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Beitrag von Cut am So Nov 10, 2019 11:46 am

Card Layout and Restrictions

*bzzt* Incoming transmission from a Starfleet vessel. *bzzt*

Welcome back Star Trek: Attack Wing players! This transmission provides an overview of the changes to the card layout that players can see in the new Star Trek: Attack Wing rulebook and beyond!


UNIQUE SYMBOLS AND CARD RESTRICTIONS

Most people are familiar with the regular unique symbol  and the Mirror Universe unique symbol . The normal unique symbol is a black background with a yellow star. For Mirror Universe, the color of the background and star are reversed, allowing a player to play two upgrades with the same name; one from the Prime and one from the Mirror Universe. Until now there’s only been a symbol to determine if a card is unique or not. If a card was otherwise restricted based on faction, ship class, or limited to one per ship, it was codified in the card’s text. This often made for long, unwieldy blocks of text on cards. In an effort to make a card’s text more manageable and to simplify restrictions and uniqueness, we’ve made a few changes to how card’s are laid out.

Going forward, if a card is limited to one per ship, there will be a silver four-pointed star on a black background in the same spot where the unique symbol would appear . This will replace large, unnecessary blocks of text and allow players to easily decipher if a card is unique, Mirror Universe unique, or one per ship by looking in the same part of the card.

Additionally, most other card restrictions will now be displayed on the left edge of the card instead of being written out. If a card is restricted to ships of a specific faction, that faction’s symbol will appear in a circle . For Elite Talent upgrades that are restricted to a captain of a specific faction, the circle will be changed to a rounded square like the one that surrounds a Captain’s Captain Skill . If a card is restricted to ships of a given class, then the symbol for the ship class, that appears in the lower left corner of the ship card, will be featured in the circle . Some cards are also restricted based on a given ship’s Primary Weapon, Agility, Shield, and/or Hull Values. If a card is restricted to a ship with a Hull Value of four or more, the card will display a circle with the Hull symbol with “4+” superimposed on it . Similarly, if a card is restricted to 4 or less Hull, the card will display a circle with a Hull symbol and “4-“ superimposed on it . This logic follows suit for the other values as well. Another restriction that was previously written out that will now be codified with a symbol are arcs that the effect may be used out of . There are symbols for Primary Firing Arc, Secondary Firing Arc, and 360 Firing Arc. A more detailed, non-exhaustive list of restriction symbols can be found in the new rulebook on page 20.

Unfortunately, not everything can be so easily codified. For now, if a card is restricted in a way that cannot simply be codified by a symbol, that restriction will be spelled out in text. For example, a card that can only go on the U.S.S. Enterprise-D or an Elite Talent Upgrade that can only be equipped to a Gorn Captain.
CARD TEXT LAYOUT

The new card text layout helps to standardize card text and clearly delineates the parts of a card’s text. If a card references a single range, that range is displayed as it has previously been on Weapon Upgrades. If a card references more than one range, those ranges are specifically referenced in text. If a card has more than one effect, those effects are delineated with a horizontal rule. Most importantly, complex effects have three clear parts: timing, costs & conditions, and effect. Let’s take a look at a card that highlights many of these pieces.

Goroth has two effects, delineated by a horizontal rule, a Range of 1-2, and an Action that is broken up by timing, costs & conditions, and effect.

Goroth’s two effects are:

“Add 1 Crew to this ship’s Upgrade Bar.”

and

“ACTION: Discard this card, discard 1 Crew Upgrade, and target an opposing ship.

Disable the Captain equipped to the target ship.”

These effects are clearly different and do not interact with each other.

The Range of 1-2 displayed on this card tells you what range this card’s effect can be activated at. Specifically, Goroth can only target an opposing ship within Range 1-2.

Let’s now take a look at the different parts of Goroth’s Action.

The timing of a card is always bolded and in capital letters. In this case ACTION: tells us that this card is an Action and may only be used when an Action could be used (i.e. after a ship moves during the Activation Phase).

The words immediately following the timing are the costs & conditions of the effect. Costs & conditions must be paid before an effect can be activated. In this effect, the costs & conditions of Goroth’s Action include discarding him, discarding 1 additional Crew Upgrade equipped to the ship Goroth is equipped to, and targeting an opposing ship. If one or more of these costs & conditions cannot be met, Goroth’s effect cannot be activated.

Once the timing and conditions have been met and the costs have been paid for, the effect resolves. The effect of Goroth’s Action is “Disable the Captain equipped to the target ship.”

Under the new wording, any effect that has costs & conditions is optional unless it specifically states it is not. If a card lacks costs & conditions, it is mandatory unless it specifically uses the word “may” in its effect text.

The addition of clearly delineated effects, range, and further breaking down a card’s text into pieces allows for much clearer, easier to understand card text instead of clunky card text that is often ambiguous or hard to understand.

We hope that these changes to how cards are laid out serve to increase the readability of Star Trek: Attack Wing cards going forward and allows all of our players to read and understand cards without ambiguity or doubt.

*stomach grumbles*

Oof. Sorry to cut this short, but I’m not feeling so great. I better head down to sickbay to get checked out by our new state-of-the-art Emergency Medical Hologram. Be sure to stay tuned for the last transmission which will discuss perhaps the biggest change to Star Trek: Attack Wing: The Rule of 3!


By WizKids|November 8th, 2017|Attack Wing, Star Trek|0 Comments

Quelle: https://wizkids.com/attackwing/2017/11/08/4972/


Zuletzt von Cut am So Nov 10, 2019 12:19 pm bearbeitet; insgesamt 3-mal bearbeitet

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Offizielle Artikel zu den (Regel-) Änderungen im neuen Starter Set (2017) Empty Rule of Three

Beitrag von Cut am So Nov 10, 2019 12:05 pm

Rule of 3:

*bzzt* Incoming transmission from a Starfleet ship. *bzzt*

Greetings Star Trek: Attack Wing players! This final rulebook-related transmission is to help you understand the ins and outs of what constitutes a Modifier, what constitutes a Replacement Value, the Rule of 3, Cloaking, Replace Then Modify, and when the Rule of 3 applies as introduced in the updated Star Trek: Attack Wing rulebook!

Let’s start by talking about the difference between a Replacement Value and a Modifier.

A Replacement Value is anything where the Value is set to a specific number, multiplied, or divided. Some examples of Replacement Values include:

  This ship’s Primary Weapon Value IS
  Secondary Weapons that have an Attack Value.
  Increase this ship’s Agility TO
  REPLACE this ship’s Hull Value WITH
  HALVE this ship’s Shield Value.
  DOUBLE this Captain’s Captain Skill.

A Modifier is any effect where a Value is being added to or subtracted from. Some examples of Modifiers include:

  Increase this ship’s Primary Weapon Value BY
  This ship rolls +1 attack die.
  SUBTRACT 1 from this ship’s Hull Value.
  MODIFY this ship’s Agility Value by -1.

Now that we have a basic understanding of what Replacement Values and a Modifiers are, lets take a look at the Rule of 3 as presented in the new rulebook.

In terms of gameplay balance, we didn’t really want to see a player’s fleet be destroyed in one turn because their opponent got to shoot first and pump up the number of dice their ship rolled by a ton. We also didn’t want to see steep increases or decreases in Captain Skill, Maneuver Speed, Range, etc. during gameplay. The Rule of 3 helps limit the amount one can modify a given value to avoid these potentially problematic levels of modification. It achieves this goal by capping the sum of all Modifiers at 3. What is the sum of all Modifiers? Simply put, if a value would be modified in excess of +3 or -3, it is only modified by +3 or -3 instead. This means that if a ship’s Agility Value is modified by +4, it’s only actually modified by +3. This also means that if a ship’s Primary Weapon Value is modified by -5, it’s only modified by -3. The Rule of 3 applies to ALL values in Star Trek: Attack Wing including, but not limited to, the following:

  Primary Weapon Value
  Agility Value
  Hull Value
  Shield Value
  Attack Value
  Maneuver Speed
  Range
  Squadron Points
  Captain Skill

It is important to note that the +1 attack die for attacking at Range 1 and the +1 defense die when attacking at Range 3 do not count as a Modifier for the purposes of the Rule of 3.

If taken only as outlined above, the Rule of 3 might make some players who favor Cloaking nervous (especially Klingon and Romulan fans). That’s where Replacement Values, and the fact that Replacement Values do not count as Modifiers and always take place before modifications, should let them breathe easy again.

The best way to illustrate Replacement Values is with an example, such as Cloaking. Cloaking is now considered a Replacement Value for the Agility of a Cloaked Ship. Now, instead of rolling +4 defense dice, which would normally be capped at +3 due to the Rule of 3, a Cloaked Ship replaces its Agility Value with its printed Agility Value +4. Because Replacement Values do not count as Modifiers, they may then be modified within the constraints of the Rule of 3.

Now that we know how the Rule of 3 works, let’s take a look at how these two concepts interact with each other. I have the I.K.S. Vorn in my fleet whose Agility Value is 1. During the Activation Phase, the I.K.S. Vorn uses the Cloak Action, replacing its Agility Value with 1 + 4 = 5. During the Combat Phase, when the I.K.S. Vorn is defending, I use a combination of abilities to modify the number of defense dice the I.K.S. Vorn rolls by +4. During that same attack, my opponent uses a combination of abilities to decrease the defense dice the I.K.S. Vorn rolls by 2. Because Replacement Values do not count as Modifiers, the I.K.S. Vorn rolls 1 + 4 = 5 defense dice because of the Replacement Value from Cloak, +4 defense dice because of my Modifiers, -2 defense dice because of my opponent’s Modifiers = 5 from Replacement Values + 4 from Modifiers – 2 from Modifiers = 7 defense dice. Note, because the Modifiers applying to the Value only sum to +2, the Rule of 3 doesn’t actually apply in this case even though the 7 defense dice being rolled exceeds the I.K.S. Vorn’s printed Agility Value of 1 by more than +3. Again, this is because the Replacement Value of 5 granted by Cloak is always applied first, and then modified by +2 which causes the Rule of 3 to not take effect. Another important note, in this example we reference both defense dice being rolled as well as Agility Value. For the purposes of the Rule of 3, Agility Value and the number of defense dice being rolled both count as the same value. This is also true for Primary Weapon Value and attack dice being rolled.

We understand that reading through all of this might be making your head spin. In practice, the Rule of 3 is much more intuitive and easy to apply if you use these specific steps:

  Start with the printed value.
  Apply any Replacement Value with a fixed number (such as Cloak).
  Apply any Replacement Value with a multiplier or divisor (i.e. “double” or “half”).
  Sum all Modifiers that apply to the value.
  Apply the Rule of 3 if the sum of all Modifiers is greater than +3 or less than -3.
  Apply any applicable Range Combat bonus (i.e. +1 attack die at Range 1, +1 defense die at Range 3).

Note, it doesn’t matter the order in which these Replacement Values and Modifiers are activated, you must always apply these steps from start to finish any time a new Replacement Value or Modifier takes effect. This means if you’ve already calculated a value and that value later gets replaced or modified, you must recalculate the final value starting with step 1. For example, if a ship with an Agility Value of 1 has it’s Agility Value modified by -1 during the Planning Phase and it later cloaks during the Activation Phase, the Agility Value of that ship is 5 from being replaced by Cloak – 1 from the Modifier during the Planning Phase. The Modifier is not lost because you follow the six steps outlined above each time a new Replacement Value or Modifier is introduced into the equation.

Lastly, we want to discuss one of the most frequently asked questions regarding the Rule of 3: When does the Rule of 3 apply? We’ve heard this a lot because, if it applies at all times, it can cause some really weird consequences such as a Borg Support Vehicle only costing -3 SP instead of -10 or -15, Chroniton Torpedoes only costing +3 instead of +6, or only adding +3 Fleet Points to your score at the end of a scenario instead of +20.

Instead of addressing each of these edge cases individually, we’re making an addendum to the Rule of 3 that it only applies during gameplay. This means that a Borg Support Vehicle will receive its normal discount, Chroniton Torpedoes will receive its normal penalty, and everyone who amassed a well-earned pile of bonus Fleet Points gets those Fleet Points instead of receiving a measly +3.

That’s all for now, players! Be sure to keep your eyes peeled for additional transmissions about new and exciting Star Trek: Attack Wing products in the near future! Starfleet out.



Quelle:
https://wizkids.com/attackwing/2017/12/27/star-trek-attack-wing-rulebook-rule-of-3-cloaking-replace-then-modify/?fbclid=IwAR35MV0kbIJDlLkj5BtK2GdT-ycnruwcPb5RNJ4WJkjaIWf31vftt9Zb8jo

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Offizielle Artikel zu den (Regel-) Änderungen im neuen Starter Set (2017) Empty Shuttles and Attack Squadrons

Beitrag von Cut am So Nov 10, 2019 12:06 pm

Shuttles and Attack Squadrons

*bzzt* Incoming transmission from a Federation starship *bzzt*

Welcome back Star Trek: Attack Wing players.  Today we’re going to provide an overview of the changes to Capital Ships, Shuttlecrafts, and Attack Squadron rules in the new rulebook!
CAPITAL SHIPS

Let’s start out by talking about Capital Ships! A Capital Ship is any ship with 4+ Hull Value. A player must have one Capital Ship in their fleet per Shuttlecraft, Attack Squadron, or Borg Support Vehicle. Simply put, you need one Capital Ship for each game element in your fleet that requires one. This means if you’re running a Shuttlecraft and an Attack Squadron, you’ll need at least two Capital Ships in your fleet. Similarly, you cannot have one Capital Ship count for both a Shuttlecraft and an Attack Squadron, it can only count for one or the other. With this understanding, now we’ll take a look at how Shuttlecrafts and Attack Squadrons have changed under the new rulebook!
SHUTTLECRAFTS

Most of the rules that apply to Shuttlecrafts have not changed:  You will still need a Capital Ship for each Shuttlecraft in your fleet, they can still dock, you can move cards back and forth with an action from your Capital Ship once docked, and they still exit your Capital Ship during the Planning Phase.

However, there are a few substantive changes.  For constructing your fleet, the major change is that cards that cost more than 3 SP can no longer be equipped to Shuttlecrafts.  This rule does not apply to just upgrades, but to Captains and Admirals as well.

The Action to dock a Shuttlecraft can now only be taken by a Shuttlecraft. Additionally, when overlapping a friendly ship, the Shuttlecraft never takes damage, regardless of whether or not it uses the Action to dock. The Capital Ship still receives an Auxiliary Power Token when a Shuttlecraft docks on it.  The biggest change to docking is that while the upgrades on your Shuttlecraft cannot be used as before; they can now be affected by your opponent. Previously, if a card was on your Shuttlecraft while it was docked, it was largely immune to your opponents’ abilities. Now, they can be affected like any other card equipped to the Capital Ship the Shuttlecraft is docked on.

To launch the Shuttlecraft, instead of placing the Shuttlecraft anywhere within Range 1 of the Capital Ship, you select a maneuver on your Shuttlecraft’s Maneuver Dial, place one end of the corresponding maneuver template anywhere on any edge of the Capital Ship’s base (without any edge of the template extending beyond the base), and perform that maneuver. Both the Shuttlecraft and the Capital Ship receive an Auxiliary Power Token when a Shuttlecraft launches. Additionally, the Shuttlecraft may not move normally the turn it launches from a Capital Ship.
ATTACK SQUADRONS

The rules for Attack Squadrons have not changed much. They now officially require a Capital Ship per the rulebook. Additionally, they previously did not count as ships with regards to you or your opponent’s actions or card abilities. Now, they can be affected by your opponent’s cards, but not your own. So, Captain Donatra will still not give your Attack Squadron a +1 attack die, but if your opponent is running Matt Decker as a Captain, or an Admiral, they can use his ability to do one point of damage to the Attack Squadron’s Hull to remove an Attack Squadron Token. All in all, this isn’t a huge change but serves to bring Attack Squadrons down a peg.

That’s all for today! Stay tuned for our next transmission which will cover the new icons, ship restrictions, and card anatomy!

By WizKids|November 2nd, 2017|Attack Wing, Star Trek|0 Comments

Quelle: https://wizkids.com/attackwing/2017/11/02/star-trek-attack-wing-rulebook-shuttles-and-fighters/

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Offizielle Artikel zu den (Regel-) Änderungen im neuen Starter Set (2017) Empty Factions

Beitrag von Cut am So Nov 10, 2019 12:06 pm

Factions

Welcome Star Trek: Attack Wing players! This transmission will give a brief introduction and explanation for the changes to Factions in the updated Star Trek: Attack Wing rulebook!

Let’s start by taking a look at our motivation and methodology behind the restructuring of factions.
Motivation and Methodology

When restructuring the factions, we wanted to address the playability of the smaller factions, as well as their identity and the diversity of options within them. Summarily, we wanted to bring factions like Vulcan, Bajoran, Ferengi, Kazon, etc. into the limelight and bring them in line with the bigger factions while not removing their individuality. Let’s take a look at how we’ve restructured factions to achieve this.

Previously, we simply had a list of factions. Now we have a list of prime factions and sub-factions. Prime factions are those below that are bolded. Sub-factions are those below that are listed as a bullet under a prime faction.

Federation

   Vulcan
   Bajoran

Klingon
Romulan
Dominion
Independents

   Ferengi
   Kazon
   Xindi

Borg
Mirror Universe
Species 8472
Q-Continuum

Game elements of a sub-faction also count as their corresponding prime faction. This means that a Vulcan ship also counts as a Federation ship, but a Federation ship does not count as a Vulcan ship.

Here’s how we arrived at this structure.

When we initially looked at factions, we first identified the factions that had the fewest releases.

   Bajoran
   Xindi
   Ferengi
   Kazon
   Vulcan
   Species 8472
   Q-Continuum

We then made each of these sub-factions under a prime faction and started testing. Initially, Vulcan was a sub-faction of Federation and all other factions listed were sub-factions under Independents. After some testing, we found that Species 8472 was too strong as a sub-faction of Independents and Q-Continuum didn’t really make sense as a sub-faction. We flip-flopped on whether Bajoran should be a sub-faction of Independents or Federation. In the end, we decided to place them under Federation because we felt they would be better served for the purposes of gameplay and theme if they were under Federation instead of Independents.

After some additional testing we settled the prime faction and sub-faction relationships and finalized what being a sub-faction actually meant in what we felt was a very simple, elegant solution to what could’ve been an otherwise complex problem.
Implications

Let’s briefly discuss the implications of what it means to be a sub-faction under the updated rules.

“Game elements belonging to a sub-Faction also count as their prime Faction for the purposes of all rules. However, prime Faction ships do not count as their sub-Factions unless otherwise stated.”

What does this actually mean? Let’s examine by taking a look at some examples and comparing the original rules vs. the new rules.

I equip a Federation Crew to a Vulcan Ship.

   Original Rules – I have to pay a faction penalty because Federation and Vulcan are not the same faction.
   New Rules – I do not have to pay a faction penalty because the Vulcan Ship also counts as a Federation ship. Therefore, I’m equipping a Federation Upgrade to a Federation Ship.

I equip a Vulcan Upgrade to a Federation Ship.

   Original Rules – I have to pay a faction penalty because Federation and Vulcan are not the same faction.
   New Rules – I do not have to pay a faction penalty because the Vulcan Upgrade also counts as a Federation Upgrade. Therefore, I’m equipping a Federation Upgrade to a Federation Ship.

I equip a Federation Only Upgrade to a Vulcan Ship.

   Original Rules – I cannot do this because Federation and Vulcan are not the same faction.
   New Rules – I can do this because the Vulcan Ship also counts as a Federation Ship. Therefore, I’m equipping a Federation Only Upgrade to a Federation Ship.

I equip a Vulcan Only Upgrade to a Federation Ship.

   Original Rules – I cannot do this because Federation and Vulcan are not the same faction.
   New Rules – I cannot do this because the Federation Ship does not also count as a Vulcan Ship. Therefore, the Vulcan Only Upgrade cannot be equipped to the Federation Ship.

I equip a Bajoran Upgrade to a Vulcan Ship.

   Original Rules – I have to pay a faction penalty because Bajoran and Vulcan are not the same faction.
   New Rules – I do not have to pay a faction penalty because Bajoran and Vulcan are both sub-factions of Federation and both count as Federation as a result. Therefore, I’m equipping a Federation Upgrade to a Federation Ship.

I equip a Bajoran Only Upgrade to a Vulcan Ship.

   Original Rules – I cannot do this because Bajoran and Vulcan are not the same faction.
   New Rules – I cannot do this because the Vulcan Ship does not also count as a Bajoran Ship. Therefore, the Bajoran Only Upgrade cannot be equipped to the Vulcan Ship.

Ultimately what this change does is empower sub-factions by removing the faction penalty for equipping cards from their prime faction and other sub-factions under that prime faction, as well as allowing them access to cards that would otherwise be restricted to only their prime faction. It also slightly empowers Federation and Independents by removing the faction penalty for equipping cards from their sub-factions but does not give them a massive boost because they’re still not allowed to equip cards restricted to their sub-factions.

We hope this transmission was insightful and helps you understand our rationale behind the changes to how factions exist within Star Trek: Attack Wing and what these changes mean for building your fleet!

*bzzt* Attention all crew members, our scanners have detected a nearby anomaly that is violently emitting particles of unknown origin that seem to be eating through our shields. Red alert! All crew to stations! *bzzt*

Well, time to go! Be sure to stay tuned for more exciting Star Trek: Attack Wing news…assuming we survive this…whatever this is!


By WizKids|October 31st, 2017|Attack Wing, Star Trek|0 Comments

Quelle: https://wizkids.com/attackwing/2017/10/31/star-trek-attack-wing-rulebook-changes-to-factions/

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Offizielle Artikel zu den (Regel-) Änderungen im neuen Starter Set (2017) Empty Übersicht Regelanpassungen zur alten Spielversion

Beitrag von Cut am So Nov 10, 2019 12:08 pm

Greetings Star Trek: Attack Wing players!

Welcome to the first transmission for the updated Star Trek: Attack Wing rulebook! As many of you know, we released a new and improved rulebook on 9/14 that updated, clarified, and/or added many rules to Star Trek: Attack Wing. We undertook this effort many moons ago and spent vast amounts of time testing with a plethora of people to arrive where we did. During this time, we watched forums; and talked with players, retailers, and judges to develop a set of common goals. These are some of those goals:

   Grow diversity among fleets in a balanced way. This includes quantity of ships in fleets as well as variety of game elements being used.
   Streamline and standardize card design.
   Compile all core rules in a common place.
   Help give structure to timing and how certain cards interact with each other.

Some of the solutions we came up with as a result of working towards these goals include:

   Re-costing cards to incentivize people to use both small and big ships with a variety of Upgrades, Captains, Admirals, etc.
   Instituting the Rule of 3 and reworking Cloaking.
   Restructuring how we format cards.
   Restructuring the Initiative rules so they’re fair for all Factions.
   Clarifying timing, combat vs. non-combat effects.
   Restructuring Factions so that smaller Factions such as Kazon, Ferengi, Bajoran, etc. are better represented.
   Balancing Shuttlecrafts and Attack Squadrons.
   Adding universal rules for Admirals, Time tokens, Resources, Shuttlecrafts, Attack Squadrons, etc. that previously appeared on Additional Rules cards into the rulebook.

We feel that we have largely accomplished many of these goals in a sleek, elegant manner and look forward to furthering the health of the game by taking a deep dive into the rules forum, FAQ, and tournament rules. For now, we’re going to be releasing a series of several articles, with no set quantity or timing, detailing the significant changes to the rulebook and some of their more nuanced implications. We want to take this opportunity to thank all of you, our dedicated players, by providing some additional clarity in an effort to provide you all with the best Star Trek: Attack Wing experience possible.

Today, we are going to talk about Initiative, a distinction used to resolve timing conflicts as well as more general Timing and Combat vs. Non-Combat Effects.
Initiative

Initiative is a rule all Star Trek: Attack Wing players should be familiar with as a way to resolve the order in which ships with Captains of equal Skill interact based on the ship’s Faction.

Now, instead of always needing to remember the Faction order when your Captain’s Captain Skill matches an opponent’s, players can just look to see who has the Initiative Token.

If not using the Squad Building Rules, a random player gets assigned the Initiative Token at the start of the game.

If using Squad Building Rules, the player with the lowest squadron point total starts with the Initiative Token. If there are two or more players tied for the lowest squadron point total, determine which of those players starts the game with the Initiative Token randomly.

To randomly determine which player starts with the Initiative Token, one player rolls five attack dice and the other rolls five defense dice. Whichever player rolls more Battle Stations results starts the game with the Initiative Token.

Unlike in the past, the player with Initiative does not stay the same for the duration of the game. This adds an additional layer of tactics to a match, as players must balance out when to strike and when to play defensively.

During each End Phase, the player with the Initiative Token passes it to the player to their left.

In a multiplayer game, if there is a timing conflict between two opposing players and neither of them have the Initiative Token, then the player sitting closest to the left of the player with the Initiative Token is considered to have Initiative.

For example, if Player 1 holds the Initiative Token and there is a timing conflict between Player 2 (to Player 1’s left) and Player 3 (to Player 1’s right), then Player 2 is considered to have Initiative.

Let’s now take a look at how the new Initiative system affects gameplay in a few circumstances.
Planning Phase

Initiative now has an impact on the Planning Phase. Previously, players could place their Maneuver Dials during the Planning Phase at any time and in any order. Additionally, they could pick up their Maneuver Dials after placing them. This caused issues where players would place their dial, an effect would resolve, and then they would pick up their dial and change their maneuver to best avoid the effect that was resolved. I’m looking at you Cloaked Mines!

Now, players must place their Maneuver Dials in order of ascending Captain Skill. As usual, Initiative comes into play when two or more ships have an equal Captain Skill. In this case, the player whose ship is tied for Captain Skill with an opposing ship places their Maneuver Dial last out of all tied ships. Furthermore, if a player has two ships with the same Captain Skill, they can choose the order in which they place Maneuver Dials for those tied ships. The big implication here is that once a dial is placed, it cannot be picked up and altered unless by an external game effect. This will provide players a structured mechanism on how to resolve the Planning Phase and help remove unnecessary time waste from flip flopping between activating effects and changing dials in response to those effects.
The Activation Phase

Let’s look at how the new Initiative affects the Activation Phase next.

During the Activation Phase, when ships of equal Captain Skill are activated, the ship whose player has Initiative activates last.

For example. one player controls the Scimitar with Shinzon as its Captain. The other player controls the U.S.S. Enterprise-D with Jean-Luc Picard as its Captain. The Scimitar is a Romulan ship and the U.S.S. Enterprise-D is a Federation ship. Both Captains have a Captain Skill of 9.

Previously, the U.S.S. Enterprise-D would have Initiative every game round because it is a Federation ship and its Initiative order is higher than the Scimitar, a Romulan ship. This means the U.S.S. Enterprise-D will always activate last, allowing it to choose the best action for the situation at hand.

Now, Initiative switches every game round. This means that if the player controlling the Scimitar has the Initiative Token, the Scimitar will have Initiative and activate last during the Activation Phase. As a result, the Scimitar will be able to choose the most favorable action for it to take 50% of the time.
The Combat Phase

The Initiative change also has a big impact during the Combat Phase.

Initiative also applies during the Combat Phase; the ship whose player has Initiative resolves its combat steps before an opponent’s ship of the same Captain Skill.

If a single player owns multiple ships of the same Captain Skill, they may activate those ships and resolve their attacks in the order of their choosing.

Similar to how Initiative impacts the Activation Phase, it also balances out the order in which ships are allowed to attack. No longer will a Federation ship always be able to attack before a Mirror Universe ship with a Captain of equal Captain Skill. Now, the Mirror Universe ship will get to attack first half the time allowing for some tactical flexibility and balance.
Other Timing with Initiative

Lastly, while playing Star Trek: Attack Wing you will find many cards activate at the same time, like at the start of the Combat Phase. The Initiative Token will help players with the order in which these cards are activated and resolved.

Initiative comes into play at any point where two or more players want to activate or resolve anything at the same time. Unless otherwise specified, the player with the Initiative must resolve all their desired abilities, effects, etc. before their opponent resolves any. Anything that is reactionary, such as an attack-canceling effect, may supersede this rule.

With the Initiative Token moving from player to player, it will allow players to strategically plan when to engage and activate their abilities throughout the game. Make sure you plan correctly, if you don’t, the fleeting opportunity may be wasted and your opponent may not make the same mistake!
Timing

The newly added timing rules are succinct and, in conjunction with the Initiative rules, help players resolve any potential timing conflicts that may arise.

Unless otherwise specified, effects, abilities, etc. that specify a phase, step, or time to activate in can only activate at the beginning of the specified phase, step, or time.

Effects, abilities, etc. that can be activated at any time can only activate between phases or at the start of a phase, step, or time when any other effect could be activated.

Simply put, this gives a structured way to resolve abilities and provides clarity on when abilities can be activated that are otherwise ambiguous as to when they activate.
Combat vs. Non-Combat

Combat vs. Non-Combat is a new rules sections in the updated Star Trek: Attack Wing rulebook that helps us differentiate between effects that are combat oriented and non-combat oriented. This section also allows us to separate effects that may have interacted before that just didn’t quite make sense.

Combat Effects come in three types:

   Any effect that occurs within the Combat Phase. For example, an effect that would activate during the Modify Attack Dice step.
   Any effect that would cause an attack to be made outside of the normal Combat Phase or damage to be dealt. For example, an Action that would allow for an attack to be made during the Activation Phase.
   Any effect that would affect the attack dice or defense dice being rolled during an attack. This includes anything that would add, subtract, replace, modify, re-roll, or otherwise affect the dice. For example, the cloak Action provides a Cloak Token which replaces the ship’s Agility Value with its Agility Value plus four. Since this affects the Agility Value (which affects the amount of defense dice being rolled), this is considered a Combat Effect.

NOTE: If an ability allows a ship to make an attack outside of the normal Combat Phase, carry out the normal combat steps of the Combat Phase for that attack. For the purposes of all rules, the attack counts as being in the Combat Phase and going through each of the combat steps. This means that effects, such as those granted by a Cloak Token, would be in effect.

Non-Combat Effects include any effect that does not fit into one of the above categories. For example, an Action that would allow a ship to repair a shield or discard a Crew Upgrade from an opposing ship.

Combat Effects do not affect Non-Combat Effects and vice versa. For example, a Combat Effect that would disallow a ship from rolling defense dice would not prevent that ship from activating a Non-Combat Effect that would require that ship to roll defense dice.

Let’s take a look at two specifics examples that this affects.
Admiral Worf vs. Cloaking

Admiral Worf says the following:

FLEET ACTION: Target a friendly ship at Range 1-2 with a Hull Value of 3 or less. The target ship immediately makes one free attack with its Primary Weapon against an enemy ship in its forward firing arc. Place an Auxiliary Power Token beside the target ship.

Previously, Cloaking only worked during combat and Admiral Worf’s Fleet Action did not count as combat. Now, since Cloaking modifies Defense Dice being rolled and Admiral Worf triggers an attack, these both count as Combat Effects and therefore interact now. This means that a Cloaked ship would get the benefit of being cloaked against an attack made because of Admiral Worf’s ability.
Admiral Gul Madred vs. Nanclus

Admiral Gul Madred says the following:

FLEET ACTION: Target a ship at Range 1-3. If the Captain on the target ship has a Skill number of 6 or less, discard that ship’s Captain and Gul Madred. If the Captain on the target ship has a Skill number of 7 or higher, that Captain rolls 2 defense dice. If at least 1 Battle Stations is rolled, do not discard that ship’s Captain or Gul Madred.

Nanclus reads:

ACTION: Discard this card to target an opposing ship at Range 1-3. The target ship gains +1 attack die this round, but cannot roll defense dice this round.

Previously, the interaction between these cards was ambiguous at best. Gul Madred specifies the target Captain rolls 2 defense dice, Nanclus specifies the target ship cannot roll defense dice. The intent behind Nanclus is obviously to affect combat, the dice rolls by Gul Madred’s ability are obviously not related to combat. Fear not, under the Combat vs. Non-Combat rules we can clearly delineate that Nanclus is a Combat Effect because he affects dice being rolled during combat, whereas Gul Madred is a Non-Combat Effect because his effect doesn’t fall under any of the three categories required to be a Combat Effect. Therefore, Nanclus’ effect does not interact with Gul Madred’s effect.

Look at the time! I need to head down to engineering for some scheduled maintenance! We’ll be in contact again soon, make sure you keep your eyes peeled for upcoming transmissions about Star Trek: Attack Wing! We look forward to seeing how each of you explore new strategies with this simple, yet tactical update to the Initiative system for Star Trek: Attack Wing!

By WizKids|October 24th, 2017|Attack Wing, Star Trek|0 Comments

Quelle: https://wizkids.com/attackwing/2017/10/24/the-first-transmission-for-the-updated-star-trek-attack-wing-rulebook/

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Offizielle Artikel zu den (Regel-) Änderungen im neuen Starter Set (2017) Empty Preview zum neuen Starter Set 2017

Beitrag von Cut am So Nov 10, 2019 12:10 pm

WizKids is happy to announce more brand-new content for Star Trek: Attack Wing with the Federation vs. Klingons Starter Set, releasing December 27th, 2017.

The Federation vs. Klingons Starter Set contains everything you need to get started playing Star Trek: Attack Wing.  Inside you will find 1 Full Rulebook, 1 Quick-Start Rules Booklet, 4 Painted Plastic Ships, 4 Transparent Plastic Bases with 8 Pegs, 4 Ship Tokens (Double-Sided), 14 Captain ID Tokens, 13 Maneuver Templates, 4 Heroclix Maneuver Dials, 36 Action Tokens, 14 Shield Tokens (Double-Sided), 6 Critical Hit Tokens, 6 Auxiliary Power Tokens, 12 Disabled Tokens, 1 Minefield Token, 1 Planet Token, 12 Mission Tokens, 6 Objective Tokens, 1 Admiral Token, 1 Fleet Action Token, 8 Time Tokens, 3 Effect Tokens, 1 Initiative Token, 8 Ship Cards, 4 Maneuver Cards, 1 Admiral Card, 5 Captain Cards, 20 Upgrade Cards, 33 Damage Cards, 5 Red Attack Dice, 5 Green Defense Dice and 1 Range Ruler all for the low MSRP of $44.99!

Check out some exclusive previews from this fantastic new Starter Set beginning with a familiar threat, the Klingon Starship (Vor’cha Class)!

The first Klingon Starship we will look at is a Vor’cha Class, a powerful Klingon warship. This ship has a Primary Weapon Value of 5, Agility of 1, Hull Value of 5 and Shield Value of 2 for 22 SP. The Klingon Starship gives you access to Evade and Target Lock Actions as well as the trademark Cloak and Sensor Echo Actions that help make the Klingons masters of the ambush attack. Your Upgrade Bar allows for 1 Tech Upgrade, 1 Weapon Upgrade and 1 Crew Upgrade.

The other version of the Klingon Starship in this starter is a K’Vort Class. For 20 SP it is only slightly less powerful than the Vor’cha Class with a Primary Weapon Value of 4 while all other ship stats remain the same.

The Federation vs. Klingons Starter Set introduces a new kind of card to Star Trek: Attack Wing with the addition of a “flip card” mechanic. While we have seen double sided cards before where an Admiral is on one side and the Captain is on the other, with this new game mechanic a “flip card” can flip to another side during the game! This makes it playable on both sides, switching from one side to another from round to round. The perfect example of this new mechanic are Lursa and B’Etor, both Captain Skill 4 Captain Cards. The Lursa side of Lursa and B’Etor lets you flip the card at the beginning of the game round and also allows you to roll +1 attack die if the ship they’re on is Cloaked!

When Lursa and B’Etor are flipped to the B’Etor side, you can still flip the card at the beginning of the game round, but you get to roll +2 defense dice while Cloaked instead of +1 attack die! With this fantastically versatile card, you can choose between attacking OR defending while Cloaked!

On the Federation side, we are greeted by the Chief Engineer of the U.S.S. Enterprise, Geordi La Forge. This version of Geordi costs 3 SP and during the Activation Phase you may place 2 Time Tokens on this card after this ship reveals its Maneuver to activate the following special ability: This ship may increase or decrease the speed of the revealed Maneuver by 2. The color of the Maneuver (Red, White, Green) is the same as the revealed Maneuver. This ship cannot perform an Action the game round this effect is activated. Harkening back to his days as helmsman this Geordi La Forge is in charge of it all. Using this ability, you can increase or decrease your speed ensuring that your ship is exactly where you want it.  

Another familiar face returns to the Federation in Miles O’Brien. This Crew Upgrade costs 2 SP and allows you to disable this card during the Planning Phase to remove a Disabled Token from a Tech or Weapon Upgrade equipped to this ship. Miles O’ Brien could always be counted on to fix a broken turbolift or realign some isolinear chips, here Miles once again proves his worth by keeping your Tech and Weapon Upgrades online.  

While the Federation Crew Upgrades focus on maneuverability and repairs, the Klingon Crew focus on military skills like attack and defense. Toral is a 2 SP Crew Upgrade that allows your ship to convert 1 Battle Station result into an Evade result while defending.

Similarly focused on war, the Klingon Bekk is a 1 SP Crew Upgrade that allows you to discard this card when attacking to convert 1 Hit result into 1 Critical Hit result.

Moving on to Elite Talents, the distinction between the Federation and the Klingons remains clear. Riker Maneuver is a 4 SP Elite Talent that, when defending and the attacking ship is not within this ship’s Primary Firing Arc, allows you to remove all Target Lock and Battle Station Tokens beside the attacking ship. Place an Auxiliary Power Token beside this ship and the attacking ship.

In stark contrast to the Federation’s defensive abilities, the Klingons continue to favor acts of violence and aggression. Today is a Good Day to Die is a 5 SP Elite Talent that allows all ships to convert Hit results into Critical Hit results this game round.

In terms of Weapon Upgrades there is nothing more iconic for the Federation than Photon Torpoedes. Here we have a low-cost upgrade with high impact. For only 2 SP you may fire this upgrade from either the Primary or Secondary Firing Arc at range 2-3. The Attack Value of this Weapon is this ship’s Primary Weapon Value +1. When you attack, spend this ship’s Target Lock Token, disable this card, and target an opposing ship. This ship may convert all Blank results into Battle Stations results.

The Klingons respond with their own powerful Weapon Upgrade, Torpedo Fusillade. The cost and Attack Value of this Weapon are equal to this ship’s Primary Weapon Value. When you attack remove this card from the game and target all opposing ships in your Primary Firing Arc within range 2-3. Make a separate attack roll against each target ship.

The Klingons also utilize a powerful Disruptor Cannon to bring their enemies to heel. This weapon at 2 SP may target an opposing ship in its Secondary Firing Arc at range 1-2 and fire 5 attack dice. If the defending ship has an Auxiliary Power Token beside it, this ship rolls +1 attack die.

Finally, Tech Upgrades can make the difference between victory and defeat in battle. The Federation often chooses to use superior technology in response to Klingon aggression. Exocomp is a 4 SP Tech Upgrade that allows you to Repair 1 damage to this ship’s hull. Repairing your ship and preparing to fight back or simply escape is yet another way that the Federation distinguishes itself from the Klingons.



Whichever side you choose, the Federation vs. Klingons Starter Set brings fresh new and exciting content to Star Trek: Attack Wing with new formatting and iconography that will streamline and improve gameplay. Players will enjoy finding new and creative ways to build powerful fleets of ships to achieve victory as either the Federation or Klingons.

Contact your local friendly game store to let them know that you want to order the new Star Trek: Attack Wing Federation vs. Klingons Starter Set. All of this exciting content is included in the Federation vs. Klingons Starter Set for the low MSRP of $44.99!  Be sure reserve your pack today and keep an eye out for other new products coming soon!

Visit WizKids at  WizKids.com/AttackWing for additional information about Star Trek: Attack Wing and keep an eye on StarTrek.com for more first looks and previews coming soon!

By WizKids|December 18th, 2017|Attack Wing, Star Trek|0 Comments

Quelle: https://wizkids.com/attackwing/2017/12/18/star-trek-attack-wing-federation-vs-klingons-starter-set-preview/

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Offizielle Artikel zu den (Regel-) Änderungen im neuen Starter Set (2017) Empty Re: Offizielle Artikel zu den (Regel-) Änderungen im neuen Starter Set (2017)

Beitrag von Cut am So Nov 10, 2019 12:13 pm

Ich habe hier mal die offiziellen WizKids Preview Artikel verlinkt (und die Texte direkt eingefügt).

Der Thread ist damit als Übersicht für alte Hasen, aber auch Neueinsteiger sehr praktisch.

Wie sinnvoll oder hilfreich die Artikel inhaltlich sind, habe ich nicht überprüft...
Diskutieren können wir gerne über die neuen Regeln, aber ich habe diesen Beitrag gepinnt und gesperrt, damit er als Übersicht dienen kann.

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