Monday, February 3, 2014

Admiral's orders.. Nerfed?!? No problem!

So, the overpowered admiral's orders are finally nerfed. You can only take one admirals orders as well as one resource. As the fighters (which I REALLY REALLY want to use) are still unable to be taken, and considering I already ran and like to run pure builds, mostly due to my collection is currently limited. I've decided to retweak my three cardi list that served me well in op4.

Without further adieu.

Cardassia Goes to War

Admiral's Order: United Force (0)
Resource: Flagship (Dominion) (10)

Koranak (26)
Gul Dukat (5)
Boheeka (2)
Tetryon Emissions (3)
Cloaking Device (4)
Ship SP: 40

Kraxon (26)
Flagship (0)
Cardassian Captain (0)
Ship SP: 26

Cardassian Keldon Class (24)
Gul Evek (2)
Cloaking Device (4)
Tetryon Emissions (3)
Ship SP: 33

Total Build SP: 109

Order of actions:
Kraxon moves
Free Scan
Ship action- Evade

Keldon moves
Ship action-Scan by default, Cloak/Emissions when the enemy gets close, or cloak on turn 1 if playing against Trans-warp drive feds.

Kornak moves
Free Battle stations
Ship action-Scan by default, Cloak/Emissions when the enemy gets close, or cloak on turn 1 if playing against Trans-warp drive feds.

The idea behind this fleet is not to maximize the number of actions, but to maximize it's offensive and defensive capabilities as well as making the tug boats a little bit more maneuverable. With the Keldons cloaking and sensor echoing to get around for a second shot, I've removed the dorsals from them. The Kraxon's soul purpose in this list is to share shields, and give each of the two keldons 1 guarantee evade as it makes it's way slowly towards the enemy. Do you shoot at the kraxon only to get blown up by dukat and evek? Or do you shoot at the other ships and have them evade everything.

Hopefully this will work out :)


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