Here is my quick report for our recent OP event: The Search for Spock!
I'll say in advance that so far, the movie based OP events have been the most thematic and well thought through events that I've attended.
In this event, you build a standard 130 point fleet and add an away team booster of no more than 24 points (6 crew members).
They start the game on the Genesis planet and must not only fight to survive the opposing force but also the planet itself! In addition, deployment for this one is slightly different - one ship starts within range one of the planet and the others deploy as usual. You can use an action to lower your shields to beam aboard one crew member provided you are within range 1-2. If you are within range 1 during the end phase you may take damage, in addition your crew members left on the surface may be killed by the planet! You can also give up your attack to allow your away team to attack the opposing one.
So, only two attendees at this event (very close to Christmas so to be fair, understandable). This did give us the opportunity to try it out a couple of times though...
So, onto the fleet for this OP:
4th Division Battleship 
- Gul Dukat 8 (Captain) 
- Aft Weapons Array 
Ship Total: 45 SP
Dominion Starship (Jem'Hadar Battle Cruiser) 
- Weyoun 8 (Captain) 
- Gul Madred (Admiral) 
- Additional Phaser Arrays 
- Corak 
Ship Total: 50 SP
1st Wave Attack Fighters 
- Support Ship 
- Galor Class Phaser Banks 
Ship Total: 35 SP
Fleet Total: 130 SP
Ezri Tigan - 4
Deanna Troi - 3
Nanclus - 5
Remata'Klan - 4
Montgomery Scott - 5
Miles O'Brien - 2
Back to the Dominion for this one. The combination of the Battleship handing off the action to the Cruiser just makes it such an effective combination I keep coming back to this type of build. I did want to try and avoid the "Alpha Strike" build I usually go for so did not take my Flanking Attack for my attack fighters this time - opting to use the Galor Class Phaser Banks to give them the extended range.
The away team booster I wanted to cover a range of options to account for any type of opposing force - cloaking nullifiers through to tech stealers etc.
A quick shot of the two fleets:
The Battleship and Cruiser teamed up to eliminate the Prometheus which reduced the effectiveness of the Equinox as Martok was no longer there to pass an action over. Shortly afterwards, my positioning of my attack fighters caused the Voyager to lose its actions putting it in a very precarious position:
After perusing my opponents list, we amended it and dropped both the Voyager and Equinox adding in the Scimitar and the Defiant... Another run through was in order. I started in the same position and as this was a play-test did exactly the same manouvers on the first turn.
The Scimitar did a 4 come about manouver and dropped Anti-matter mines on the Battleship, not doing a lot of damage but stopping my Cruiser from completing the swing-around that I had managed to complete in the previous game:
The Scimitar received an absolute hammering from the Battleship and 1st Wave but took enough of the focus away from the Prometheus and Defiant to allow them to have an unimpeded run at the Cruiser. Weyoun 8's ability stopped the Prometheus from firing at it this turn, but after an unfortunate bump into my own fighters the following turn, the Dorsal Phaser Array from the Prometheus finished it off whilst the 1st Wave eliminated the Scimitar.
Prometheus fired first, taking the Battleship down to 3 hull left, not enough. Dukat finished off Martok with a precise attack:
In any regards, a good OP - far more thematic than the Corbomite Manouver. I like the booster idea and the planet effecting gameplay as it did was very interesting.
Kruge and his Bird-of-Prey was the prize for the OP, which both players went home with - review coming soon!
Until next time - thanks for taking a look!