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I played Star Fleet Battles, Federation Commander, and all sorts of space games when I Was a kid. I was fascinated by the idea of giant, monolithic hulks bristling with particle weapons, probes, missiles, and whatnot blasting the shit out of one another in space, with crewmen taking their last non-breath of space dust as a hull breach and subsequent equalization of pressure sucks them into the abyss and to their ultimate doom. I mean, I love skirmish games of all kinds, but really, space skirmishes have always been my first love. And so, I looked past the blind booster setup that I so despise, and I bought some boosters and a starter set. It was at that point that I realized I would not be fully satisfied until I had the whole set, and so I started asking around if anyone had any. Turns out one of my best buds actually had doubles of almost all the common and uncommon ships, and so he sent them off to me. I then "ebayed" the remaining rares, so $130 later, I have them all.
Now, I have played Clix games before, and I'm just not a tremendous fan. Mage Knight was especially terrible, but Heroclix is tolerable. I mean, if you like licensed superheroes, there's not much of an alternative. In fact, the only thing in the Clix world that I found to be awesome was Mage Knight Dungeons, which I still say is one of the best dungeon crawls ever. But, alas, I had to know if this game was going to be good, and I was sure hoping it wasn't going to be another unremarkable, crappy game like Star Wars Miniatures: Starfleet Battles, but with Star Trek branding and the dial gimmick.
Turns out, the game not only is exactly like vanilla Heroclix, they didn't even bother to package the game with its own special powers and abilities card. So, the ships literally have super senses, super strength, and can leap. Yes, leap, in space. Oh, and what about the Klingon vessel with Blades/Claws/Fangs...because I'm sure you remember that ship as a Star Trek fan, the one that de-cloaks next to the Reliant and takes a huge toothy chomp out of the side, bypassing shields? Yeah, they didn't even bother to Star Trek it up. I mean, they did put some flavor text crap on the individual ship cards, which nobody will ever even look at, but otherwise, nada. The upside, I suppose, is that you can do what I did and have the Green Lantern Corps fight it out with a couple of Constitution-class flagships, right? Or Batman versus a Bird of Prey, since Batman is, you know, 360 feet long like a Bird of Prey, and can breathe in space. FAIL.
Because of them not changing anything, Superman can fight alongside the Enterprise, and everything is totally compatible. What's sad is that they could have printed out their own card for Star Trek with different power names, but still had the ships be compatible. They were just being lazy, I think, or maybe they figured that they had to keep it consistent so Heroclix lovers wouldn't get confused over the color banding system and have to re-learn what the colors mean. I guess I can understand it, but they had to kind of understand that the market for Star Trek is different than the Marvel market. At a minimum, no fangs or claws on a great big Federation spaceship might have been a good start.
But let's talk about the products, physically, for a moment. The ships themselves are quite nice. I'd argue they're not as detailed as those that come with the other blind-booster space miniatures game, Star Wars Miniatures: Starship Battles. That said, they're pretty well painted and durable. They come in one-ship boosters for like $4.99 a pop, and you can get one of 28 ships in three rarity levels. There's also the starter set, which is just barely a starter because it contains the rules, two dice, a powers card, two maps, and four ships. Marquis ships, but still, only four, which limits your tactical options pretty significantly.
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Also, there are rules on some of the ships that have them placing terrain, objects, or destroying them, but there's not a single terrain marker or object anywhere in the starter, or in the box with the ships that have the ability to place them. So, really, you not only buy something that requires you to get your own activation markers, which isn't a biggie, but then on top of that, you have to realize that you don't even have the markers/tokens and then go to the Wizkids website and download them. Luckily, I found them: http://heroclix.com/downloads/print-and-play. Unfortunately, the object tokens that exist are manhole covers, ATM machines, and the like, none of which I find to be something I would expect to be either in space or useful in playing a space skirmish game. So, in the end, if you REALLY want to play this to the fullest, using all the powers and rules, you don't get to unless you blow through some printer ink, card stock, and have some tokens on hand. The word that comes immediately to mind is "boochy".
Now, I'm going to assume that you've never played Heroclix here, for a second. To understand Clix, you simply have to know that it's a relatively simple light skirmish game. Each character has its own special powers that are available at given times based on how much damage they've received. These powers are indicated in a window, and change by rotating the base mechanism, which contains a dial, on which is printed a series of numbers in the foreground on a colored background. The colored backgrounds define what power is available at the time. Some are automatic powers, like modifying your defense against a type of attack, while others need to be activated on your turn to use.
In short, the system's real triumph, if there had to be one that stands out, is that the variable powers really create a lot more tactical strategy potential. A character's powers can change dramatically during the course of a battle, and knowing which powers are going to come up at which point is a critical aspect to playing the game well. Tie that in with the activation system, which consists of simply declaring an activation and placing a token on your activated ship to denote it, then resolving an action. The linchpin to all of that is that you are limited in what you activate because no ship can have more than two tokens, so you can't really just bum-rush with your big bad ship. It forces you to incrementally move your entire fleet and really choose activations wisely.
Once you get past all of the continual drudgery of card-reading and decrypting the color coded powers, the game's still not actually all that fun, though. Again, it doesn't really have any "big space battle" feel to it, it's more of just 3D icons with shapes that aren't little caped heroes or elves or something shooting one another. So, if you're used to Heroclix, or games where positioning isn't that important, where there are no facing rules, no inertia, no simultaneous damage, or anything more complex than "activate, shoot, rinse, repeat", then you're pretty much going to like the game if you can palate the idea of spaceships with Super Senses and Fangs. But if you want something that feels like a space game, and has more depth than really just managing action tokens and making sure you know your ships' powers and how they can interact with one another, you're best to look elsewhere.
The ship design itself, as far as ship balance and power design, is really pretty good. All the ships make sense, too, thematically. Each ship has kind of a theme that it adheres to, so small ships are nimble and wiry where the bigger ships are fast, powerful, and durable. There are ships that cloak, although cloaking is really pretty weak compared to the films' depiction, since they don't actually cloak, they just are not targetable if they're behind some terrain. But if it's a one-on-one engagement in open space, cloaking is completely worthless, which is really pretty shitty, since the valuation of the ship is based upon its inherent abilities. On par, though, the balance is really pretty good, the ships do some neat stuff to keep the game moderately interesting, and if you can get past the first five or so games and get used to the color wheels, well, you may dig it pretty well. Just don't expect Starmada, Silent Death, or really anything beyond the same old Heroclix.
Now, my problem is that my daughter loves Star Trek, and she likes Heroscape, and she views this as Heroscape in space, so she's fully engaged. Which means that I have to play this game, especially since I spent way too much money collecting an entire set for her so she could re-enact giant space battles that she's seen in the films. I also played with some friends who've played some other space shoot-em-up games, like Battleship Galaxies, Star Wars Miniatures: Starship Battles and Epic Engagements, and they found it kind of "meh" like I did. I mean, if these were someone else's toys, there's very little chance I would ever go out of my way to ask to play this game. Part of that is that it failed, for me, to really emphasize the Star Trek universe in the game, and part of it is that I just find the continual look up of the powers to be so mind-draining that it's just not worth the effort. To underscore that, I have a pretty good memory, to say the least, and I just don't care to crack open my hippocampus and allow the information to be stored.
This is not to say that it's a bad game, but it's just not a good one. It revels in its mediocrity, and it certainly did itself no favors by not embracing the license. I think the end-use of these neat ships will be that I re-base them onto A Call To Arms: Star Fleet bases, saving me some painting time, and playing a far superior game that really embraces the license. I'll be reviewing that at some point in the near future since Mongoose was kind enough to send this soon-to-be indoctrinated Trekkie the core rules to put it through its paces. I may also write up some cards to use with the Epic Engagements system.
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Why Admiral Kirk Made This Game Mandatory At Starfleet Academy:
- Lots of Federation and Klingon ships, and none require painting to look spiffy
- Lots of availability on Ebay, and the commons and uncommons are pretty cheap, really
- It's easy to learn basic rules and simple game play is good for family gaming
- Lots of availability on Ebay, and the commons and uncommons are pretty cheap, really
- It's easy to learn basic rules and simple game play is good for family gaming
What Makes Star Trek: Tactics Boldly Fail Like None Before It:
- If you want to find the worst bastardization of a licensed product, this tops the suspect list
- Calling something a starter set and then not including required parts is a bait and switch
- The lapse between first play and memorizing the powers make initial games slow
- Blind boosters? Really? The 1990's called and they want their sales gimmick back
- Calling something a starter set and then not including required parts is a bait and switch
- The lapse between first play and memorizing the powers make initial games slow
- Blind boosters? Really? The 1990's called and they want their sales gimmick back
Overall:
It's not a terrible game, and if you are a fan of Heroclix, it's probably as good as you're used to, maybe even better since there's not several levels of each ship unlike the other Clix lines. But if you're new to the game, despite the easy to learn rules, the continual need to refer to a power card can slow the pace exponentially, which takes away from the experience. If you are determined, though, what you get is a moderately simple shoot-em-up that lacks most of what makes space battle games interesting. On top of that, there's virtually no Star Trek "feel" throughout the game other than the fact that the ships are recognizable from the fiction. So, from the game play standpoint, it's as "meh" as it gets. Unless you can re-purpose the ships, you're a Heroclix fan, or you're just a crazy Trekkie who wants the neat looking toys, I see absolutely no reason to invest in this game.
Rating:
2.5/5 Stars
2.5/5 Stars
Check out the WizKids page for this line, which has had an almost identical level of disinterest put into it:
The best place for info on the ships is at the HCRealms site, here:
I've created some really nice looking maps, since the maps are fine, but not really beautiful, and you can download them at the following link if you want to take them down and get them printed to 24"x36". Just remember it's the 2" square maps you want, not the hexes, which are also there if you want them:https://www.box.com/s/71fa7030709446b319bb
And lastly, since I am now forced to play this with my kid since she likes it so much, I had to make it bearable, since she is NOT going to remember the color coded powers, ever. To do so, I took all the powers that are on the "not-so-quick powers and abilities reference, and I put them directly onto some new cards I made. I'm almost done with all 33 of the ships, and I'll post them to my blog as soon as they're done, likely tomorrow. I've not edited or amended the powers and what they do other than to change "character" with "ship", and make things no longer refer to the named powers, so there should be a lot less of a learning curve. I'll put them in the above link, but like I said, I'll also write a blog post so there's a record on the site.
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