Another month and thanks to a find via Australia, the Attack Wing collection continues to grow.
An 18 point ship, the model of the Raptor Clas ship is well detailed for its size with clear panelling and an oddly light finish which makes it look a little bleached. I would have hoped for something a bit darker green however the accented red stripes and darker feature blocks do provide good definition. There's some artistic licence here but let's dive into the real meat of the pack.
The generic version loses the Crew upgrade slot as well as a Shield and the Unique Action for 16 points. As for movement, the Somraw maxes out at speed four with full bank and hard turns at speeds two and three. Speed one allows for banking and none of the standard moves aside from the speed three hard about (180 turn) come with the red warning of an Auxiliary Power Token, making this fairly manoeuvrable.
The sole Weapon addition is the standard Photon Torpedoes (three point cost) card providing fire fore and aft at ranges two and three. As with the earlier sets it comes with the Disable feature once Target Lock has been utilised and one Battle Station result can be converted over to Critical Damage.
Tactical Sensors is the higher priced Tech upgrade (four points) which can be disabled to place a Scan and a Battle Station token besides your Raptor (and only a Raptor). Certainly one to up the defensive capabilities of the Somraw it'll work well in conjunction with the ship's own inbuilt Unique Ability to convert a Battle Station to an Evade if necessary.
Last up for upgrades is the Elite Action, Klingon Honor. Tragically using the explosion from The Undiscovered Country as its backdrop, the five point price is worth it for the reusable nature of the text. Disabling the card adds one Attack die to your roll as well as converting a Damage into a Critical Damage. Sounds good - but the price on the other side is the loss of all defensive capability for the round which then aligns with the picture - it's a suicide tactic that makes sure you go out in a blaze of Klingon glory. Expensive but one fun way to end your appearance on the table!
The Somraw's mission is Escape the Gas Giant and sees a Federation player taking on the Klingons with 80 points apiece. Moving near the Gas Giant (represented by the large planet token) will incur additional damage as the two sides fight it out and even at range three there's still some effect on players' ships. Ultimately the goal is to escape with at least one ship in tact after defeating your opponent while enduring the stresses of the star. A cool twist on the standard two player game but nothing super exciting here.
The generic D'Deridex is reduced by a Shield, one Crew slot and the Unique Action to cost 28 points - but it severely loses the attraction over the hefty onslaught of the Haakona. Compared to the Somraw, it's exactly as manoeuvrable but instead of a speed three come about there's a speed one reverse that will incur an Auxiliary Power Token. High Weapons and good to move - what else could you want?
There are three Crew card options in here with Romulan Security Officer upping your Captain skill by one point dependent on how many of this card are equipped to your ship up to a maximum of four. There are three in the pack which reduces your options with the Haakona since there are the same number of cards in total regardless of duplicates.
Romulan Helmsman can be disabled if you play a Red Maneuver to treat it as though it's a White Maneuver for two points. Finally there's Romulan Sub Lieutenant who costs four points.
His ability is somewhat more complex. Discarding the card targets a ship at a maximum of range two and if that vessel has a Hull value of six or more then it has to disable two active Shields. If the Shield value is less than six it only disables one. This greatly reduces the number of hits required to take out an opponent and could ideally be comboed with something that would offer up a straight attack afterwards.
Plasma Torpedoes spend a Target Lock and hit with five Attack dice with any blank results rerolled. Operable from forward and reverse arcs, the torpedoes can hit at up to range two. Last up is Disruptor Beams which can have an effect from ranges one to three. Again a disabled card, it carries an increased possibility of damage. For every hit suffered another Attack die is rolled and if you roll at least one Damage or Critical Damage then the target receives another hit. The Haakona has a storming set of Weapon upgrades here that are essential to any self-respecting Romulan fleet.
Yes... it's a big one with a big hit reward but could backfire and cause you major issues. I'd say this is one of those last gasp moves to ensure you take something with you at the very end.
Based loosely around the episode of the same name, Contagion is the Haakona's special mission. Placing one Federation ship against a D'Deridex Warbird, the scenario sees the two ships attempting to download Iconian data while also tackling crippling malfunctions caused by orbiting probes. First they'll take down upgrades before hitting Shields and Hull so it's a race to recover the information - but there's a twist - because players will need to work together to remove the malfunctions from their ships and escape. This is a brilliant concept and very much foreshadows Alliance which has expanded on that co-op scenario. Definitely looking forward to trying this one out!
Weighing in at 26 points, the Breen starship attacks with three dice, defends with two and has four Hull and four Shield points. Heavily armed, the Gor Portas offers four Weapon upgrade slots and just one Crew slot with standard Evade, Target Lock and Scan Actions. As for its Unique Action, the ship does need to have a Target Lock in play to fire torpedoes but you don't discard it once used. Not that's a bit nifty.
The model itself is quite impressive too with a black base coat accented with almost pink highlights to draw out the detail. Bit of a shame this was its only appearance in the game as a later wave could have redone the paintwork and offered some more Breen alternatives. Sadly we only have this one.
Given the slots for upgrades, Thot Gor is your de facto Captain unless you're thinking of something radically different. With a Skill of six and a cost of four points, the Breen commander reduces the cost of each Weapon upgrade equipped by a point meaning you can take full advantage of those slots. Sar isn't too bad with a one point cost and a Skill of two. He also makes the generic version with no ability sort of redundant since he provides an extra defence die unconditionally.
A further disabling card, if the attack hits then the target ship receives one Energy Dampening Token and then you can immediately attack again with another Weapon. For the effects you then have to refer to the accompanying reference card which shows that the target ship loses Shields and cloak if applicable. Nor can it attack and during the subsequent Planning Phase it can't move and in the Activation Phase it then moves at speed one forward. Once all this is complete then the ship returns to its normal sequence of events.
As it's a close range attack (one), this certainly means that any second or third bombardment onto the enemy ship is likely to incur some heavy damage. Only for Breen use, I'd be equipping this.
The Gor Portas mission is unusual in that it's a three player game rather than the standard two person set-up. The Breen have to manoeuvre by two Mission Tokens out in the field before heading to a third representing Cardassia Prime and therefore escape.
This is The Fall Back to Cardassia Prime and "alliance" players are there to stop the Breen from getting to their safe haven. Both Federation alliance players have just 35 points while the Breen Battle Cruiser has slightly better odds with a 50 point payload.
Next up on Attack Wing
- the Dominion Faction Pack: Cardassian Union
You can check out all our Attack Wing reviews over on the Gaming Section!
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