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Snap Ships Tactics

Started by Ratman_tf, August 19, 2023, 03:18:30 AM

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Ratman_tf

Alright. My kickstarter came in this past week, and I've been like a pig in shit, sorting, organizing and building space ship pew pews.

Snap Ships Tactics is the table top game for the Snap Ships toy line. Designed by the guy who made the Heroes of the Arturi Cluster fan campaign for X-Wing Miniatures.

Sum up, the game lets you build a space ship from a chassis, to the parts attached. Each toy part has it's set of game statistics and matching reference card.
The core mechanic is managing power and heat to activate those parts during your turn to increase speed, manuverability, attack, and other miscelaneous effects.

I have been paitiently waiting this past year for my kickstarter to arrive. If you're interested, the game is also retail.

https://store.snapshipstactics.com/

Having played just a little solo, and am gearing up to play it at my local gaming pub next week, I really love this game.
The notion of an exclusionary and hostile RPG community is a fever dream of zealots who view all social dynamics through a narrow keyhole of structural oppression.
-Haffrung

Ratman_tf

HUGE IMAGES





First game night outside of solo AI play. Had a blast.

The notion of an exclusionary and hostile RPG community is a fever dream of zealots who view all social dynamics through a narrow keyhole of structural oppression.
-Haffrung

hedgehobbit

I saw a huge display of this at a local game store but had never heard of it as I don't do Kickstarters. Does it play similar to X-Wing?

Ratman_tf

#3
Quote from: hedgehobbit on August 26, 2023, 03:41:30 PM
I saw a huge display of this at a local game store but had never heard of it as I don't do Kickstarters. Does it play similar to X-Wing?

There's some X-Wing DNA in Snap Ships Tactics. The game doesn't reinvent the wheel, and comparisons to X-Wing Miniatures are justified.
One of the big departures is that you can do part actions in any order after your chassis actions. So you have your chassis manuvers, then you get to activate parts with power and heat costs.
A ship can move, shoot, move or shoot then move or shoot all it's weapons, whatever it has available in power and part cards.
Next turn you "vent" the power and heat cubes. If you Alpha Strike, you're going to spend a turn cooling down dealing with heat build up.

There is only one manuver template. Because the ships (and bases) are about 3x as big as X-Wing, the manuvers tend to be shorter. Imagine a game of X-Wing played on a 12"x12" mat instead of a 3'x3'. Squads also tend to be smaller. With the reccomended squad sizes being 1-3(ish) ships on each side, with the option to go big on a 4'x4' or 3'x6' mat (I plan to get a 3x6 for Epic X-Wing and big games of SST.) with a squad of 5 or more ships on each side.

One complaint I've heard about XWM is how accuracy and damage are combined. (You roll dice for hits and each hit is worth 1 damage)
SST has seperate damage and accuracy, so it's got the ability to differentiate between accuracy and damage potential.

One cool facet of the game is how they handle missiles. Missiles are assigned to the target when they're launched, but don't impact until the end of that ship's next turn. So you have a turn to react by trying to shoot down the missiles, diving into an asteroid field to deflect the missiles, or raising your evade and hoping the missiles miss. Or any combination thereof if you have it available.
The notion of an exclusionary and hostile RPG community is a fever dream of zealots who view all social dynamics through a narrow keyhole of structural oppression.
-Haffrung