The (War)bird is on the wing…
By Scott Baughman
Space…The final Frontier – with those now immortal words
Capt. James T. Kirk launched a franchise, nay a legend, into the collective pop
culture consciousness some 40 years ago. Star Trek isn’t just a TV show or a
movie, it’s a part of mankind’s existence now, inspiring everything from
cellphones to medical technology.
But there’s one area in which Trek has never excelled –
gaming. There are very few good Star Trek video games (a match-up that seems it
should be made in heaven) and a good Star Trek RPG or board game is even rarer.
But thanks to a little help from the mad scientist game designers over at Fantasy
Flight Games the masters of models at WizKids/NECA have decided to try and
change that with their latest offering, Star Trek Attack Wing.
One sci-fi-themed miniatures game has been tearing up the
hyperspace lanes this year, and that is FFG’s Star Wars X-wing. With a great
intellectual property license like Star Wars behind it, X-wing would’ve likely
sold well on name – and starship – recognition alone. But it’s got a great, ruleset
going for it. And WizKids knows a great ruleset when they see one. The company
that has the license for Star Trek miniatures in their HeroClix line, WizKids
decided to license the X-wing FlightPath game engine and put capital starships
into the system.
The result is a spectacular wargame with a tasteful amount
of Star Trek flavor thrown in for good measure. In Star Trek Attack Wing,
players pick some iconic Star Trek starships – like the Galaxy-class U.S.S.
Enterprise-D and Nu’Daq’s IKC Vor’Cha Klingon Battlcruiser – and then outfit
them with a variety of technologies, extra weapons and other tactics to try and
dominate the competition. But the greatest ship in the galaxy is no good without
a fine crew and captain, and Attack Wing lets you customize the commander
(Picard? Kirk? Riker?) and crew for your vessel giving you access to even more
special abilities or benefits.
If you’ve ever played any outer space-based miniatures game,
you know that handling the three-dimensional aspect of the final frontier has
always been a problem. Attack Wing takes a “simpler is better” approach to
handling this. If two vessels ever end up passing through each other, they are
assumed to be above or below the other as necessary. This isn’t to say that a
cunning commander (or, perhaps a cold one) can’t send his soldiers on a suicide
assault if he wants to, he just has to use a special order to do so.
Attack Wing takes all the great aspects of X-wing – ease of
maneuvers with the FlightPath system, quick range checks with the weapons bar
and specialized 8-sided dice for attack and defense – but adds the strategic
depth of outfitting your vessel with crew members. A player is faced with a
plethora of options when taking actions, but to keep the game from bogging down
each player still typically only gets to execute one action per turn. The turn
is split up into movement, action and then attack phases. On the attack, a
player rolls a number of 8-sided dice equal to his ships attack stat, along
with any relevant modifiers. To see if he was able to successfully dodge the
incoming fire, the defender also rolls 8-sided dice along with relevant
modifiers. All the trappings of Star Trek are in play for the game – photon
torpedoes, cloaking devices, phasers, disruptors and near-omniscient sensors
are all options for the canny commander. And several of the various pieces of
tech or skilled crew give the veteran wargamer that one thing he knows he needs
to find success in the clutch – a timely reroll of the dice.
Give Star Trek Attack Wing a try the next time you crave a
fast-paced but strategic sic-fi miniatures combat game.
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