Showing posts with label USS Thunderchild. Show all posts
Showing posts with label USS Thunderchild. Show all posts

Wednesday, 2 September 2015

Core Components: Attack Wing Wave 17


OK, that title actually covers two points. The first being that we have a wave that comprises of Federation, Klingon and Romulan ships and secondly that a central feature has been reworked after two years. 

So let's deal with our trio of new arrivals first starting with the Akira Class USS Thunderchild.  This has to be one of the best miniatures that Wizkids have produced when it comes to starships. Choosing to go with a shiny silver paint scheme rather than a grey/blue hue with a four inch brush the effect was a fine choice. The hull detail is a lot clearer and defined, the darker grey segments do well to highlight the plating of the hull and lifeboat hatches. Even the warp engines are more precisely painted and overall this is just a brilliant little replica. Shame it's not a trait that's replicated across the whole of the seventeenth wave but more on that in a bit.



The Thunderchild is a hugely popular ship in Trekdom so any expansion featuring it needs to impress. To begin, it's pretty well decked out on the stats front. Bearing the standard Federation quadrilogy of actions -  evade, battle stations,  scan and target lock,  we also have a four attack, a two defence, five hull and three shields which means you'll stand a fair chance in a fire fight. Additionally it's unique action allows you to roll another die should you take no damage when defending and hope to inflict a hit on your opponent.

Her range of movement is impressive with almost every turn available between one and three plus a four forward and a 180 at speed three into the mix. Funny thing is that all three of the ships in this wave also have virtually the exact same movement template. To the maneuver in fact.

Over to your captains and there's a choice of three including the generic zero pointer. Both Hayes and Shanthi can double as admirals which is an unusual choice for an expansion (usually there's just one) and both can field an elite action. Hayes, seen in First Contact and Voyager, allows ships at range one to gain an extra attack die and it's two if against those annoying Borg. Shanthi, seen only once in Redemption and therefore with zero link to this ship, lets you target a ship at range one or two and re-roll all your blanks. Both are nice moves and shout out "Admiral" even in their captain positions.

What becomes more apparent is just how situational this pack actually is. The elite action, Persistence,  can only be used if you roll critical or standard damage on every one of your attack dice and it's then that you get the chance to roll more dice to add to your initial result. Whether you would want to use this I'm not sure since five points is a lot for a discard and one that relies on hitting such a tight number of criteria. The same can be said for Intercept, the second of three -  yes three - elite actions with the Thunderchild. Here you need to be in the same firing arc as a ship being attacked to force that opponent to hit you rather than the chosen target. All a bit fiddly which might make you run for the photon torpedo upgrades for safety. Federation Task Force does pull this one back a little with a modicum of hope as it does allow you to target up to two friendly ships within range one to two to perform a free Target Lock action. Again a discard for five points so it's not one to take lightly but should assist in making those final blows on your opposition.

Given that the Thunderchild comes with three weapons and a crew slot, you'd expect there to be some crew options with the ship but you'll be disappointed (or a little surprised) that for a Federation ship there are none in this expansion. There are two weapons upgrades for the three slots available; one is the standard Photon Torpedoes card which players seem to ignore and choose to play the Target Lock re-roll instead. However with a new game dynamic it seems this may change.

The introduction of time tokens now means that instead of using an Action to re-enable the photons you have a set number of turns before they become active again as if being "real-time" reloaded. When you fire the weapon you place a set number of the tokens onto the card and remove one per round. Both Photon Torpedoes and Quantum Torpedoes here utilise this new feature. Choosing between the two cards can be tricky as the both operate over the same two to three range and offer five attack dice. The winner with the heftier Quantum Torpedoes though is an extra damage should the target ship be hit. Photon Torpedoes on the other hand still only converts one of your Battle Station results into a critical damage should you roll one.

If you have used up two slots with these weapon upgrades then Rapid Reload is definitely a strong option to fill either the last weapon slot or the crew slot. Counting as whatever type of upgrade you want it works harmoniously with the time token feature by disabling the card and placing only one of the blips onto your weapon card. Truly it does actually cut down the time it takes to lock and load. 

Finishing out the pack is the Federation Task Force mission which takes you to the blockade formed by the Dominion to stop Sisko and the Federation fleet from reaching and retaking Deep Space Nine. Just as with the episodes Favor the Bold and Sacrifice of Angels the Dominion has the potential to build a squad double the size of the Federation but only one of the Federation ships needs to get past to ensure their success. Looks a lot of fun this one and very tactical from the Federation perspective.

Second to the table this month is the IRW Vrax. It's the second Nemesis Warbird we've had with the first, the Valdore right back in Wave 0 believe it or not. Well, this is the other ship that took part in the Bassen Rift battle alongside the Valdore and the Enterprise-E. As I said earlier, the model quality with this wave really is bizarre. The Thunderchild was superb, A-grade given the scale and cost but this one left me scratching my head. Why oh why was it made from translucent green plastic? I almost thought I'd won it in a goddamn cracker.

Now the actual mould and build is great. There's a nice level of hull detail but given the nature of the material used it's hard as hell to see any of the detail unless you've in a moderately lit room. Paintwork is minimal here with only a few dark markings spotted onto the hull. Nor is there a gap between the eliptical wings but that's more likely to be due to scale. Also the plastic means you can see the joints through those expansive wings. Not as bad as some I've seen where the glue has blobbed and is very visible. On my Vrax the joints were pretty spot on - and I could tell because I could see them all.

Anyway I'll stop moaning. It's a big model with the same width as the Scimitar and it has upgrades to match it's formidable size.Attacking with four dice, defending with two and packing a hull score of six and three shields she's a match for the Thunderchild given there's one hull point splitting them. Also the two ships are a perfect match on maneuvers given that their cards are identical (as said) but the Vrax does have a green "two" bank available as a slight variation. It's also loaded, as you would expect, with that crucial cloak and sensor echo pairing available. Also her special action allows you to change a revealed four forward movement into a banking four maneuver even though the movement card doesn't allow that motion. It does mean you'll receive an Auxiliary Power Token but if it gets you into/out of position it may be worth the risk.

Of the two skilled captains, Suran is the higher at six and gives the ability to choose the result of one of your dice when attacking as long as you're within range one of another friendly ship. That should ensure you keep a tight-knit unit in battle. Oddly Velal with a captain skill of five can be used as a Fleet Admiral and takes a much more defensive stance. He lets players roll two defence die less in one round for a guaranteed Evade result. What it doesn't say is when you should declare this - is it your action for the round or do you declare whenever you defend as there's no point to discard or disable this one.

There's only one Elite Action in here, Coordinated Attack, probably balancing out against the Thunderchild's overkill. Discarding it will allow you to "jump the queue" during the Combat Phase and attack straight after another friendly ship at the cost of one attack die. Another cost heavy discard at five but one that might turn the tide and let you get an upper hand.

The Vrax does provide two crew upgrades again in deference to the Thunderchild's conspicuous lack thereof. Tal'Aura lets you discard an upgrade from an enemy ship at range three while Bridge Officer acts in the same way as Rapid Reload in that you can reduce the number of Time Tokens you place on a used upgrade.

For weapons (second ship also with no tech upgrades), there is the always-haunting-the-pack Photon Torpedoes now using the time tokens dynamic. Plasma Torpedoes operate at a closer range of one to two and use the tokens but with an equally useful five attack dice in hand you will be able to re-roll any blank results. Hope you get some.

The final weapons option with the Vrax is Flanking Attack. Yet another high costing discard at six points, it can only be used against a ship that is in your forward firing arc but you are not in the forward firing arc of the target. It reduces the opponent's defence by one and does give you a solid six dice for attack. Again, very specific and situational but potentially worth it given that you could inflict a ton of damage from it.


I guess one of the disappointments here is that the scenario is the Battle in the Bassen Rift which we've already effectively had in the Scimitar pack. Here the focus is more on the Romulan/Federation force against a ship that can be suped up with a ton of stuff. Personally I'd use the Scimitar straight away and get all of its heavy duty upgrades installed. I suppose the challenge with these missions is keeping them relevant to the ships although where that might be restricted such as the Vrax maybe scenarios could be theoretical: I'm sure noone would mind.

Last up there's our Klingon entry. Another D-7/K'T'inga reuse and it's good to see the sideways bridge module has finally been fixed - only for someone to put the warp engines on backwards. Jeez; how hard is it?!

Colour-wise it's pretty good and the detail has been stepped up. This paintwork is certainly getting better as we go along and it seems the Wizkid modellers have learnt to paint within the lines which must be difficult on such small items.

The IKS T'ong has the weakest stats of the three ships in Wave 17 with a cost of only 24 squadron points against the 28 of the Thunderchild and the 30 of the Vrax. Attacking with four dice, defending with one and carrying a hull score of four with three shields, the T'ong is no slouch and will certainly provide a challenge to other ships around that squadron point total given that she also has a cloaking device - pretty much the Klingon standard. Movement is exactly the same as her two other Wave 17 compatriots so we can skip over that and head into the options for captain.

Taking lead from the second season The Next Generation episode, The Emissary, the pack is focused around the Klingon sleeper ship the Enterprise is sent to intercept. K'Temoc can command your ship here and reduces the cost of each of your Klingon upgrades by one point but doubles the cost of any non-Klingon ones you choose to add. A nice option which means you can pack more in with a not-too-bad skill of five as well.

Morag is your second named captain option included with this expansion and, yes, once more he's a very situational card to carry in your fleet. He lets you disable an upgrade of your choice on a ship within range one to two that isn't cloaked or has any active shields as long as you're not cloaked and prepared to drop your shields and receive an auxiliary power token for your efforts. Very, very risky move and I would suspect a very rare thing to see occur in the game. My other point with the captains is the odd choice to use an image of Kurn for your generic zero points cost captain. Surely there are other Klingons to pick?

The sole Elite Action with the T'ong is Devotion to Duty which really is there should you be hanging on by a thread. It's the last stand of last stands allowing you to add up to a maximum of two more dice to your attack. These dice equivalent to the number of damage cards you have beside your ship (up to the two max) and can only be used with your primary weapon. It's a last gasp chance for victory and a discard so handle with care. 

K'Ehleyr, memorably played by Suzie Plakson, is provided with the T'ong as one of the Klingon crew options. Not a member of it's crew in the episode, K'Ehleyr was key in the mission to intercept the sleeper ship before it attacked. A five point cost gets you a discard to stop a ship at range one from attacking you nor can you attack it. I'm not a massive fan of this one unless you're intending to run and regroup or simply looking to take a breather in the action. The Tactical Officer crew upgrade allows you to re-roll your blank attack dice results at the cost of a disabled card but it's not dependant on any specifics nor does it need to be activated as an action so happy days all round.

To weapons and your standard Photon Torpedoes make an appearance with the new time token rules and alongside those you can choose Concussive Charges with a four dice attack. While this is the same as the standard ship can use it does allow you to remove game tokens from your target for each uncancelled damage or critical damage. I'm not certain whether this would be used very often although it does use the time token feature rather than a disable or a dreaded discard. I tend to find there aren't that many tokens bar target locks lying around!


The Tech upgrade is a little controversial here as you can slip two non-Borg upgrades under the Cryogenic Stasis card and as an action you can activate them one at a time. Now it says that they should be crew upgrades with a cost of five or less - but is that combined or individually??? While this will cost you five points it does mean you can exceed your ship's restrictions - now does that mean point wise and/or feature-wise? I'll have to play around with it and see what comes about. Cracking little addition to the pack which could play nicely into your hands late in the day.

For the mission this time it's a one on one Federation versus Klingon as the T'ong attempts to attack a remote outpost. While it's fairly straight-forward for the Klingon player to take out the station (or their opponent's ship), the Federation player needs to convince the Klingon player to stand down through sacrificing its action to gain a mission token. Three mission tokens and it's achieved it's goal. If the Klingons start attacking the outpost the Federation player can win by destroying the K'T'inga Class ship. Of the three scenarios this seems the most interesting to play from Wave 17 given its not a straight out attack and destroy. Definitely top of my "to play" list.

Aside from advertising the Vrax and the T'ong very differently to their actual models (specs may vary etc), the accompanying sleeve leaflet also details the upcoming Temporal Cold War storyline organised play event for 2015. Bearing an image of the Xindi weapon sphere I think it's a safe bet that we're going to be seeing a third oversize model as the prize and then much later as (we would think) a retail option to go alongside the existing Deep Space Nine and Borg Cube. The Xindi weapon sphere has already been leaked in a couple of photos around the web in prototype form a couple of shelves away from a Borg Cube which appears to have a portal to fit a Sphere inside (Borg one that is).

So Wave 17 offers some new techniques and some very specific upgrades. I think it was a risk to go so situational but it means there are more variations to the game and they're not just recycling the same old cards and features in later wings. The addition of the time tokens and the yet-to-be-seen Continuous Effect Tokens means that the game's not wallowing in the doldrums and churning out average packs. With these new options there are reasons to get these expansions and play on. While I'm hankering for more unusual packs from the Independents or Mirror Universe factions these are OK for now. Looking at what's ahead though I think we're in for some brilliant - and very unique - packs in the next few months.

Picked out a ship to add from Wave 17? Which was your choice? Let us know below!

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Tuesday, 4 February 2014

There's Another Ship Coming In...It's the (Eaglemoss Subscribers) Enterprise!


For those unfamiliar, All Good Things is a poignant ending to The Next Generation, arguably the perfect beginning to what we call 'Modern Star Trek'. 

The episode introduced the audience to the futuristic Enterprise D, and with it one of many insights across the Star Trek universe, speculating on alternate future scenarios. That would have been of course, if Deanna hadn't slammed it into Veridian III...

Not dissimilar to the original Enterprise D, with a few... erm... additions. Before we begin our model review though, we have a problem. 

This has left +Hayley Atherton and I at loggerheads on opinion of this 'future variant'. Hayley in truth wasn't that impressed, as it showed limited imagination with the scope of the design. Lining the models up side by side, it was a carbon copy of the original. A quote comes to mind when looking at the variant: "Mr Paris, we are not designing a 'hot rod'".

Now whilst I agree with my esteemed colleague, my argument was that it is still the Enterprise D. If they were to completely redesign a ship from scratch, it would no longer be so - hence the Sovereign Class Enterprise E. Since neither of us are willing to back down on this, we'll let you be the judge of that...

So, what about Eaglemoss' latest special edition? Well, this is tough, with it being a subscribers only model, we were hoping for something that would sweep us off our feet in awe. No. Just, NO. In actual fact our feet are staying firmly on the ground with this one.

As a subscriber, we got onto discussing Hayley's first impressions when opening the package... her initial reaction was "I've already got the D". It wasn't until she looked closer did she realise it had a third nacelle. In my opinion, it's a poor show by Eaglemoss, sort of like sticking a few fingers up at all the loyal subscribers and saying "We could have done more, but the original Enterprise D mold was just sitting there, so we couldn't be bothered." 

There's plenty of evidence in the form of the NX-01 Enterprise and the Thunderchild, that Eaglemoss can produce very good model builds. Bear in mind we're talking about two 'stock' ships, not exclusives. Perhaps it would help to demonstrate our bugbear.

The stock Enterprise is mostly built in four parts: the saucer, neck, topside engineering hull (with nacelle pylons) and the underside engineering hull (with deflector). For the future variant, they have used the same saucer section with the phaser cannon stuck over the underside (this is clearly visible if you inspect the gap between the cannon and saucer). The same underside engineering hull has been used.

The other two sections have clearly been constructed using the same specifications as the original, just with additions such as the nacelle pylon 'fins', and the third nacelle mounting pylon.


What makes this that much worse is the build quality of the rear section. Incredibly, somehow, they have made the variant even more delicate on the nacelle pylons, than the original ever was! Oh and finally - what, in all things sane and rational, is Intiaparinu? I think they meant Enterprise (see opposite). This highlights our earlier point being that the saucer is from the same original mold, as the same alien word appears on the original, in the same location.

Okay, we are being brutally critical on what is a good looking 'free' ship. But to be honest, would it have cost that much more to construct it from the same materials as the Thunderchild or the NX-01???

The question that sticks in our mind now we have heard noises from Eaglemoss about forthcoming 'specials' is: "Are we to expect the same, so-called standards?" or: "Will the Enterprise A, just have an A at the end of the registry?". Speaking of such, we've had our gripes about the Constitution Refit from issue 2, the flimsy weak issues of it anyway. So are we again expecting the same structural integrity problems for the forthcoming Enterprise A and B?

... Magazine comments? No. Don't even start. We'd have to have actually been issued a magazine with this edition, in order to try and give this model some of it's dignity back.

Yes, we're being savage about this particular serving from Eaglemoss. That's not to say we hate the collection, or we're fed up with it's 'apparent' officiality with CBS/Paramount, OR we're revolting against the myriad of cons the series has been plagued by. We just expected a good thing, we just don't want 'All Good Things' to become the theme nor demise of this collection...

UPDATE 28/07/15

With the collection now being released in mainland Europe as a subscribers only publication, the USS Enterprise-D future edition has now been slightly updated with the correct wording behind shuttlebay one from Intiaparinu to Enterprise. We've dropped a video up with a mini-review and comparison to the issue one Enterprise-D. Catch it here on our updated YouTube channel.



All photographed model images from SKoST Image Archive courtesy of +Hayley Atherton 
 

Tuesday, 28 January 2014

The Sound of Thunder: Into Battle with the Akira Class


Now this is a model I have been waiting to come out for personal reasons more than any other. 

The USS Thunderchild NCC-63549 is a special ship to myself as I, for more years than I care to remember, have gone by and used the handle or tag of Thunderchild on radio as my call sign, and messenger services etc. So this is my starship!

Again Eaglemoss have done a good job on the model as it feels solid and heavy. However SKoST member +Mark Thwaite  noticed that on the United Federation of Planets decal the word "Federation" is missing the "t" poor attention to details is letting Eaglemoss down. (NB: This is actually correct on the original filming model - Clive)

I love the design of the Akira Class much in line with the early NX Class (which it in fact inspired) no secondary engineering hull, but the Thunderchild is nevertheless one mean lean fighting machine! 

Effectively Eaglemoss confirm that the class are aircraft carriers with a fly-through hanger on deck 12 and space to fit 40 fighters as well as a number of shuttles.  That design makes it ideal for operating in some of the more inaccessible regions of space such as the notorious Badlands featured as the base of the Maquis. Did you also know that the Akira Class is fitted with enhanced weapons most notably a weapons pod on the aft dorsal sail housing a number of torpedo launchers? Thought not - and that's the big selling point if you were considering purchasing this new installment in the Collection.

Let's talk a bit more about the specs of the Thunderchild - the usual crew complement is 500 with a top speed of Warp 9.8 which makes her no slouch and equal in speed to some of the more noted ships in Starfleet. Indeed, that saucer is about the same size as a Galaxy Class primary hull! 

One difference is that with this model the name is not shown on the hull, only the registration number. I am gutted at this as I would, from a personal view, have liked to see USS Thunderchild somewhere on her.

The Thunderchild first appeared in First Contact and the battle for Sector 001 against the Borg which was soon followed by appearances in the Deep Space Nine novel The Fall of Terok Nor and a lot of blink-and-gone moments which you might have missed. Fortunately the accompanying magazine does offer some satisfying memory joggers.

In fact this magazine is a bit of a first. Up to this point each ship has in some way "headlined" or at least been a big feature in Star Trek - Borg Sphere, Defiant, the Bird-of-Prey - but this is the first "support ship" if you will. Never truly in the spotlight but glimpsed in the background as part of a fleet maneuver or being engulfed in a ball of Borg energy fire. How much can there be to write about a "lesser" starship? Enough for Issue 12 that's for sure. It's not necessarily about a special feature here either (as with Voyager's Aeroshuttle or saucer separation) but more about the creation and evolution of a ship which seems to be the backbone of the fleet to some extent. Eaglemoss have done a great job in unfolding the story of the class and have shown just the right amount of depth behind the design.

There are some sublime sketches and probably rarely seen images and CGI scattered liberally throughout the pages of the magazine which truly ensure this is the most informative piece about Thunderchild and it's siblings since we first saw her taking on that cube in First Contact.

What becomes apparent is that it's not just about slapping together an image in a computer and dropping it into a battle scene. The Akira Class was originally one of 12 concepts for First Contact and one of only four that were picked. The magazine takes us through not only the design and construction process but also exactly what the point of the class is as we've already noted above. Until this production we at SKoST didn't really have a great understanding of the ship but now it's battling to be among our all time favourites just because of its purpose.

She may not be the prettiest ship in the fleet but was designed as a true warship to face the threat of the Borg where Starfleet needed smaller, faster, heavily armed ships. Perhaps she's not as popular as an Enterprise or Voyager but definitely one I've proudly added to my fleet. It also means I've managed to make an important decision. For personal reasons and if I was going into battle I sure would want the Thunderchild at my side.




While we're at it let's also look ahead and for this I'll just pass over to +Clive Burrell ....


The next four issues are an interesting range covering The Next Generation, Deep Space Nine and Voyager. The Jem'Hadar cruiser is a gem of a model which we are looking forward to seeing that one. It looks prepped for war if ever I saw a ship more ready - and it's pictured the right way up too (!) 

The arrival of issue 14's Galor Class means that you can recreate some of the Dominion War if you call on your Bird-of-Prey, USS Defiant, Romulan Warbird and cruiser from issue 13.  As a Deep Space Nine fan it's one to ensure is in the collection but she's not the big draw in the next few installments. That's left for issue 15.

For various reasons the one that we're REALLY looking forward to is the USS Equinox. First suggested way back in The Next Generation Technical Manual it's a classic and, with certain other things happening out in the real world, it seems like the perfect time for this vessel to arrive on the scene. The styling on the Equinox is perfection in my opinion - small, tight lines which make it look a bit like a compact Sovereign Class to some degree. As Voyager goes that show definitely got some of the best looking starships didn't it - Dauntless and Prometheus being the immediate ones that spring to mind and they'll be along soon enough.

Following on from that we have the Ferengi Marauder. Not especially a favourite and not that often seen but still, it's coming and I am intrigued to see whether the markout for the shuttle in the bottom of the hull will make it onto the model given recent variations in quality with the range. Indeed, those errors are a concern when it comes to the ones you wait for such as the Constitution refit back at issue 2 which had a shoddy mirror transfer on one side (and was one of the weakest models to date actually). 

Anyway, we'll hopefully keep you updated with anything new we discover. The next big question is will the USS Vengeance be the third special following the announcement that the JJ USS Enterprise is going to be Special Two...




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