So, Attack Wing is one of the better games Star Trek has ever gotten. It’s far from the best simulation, but it certainly scratches the fleet maneuvers itch in a way that ACTA and FASA don’t. Plus it has all-canon ships, post TNG season 1 (where FASA stops) and Animated Series (where ACTA/SFB stop). Yes, its action economy is fucked, and yes, Secondary Weapons are broken. It’s still fun to play, unlike Star Fleet Battles, if you have more than one ship. And let’s be honest, FASA’s non-canon designs are by and large complete shit.
Update: now with 200% more pictures, so you can see what the fuck I’m talking about.
The FASA Ambassador, designed in the middle of the second season of TNG.
Hey, that doesn’t look so..
Oh Lord. Kill it with fire.
But today’s post isn’t about FASA, nor ADB’s “LALALALA I CAN’T HEAR YOU” approach to game design. It’s about expanding Attack Wing a little.
Almost all of the STAW scenarios and OP events are based on episodes or movies. This is great if you’re a Federation player, but it eliminates many of the “classic” naval wargame scenarios. We only see a freighter in use a handful of times, for example, and a full-scale convoy attack is basically Right Out. Unless Worf needs to suffer, anyway..
One of the first problems you run up against while making freighters is the maneuver dial. Usually ships are either fast or extremely maneuverable, with Red maneuvers serving as a sort of half-assed choke on your Battleships turning like light cruisers. Freighters, on the other hand, are usually utter pigs. I realized a few days ago that the Mini-Clix dials I talked about in my Proxy Dials post would actually handle them fairly well, since they only have 12 slots.
My current test dial
This puts freighters at a nice, predictable 6″ average move. To put it another way, it’ll take about 5 turns of play (given a standard-sized board and set-up zones) to get a freighter off the other side of the map – or about 3 turns if you start in the middle. So, we’ve got their general piggishness and a basic parameter for the game length set out.
Cargo and Upgrades:
Thematically, Attack Wing is all about the upgrades. With that in mind, transports have a new Upgrade type: <cargo>. Some Cargo is free, others cost SP to field. If the ship successfully disengages as noted in the scenario, you gain extra Victory Points as noted on the card. If your opponent destroys or captures the ship, he gains the VP instead. The Convoy Attack scenario gives the Defender bonus points which must be spent on Transports or Cargo Upgrades (other Upgrades, if available, are paid out of your regular points allowance)
Captains with [Elite Talent] slots may not be assigned to a freighter. Nor may they be assigned any Admirals or Resource cards. Sorry, guys, they know as well as I do that’s a bad idea.
Current tentative cargoes:
Contraband – prevents attack cancelling, high VP award.
Grain – Tribbles are hilariously dangerous. Low VP.
Medical Supplies – “good guy” powers will leave you alone sometimes. Dice roll or Action? Average VP.
Arms shipment – put a secondary weapon face-down under the card. Discard both during any Attack Step to attack with the weapon at Range 1-2, regardless of the Range printed on the card. Enemy gets the VP if you use it, High VP.
Q-Ship – Moderate SP cost. Adds AD and a shield. No VP.
Bulk Goods – can discard to ignore a hit or crit, but the enemy gets VP for it. Low VP
Troop Ship – Add a “Boarding Party” to your ship for free, regardless of the ship’s Upgrade limits. Instead of Discarding the Boarding Party, you Disable it instead. Average VP
All ships have a 90 degree forward arc unless otherwise specified. Most are in the “Light Cruiser” weight range, which means 1-2 Agility and ~3 Hull.
Bradford-class tug. 15 SP. 1A/1D/3H/2S; [cargo] x3. “Evasive Action” and “Battle Stations” actions. AKA “Ptolemy”-class. You may notice that this is basically a demilitarized Miranda-class. This is entirely deliberate.
The original, unfinished shooting miniature of the Bradford
Antares-class drone freighter. 10SP. 0A/2D/2H/2S; [cargo]x1. “Evasive Action”. Special: This card can be used without a Captain, with an effective Skill of 1. Flip over any Critical Damage cards that reference injury to the Captain or crew, and ignore their effects. This ship always ejects the Warp Core in the case of a Warp Core Breach effect.
Ortho shot of the original Antares (there’s also a Miranda-class variant of the same name)
Heavy Freighter: 22 SP. 2A/0D/3H/3S. [cargo] x2. “Cloak”, “Sensor Echo”, “Target Lock”, “Evasive Action”. 180* Forward arc, no rear. The White 2-Left Turn and 2-Right Turn maneuvers become a Red 3-Left and 3-Right This is almost a warship. Almost.
Tuffli-Class Transport: 18 SP. 2/1/4/2; [cargo] x3. “Evasive Action”.
Not a Klink heavy frieghter. Totally. It’s, like, way bigger you guys.
“Hammerhead” Deep Space Frieghter: 10 SP. 0A/2D/1H/1S. [cargo] x1. “Evasive Action”. (this is Batris’ ship from TSFS).
Christopher Lloyd said blowing this sucker up was one of his favorite parts of his favorite role
For 5 SP, you can exchange any of the original Upgrade slots on a Marauder for a [cargo] slot.
Bajoran Medium Freighter. 15 SP. 1/1/2/3; [cargo] x2. “Evasive Action”.
Shot of the troop transport filming model courtesy of Drex and Greg Jein (used w/o permission and all that)
You may notice that Wizkids fucked up, and labeled the transport as a fighter. The Bajoran fighter looks like this:
same source as above
The Dominion can use the Tuffli-class, or the Bajoran Transport, without Faction Penalties.
Still working on a Romulan option.
I’m open to comments or suggestions, so let me know whatcha think.
Images used without permission for the Fair Use purpose of education and review.