Wednesday 22 January 2014

The Captains of the Koraga- The Brothers Mogh!

You can just google "Worf Funny" and have your pick...


Moving on with our review of the Koraga, we move onto the Captains. We've got that third Worf that everyone was DYING to get their hands on, and his brother, Kurn. Let's take a look:

Worf (Klingon/I.K.S. Koraga Expansion) 
Captain Skill: 5
When attacking, you may re-roll all of your blank results one time.
Cost: 3
Elite Talent Upgrades: 0

Okay, so Worf as a Captain is pretty fantastic. He doesn't have a great skill or an elite talent (what would his Elite Talent have been? RAMMING SPEED???), but his ability is fantastic on a Klingon Ship. Throw him on a Vorcha with Gowron/Donatra support and Worf is going to shine. If you can find a way to get a battlestations token over to him, he's going to land 6-7 hits every turn. That's crazy. He really is a great captain that you should consider as your third or fourth captain in any list containing klingons. I don't get why they gave us a close-up of his face though, the art department can be consistently counted on to drop the ball. 

As an aside, while it would have cost more money to have an artist work on Star Trek conceptualizations, I think the path taken by X-Wing with respect to their card art is SOOOOO much better. Ships can be drawn in awesome circumstances, evoking their essence- the Star Trek ships are usually dark and just shown floating there. The crew cards in x-wing are bright and look great- the crew in Star Trek Attack Wing are usually just dark. It would also help to not have to rely on mid 90s photos for some of the tech stuff, and instead have new art for those pieces. Of course, there may be an issue of likeness and rights etc., which is preventing them from doing this, but if there isn't- WOE to the art department. At least brighten things up.

MOVING ON TO KURN!

Kurn (Klingon/I.K.S. Koraga Expansion) 
Captain Skill: 3
Action: When attacking this round, gain +1 attack die. Plance an Auxiliary Power Token beside your ship.
Cost: 2
Elite Talent Upgrades: 0

Kurn is Worf's brother. No real reason to mention that as I think you all have a pretty good grasp on who Kurn is, but you never know. He costs two points, and is captain skill three. So he's going to be limited in terms of what he can do. He costs an action, and you get an extra attack dice, you then also get an auxilliary power token. I'm not loving it. Just because these captains cost a small amount of points doesn't mean you have to make them unattractive. You could easily take out the auxillary power token component and this guy wouldn't be over powered at all. I probably still wouldn't use him except in a desperate situation. The action isn't that good, but it's still PRETTY DARN GOOD for the alpha attack. You won't use him often, but you could find much worse things to do with 2 points in a list with 1 skill captains. 

Tomorrow, the Crew!

1 comment:

  1. Yep, Worf's pretty good, and his low cost/skill make him easy to justify crossfaction as well. He may even be more comfortable there - sit him on a Keldon and you've got the best of both worlds - 5 attack dice, better firing arc, rerolls on blanks and battlestations on the action bar. Weirdly, the "reroll blanks" ability actually has less utility with the Klingon flagship card, which wants one blank.

    Kurn seems iffy to me, since you generally need your action as a Klingon to recloak (or reenable advanced weapon systems if running those). OTOH, getting an extra attack die helps a lot with some secondary weapons - Concussion Charges scraping for a cloak-removal hit, and any attack die boost is a huge help for Breen energy dissipators. The low skill is a shame for both those weapons, though - the earlier you get those effects off in a turn, the better.

    Both the siblings may be better as crossfaction captains than on actual Klingon ships.

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