is an issue in the whole game. I would like to see most of them given an across the board discount of 1 or 2 points, but that is a long debate for another day.

It might be worth investigating to see what can be done with Magnetic Pulse. Disable 1 shield and make a 4 die attack ranger 2-3, any crits bypass shields and cause a hit to the hull. It doesn't require a TL so you can save it for rerolls. Not a bad weapon for 4 points. Maybe combine with Drex or N'garen. Khan would be pretty good with it.

I am hoping that the Klingons can get a few more admirals, with better abilities. Kor, Kempec, Gowron, and Korrd are possibilities. A few more low cost crew that are actually useful would be nice too.

It's time to go full Skeletor  
   
Made in us
Dakka Veteran




California

I can see a few ways to fix up each factions, and most of it comes back down to re-formatting the cards. the Klingons need some better defense. I want to know is why they don't have access to Battle stations as a standard action, and why the Brel's are such low agility. the way I see it, Brel's the Defiant class, and the Dominion Attack ships should all be Agility 3, ESPECIALLY if a D'Dedirex is Agility 2.

The way they determined stats aggravates me to no end...

"I aim to misbehave"
"I find your lack of faith, disturbing."
"There's too many of them..." *static*

Star Trek Attack Wing, Star Wars X-Wing, Star Wars Armada, Imperial Assault 
   
Made in us
Abel





Washington State

When I run the big Romulan (Scimitar, Valdor) and Klingon (Vor'Cha) ships, I very rarely cloak them. Sure, I'll cloak them at the beginning of the game, but after that... I find a big, meaty ship with 4+ shields and 5+ hull to be an excellent brawler. To cloak such a beast is to halve the durability of the ship.

Couple caveats:
1. The opposing fleet has to be able to throw more than 5-6 attack dice with quality (Target Locks, Battle Stations, re-rolls) per ship before I go cloakless.

2. 5-6 Evade dice give you about 2 evades and a [BS]. If you are hit with 4 hits and 1 crit, your cloaked ship just lost 2 hull and a possible crit. If you had all your shields up, chances are you rolled 2-3 evade dice (with one evade) and thus, lost 4 shields and still have a fully functional ship. There is nothing worse then playing the rest of a game with no red maneuvers, no elite talents, etc. etc. because of a crit during the initial joust.

3. If the opposing fleet can only throw 3-4 attack dice with quality, I will prioritize cloaking to negate Target Locks and shenanigans that most ships in that range can do (Card Text "If the ship is not cloaked and...").

Action economy on a cloaked ship is bad. Very bad. In fleet pure, I hardly ever bother re-cloaking after the initial round of cloaks. I stopped building cloaked builds a long time ago. Now I build fleets that don't depend on cloaking. And you know what? They do very, very well. Once you get away from the mindset of "I always have to cloak!", it frees up your fleet -it no longer requires advanced cloaking devices or interphase generators or "discard a card to remain cloaked" or "reroll blank evade dice". It's amazing what you can do with those extra points!

It's fun to watch your opponent grumble when you get to roll two base evade dice on a ship the size of the Valdore, Scimitar, or D'Deridex, especially if you have an [Evade] token on your ship!

Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
Made in us
Stubborn Prosecutor





USA

 Corpsman913 wrote:
I can see a few ways to fix up each factions, and most of it comes back down to re-formatting the cards. the Klingons need some better defense. I want to know is why they don't have access to Battle stations as a standard action, and why the Brel's are such low agility. the way I see it, Brel's the Defiant class, and the Dominion Attack ships should all be Agility 3, ESPECIALLY if a D'Dedirex is Agility 2.

The way they determined stats aggravates me to no end...


I could go along with each of those ships getting a boost to defense, but it is doubtful that WK will change any stats now.

What i think is easier and more reasonable it that they give some other faction crew that boost defense dice. Right now there is one Jem H'Dar guy for the Dominion and the Feds have Paris, Riker, and Sulu. The feds shouldn't have the market cornered on Helmsmen. After all there has to be a Klingon or Romulan somewhere that can fly a ship with some amount of skill.

It's time to go full Skeletor  
   
Made in us
Abel





Washington State

 Mr. S Baldrick wrote:
 Corpsman913 wrote:
I can see a few ways to fix up each factions, and most of it comes back down to re-formatting the cards. the Klingons need some better defense. I want to know is why they don't have access to Battle stations as a standard action, and why the Brel's are such low agility. the way I see it, Brel's the Defiant class, and the Dominion Attack ships should all be Agility 3, ESPECIALLY if a D'Dedirex is Agility 2.

The way they determined stats aggravates me to no end...


I could go along with each of those ships getting a boost to defense, but it is doubtful that WK will change any stats now.

What i think is easier and more reasonable it that they give some other faction crew that boost defense dice. Right now there is one Jem H'Dar guy for the Dominion and the Feds have Paris, Riker, and Sulu. The feds shouldn't have the market cornered on Helmsmen. After all there has to be a Klingon or Romulan somewhere that can fly a ship with some amount of skill.


The Romulans have Romulan Helmsman. The guy that you can discard (or is it disable?) to treat all red maneuvers as white maneuvers? That guy is pure gold and goes on every Romulan ship I can take him on- especially the Scimitar.

Adding more crew or tech that boost [Evade] would be a welcome addition in the game when we see 6+ quality attack dice being thrown around. The evade dice are already behind the curve on attack dice. Evade has only a 3/8 chance of success per die, while the attack die is 4/8 (3 hit faces, 1 crit face). Both have an extra two faces of [BS], meaning if you can get a BS token on your ship, your chances of evading or hitting go up quite a lot. I'd actually like to see an [evade] token negate two hits instead of just one. That would balance things out considerably!

Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
Made in us
Dakka Veteran




California

Disable, and he is a pain to nail down...I love him SO much. HEHEHE


Automatically Appended Next Post:
That would also unbalance the game considerably with things like Katherine Janeway and Protocol floating around. Protocol allows you to place two tokens one a round. Its crazy.

This message was edited 1 time. Last update was at 2016/01/28 18:20:50


"I aim to misbehave"
"I find your lack of faith, disturbing."
"There's too many of them..." *static*

Star Trek Attack Wing, Star Wars X-Wing, Star Wars Armada, Imperial Assault 
   
Made in us
Stubborn Prosecutor





USA

 Tamwulf wrote:


The Romulans have Romulan Helmsman. The guy that you can discard (or is it disable?) to treat all red maneuvers as white maneuvers? That guy is pure gold and goes on every Romulan ship I can take him on- especially the Scimitar.


I know that Romulan Helmsman exists, my point is that the Federation have 4 upgrades that increase agility, and three of 3 add additional bonuses, and the Dominion has 1. Considering the amount of crappie releases we have had there have been plenty of opportunities to give other factions an upgrade for more agility.

It's time to go full Skeletor  
   
Made in us
Abel





Washington State

 Corpsman913 wrote:
Disable, and he is a pain to nail down...I love him SO much. HEHEHE


Automatically Appended Next Post:
That would also unbalance the game considerably with things like Katherine Janeway and Protocol floating around. Protocol allows you to place two tokens one a round. Its crazy.


Yes, but there are enough other cards in the game now to take out a Captain, or negate Protocol. Plus, in the case of Janeway, the ship has to spend it's action to place an [evade] token, then Janeway's ability kicks in and you add another [Evade] and a [Aux] token. There are more ways to add [Aux] tokens to a ship and deny a ship it's action too.

Try it! Make an [Evade] token cancel two hits and see how the game plays out.

Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
Made in us
Dakka Veteran




California

That can be arranged.



Automatically Appended Next Post:
Just running the basic numbers, you should be averaging 1 Hit per two attack Dice, and 1 Evade per 3 Evade Dice. Strictly speaking, That mean an Attack of 4 Dice lands the same number of hits as a Cloaked Romulan Ship (4 Attack Dice=2 Hits, 6 Evade Dice = 2 Evades)...

This game seems designed to have at least one or two damage a shot. The problem would then seem to stem from the various upgrades that make things really unbalanced.

And I stand by my statement that the Stats are wrong and there need o be significantly more generic upgrades for OTHER factions that grant similar abilities to the various Federation upgrades.

Example: Advanced Maneuvering Thrusters- (maybe disable?) You may reroll all blank results when defending. In addition, you may convert up to 3 of your Battle Station Results into Evade Results.

This message was edited 1 time. Last update was at 2016/01/28 21:43:32


"I aim to misbehave"
"I find your lack of faith, disturbing."
"There's too many of them..." *static*

Star Trek Attack Wing, Star Wars X-Wing, Star Wars Armada, Imperial Assault 
   
 
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