Wednesday, December 4, 2013

HOW TO: The New players guide to Star Trek: Attack Wing

Welcome back! For those who are new or interested in the game i will go over everything you will need to play and a brief how to.


First things first.
You will need a starter kit which comes with 3 fairly decent ships
U.S.S. Enterprise-D/ Galaxy Class
I.K.S. Maht'ha/ Vor'cha Class
I.R.W. Kaza'hara/ D'deridax Class

along with a variety of captain, crew, weapons, engineering, and medal upgrades.

It comes with everything you see here.
You get your attack and defense dice, Attack range measure, movement measures, a variety of tokens.
your rulebook, some items that can be used as field obstacles and the Damage Deck.

This is going to be long winded but I will try to explain each set of items in brief detail.

Starting with the tools you have...

These are not standard templates.

Movement Measures: you have 3 types of movement measures Straight 1-6, Banking (soft turn) 1-4, Hard turn 1-3 these are how you measure your movements certain ships can only take certain types of movements. Notice the u-turn symbol on the straight measures, some ships are capable of such maneuvers.






Again these are not standard.

Attack Measure: This is how you can tell if your in attack range, there are 3 ranges of attack on the
measure, at range 3 your opponent receives 1 additional defense die and at range 1 you get 1 additional attack die. on the opposing side of the measure you will see photon torpedoes on it it will be blank of the +1 dice images because secondary weapons do not receive bonuses for range.



Attack/Defense Dice: These dice decide how much damage you deal/receive or defend against.
They are 8 sided dice with 3 hit symbols, 2 Battle Station symbols, 1 crit symbol and 2 blank sides for attack dice. 3 manuver sides, 2 battlestations sides, and 3 blank sides for defense dice.







Damage Deck:  These cards are dual purpose, on there back side they show hull damage as an image on the obverse side  shows critical hit results such as warp core breach, jostled navigator, and communications failure.




 Disable Tokens: These are used to help you and others identify upgrades that have been used and require disabling for use. Such as weapon, crew, engineering and medal upgrades. bear in mind a card that says discard cannot be reactivated so there's no point in placing a token on it.

Shield Tokens: Theses simply show how many active shields you have on your ship remove them as they are destroyed or flip them over to show they are disabled.

Ship Action tokens:
- Evade Token: If you take the evade action you  place an evade token next to your ship which gives you one free evade from an attack.
-Cloaking Token: Identifies a ship is cloaking, cloaked, or coming out of cloak green identifies as cloaking or cloaked red shows your coming out of cloak. while cloaked your ship has +4 defense dice.
-Battle Stations Token: Signifies your ship is at Battle Stations and you may spend it you change the battle station icons on your attack or defense dice to hits or evades.
-Scan Tokens: Signifies your ship is Scanning, while scanning opponents roll one less defense die.
there are also several upgrades that benefit from a scanning ship.
-Target Lock Tokens: a pair of tokens which share an Letter (red and blue) which shows you have target locked a ship you place the blue icon next to the ship target locking and the red next to the target locked ship.

Adverse effect Tokens:
-Auxilliry Power Token: Identifies your ship has taken a stressful movement or action, or has been hit by a particular weapon. If you have to take this token the afflicted ship loses it's actions until you take
a green maneuver.
-Critical Hit Token: these are to show a ship has a lasting critical hit effect on it. (the least used token in the game.)
- Minefield tokens: these are used in relation to mine weapon or engineering upgrades.

There are many special tokens you will receive with ship expansions that will have rules included.

Cards! yes this is not just a table top game it is also a deck build game as well!
Cards are broken down in to several groups based on there role as follows.

Ship cards: These cards give you stats for your ship, any special abilities, basic ship actions and your
allocation for upgrades.
Captain cards: these are your ships captain which is a required card you have named captains and
blank captains. 
Crew cards: crew have special uses which are either actions, reactive, or static abilities.
Weapons cards: These are your secondary weapons which are not affected by range bonuses.
Engineering cards: these are cards that act as augmentations to your ships or weapons.
Medal cards: These are special cards which require a named captain with the medal icon on your
ships captain. if your captain doesn't have the icon you cannot use these upgrades.
Special rules cards: These will only show up when a ship has an upgrade that requires token use or some other special tidbit.
Mission cards: these are just fun little scenario cards that you can use to play missions instead of just playing a normal game.

Ships
Your ships come with several parts that you need for play.
Model: The actual ship which is not always very well painted so I encourage you to paint your models!
Pegs, Base and Base Plaque: these are what you ship sit on the the Base Plaque fits into the base and is double sided it has the named ship on one side and and the standard ship on the other. the pegs fit into the center and hold your ship. you can place several pegs on one another to raise your ships height.
Movement Dial: Your dials will need to be assembled but they allow you to plan your movements in planning phase.
Captain icons: there are two for each captain the fit into the slots on either side of the peg to show which captain your using.   

Okay I'm pretty sure that covers everything you need. on to basic play.
There are 5 basic steps in the first turn and only 4 for every other round after.
the 5 rounds are as follows.

Deployment Phase: this phase is unique to round one this is when you place your ships on the field.

Planning Phase: this is when you plan your movements on your movement dial and use any cards that might be useable during planning.

Movement Phase: this is gonna sound tricky. there is an order to all these steps that go by captain levels and faction. so captains levels are 1-9 in movement lowest captain moves first and during attack phase highest captain fires first. if you have two captains of the same level it boils down to faction you move in the order of Dominion, Romulan, Klingon, Federation. they fire in reverse order.
make your movements and hope you don't bump anyone or anything.

Action Phase: This phase happens immediately after every ship moves. make sure you take your action(s) if you end your movement and do not take your action you will lose it.

Attack Phase: this is when everyone begins attacking if there is proper range. if you have the proper range and attack arc you may fire at your enemy.

This is the basics of game play. there is a lot of different stratagems you can work with but that's more advanced and you will figure them out as you play. I will go over faction based  strategy in future posts with help of people who play said factions. if you have questions feel free to ask players in the store or on the site forums!

As always we will see you again!
(i will add more pictures later.)

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