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Star Trek: Starship Tactical Combat Simulator » Forums » Reviews
User Review
Though you don't have to be a Trekkie/er to appreciate Star Trek: TCS, it certainly helps. At the very least, a basic familiarity with the sci-fi concepts of "shields", "warp drive", and "phasers" is essential (my girlfriend, an avid historical gamer who has never watched a Star Trek episode or Star Wars movie in its entirety, simply couldn't visualize the action and thus failed to get into it).

Published during the time of the Trek movies, which were far more violent and militaristic than the later Next Generation shows and films, this is the rare Star Trek-licensed product that allows players to shamelessly kick some Romulan (or Klingon, or Federation, or Gorn) tail, with hardly a second thought as to the Prime Directive or progressive humanist values (so if the prospect of shouting "Set phasers to OBLITERATE!" makes you giggle, then this might be up your alley).

Mechanically-speaking, ST:TCS is a fairly standard (perhaps even "generic") hex-based military simulator. Players select from a variety of ships described in the rule book, spend the next five minutes copying the information from the book to their "control panel" sheet (thankfully, there are also pre-filled sheets you can photocopy if you know which ships everyone will be using in advance), then spend the next thirty minutes or so allocating energy, spending movement points, calculating to-hit numbers, taking into account damage modifiers, and whatnot... you know, typical, hex-based combat simulator stuff (designed by FASA, this plays in certain resepcts as a simplified version of BATTLETECH).

Obviously, the luck factor is high as everything ultimately comes down to rolls of the dice. Also, as with most games of this type, the initial scenario will have a huge bearing on the game (for instance, the outcome of a one-on-one slugfest between a barely-armed cargo freighter and a Klingon Ever-Victorious class battle cruiser will never be in doubt). To get the most out of the game, players will ahve to come up with somewhat more sophisticated scenarios than "whoever blows the other guy up wins".

Considered on its own, ST:TCS is a mediocre hex-based combat simulator with some special appeal to die-hard Trek fans. However, this game is haunted by the specter of another Star-Trek inspired hex-based combat game: Star Fleet Battles, which is both more satisfying (if also more complicated) as a game and also a more detailed (if at times divergent) re-creation of the Star Trek universe. Also, the availability of fan-created Next Generation expansions for Star Fleet Battles, featuring new races like the Cardassians and Borg, online make that product superior to ST:TCS in terms of capturing the full Trek experience, whereas ST:TCS is confined to the era of the first three films.

So why would anyone buy ST:TCS instead?

1. If they absolutely need a Trek-based combat simulator but find Star Fleet Battles too complex as a game or too unorthodox in its interpretation of Star Trek lore.

2. If they are collectors of Star Trek memorabillia.

3. If they can find it for less than $10 on ebay.

For my money, I'd go with Star Fleet Battles and download a Next Generation expansion from a fan site.

-E-
I'll be the...
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Re:User Review
I big point in this game's favor over Star Fleet Battles is that it takes an HOUR to do a ship-to-ship duel in SFB. This game can get determine a victor in a ship-to-ship duel in a quarter of the time.
Les Lauber
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Not sure I'd represent the movies with the original cast as "more violent and militaristic" than, say, ST: Deep Space Nine or ST: Voyager. Nor do I think that it is any moreso than Starfleet Battles...! Yet I agree with you entirely that it is fairly easy to begin play and complete a good battle or two. (Incidentally, the original version of this game predates BATTLETECH; rather than this being a simplified BATTLETECH, I would suggest that they are two different games that share a base system. They aren't really the same game much more than the d20 STAR WARS role-playing system is the same game as AD&D.)

Player decision makes a good deal more impact than is represented in this review. True, chance-to-hit and damage location are chart-driven and results determined by die rolls. Yet, at the same time players make important decisions regarding how to allocate limited power between movement, defense, and weaponry. The sophisticated player must know enough about the systems and processes to understand what gives the largest opportunity for success. And as I look across most of the simulations in my collection, and on BGG, and that I have played...I have played very few in which some die roll at some point based on some criteria set forth in the game didn't affect results.

This game does a good job of balancing decisions against luck, without bogging the game down unnecessarily to do so.

Robert Gamble
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As a former player of ST:TCS and a former, and current, player of SFB I don't think I'd say that one was better than the other. They're not even comparable as they'll appeal to vastly different groups of people who only happen to have the fact that they like Star Trek (and that's not even a requirement as both games aren't anything close to "canon").

I did want to make one comment regarding the "You only need this, this and this from ST:TCS whereas you have to worry about rules updates for SFB" comment.

First of all, the reason you don't have to worry about updates (and rule expansions) for FASA's game is because it's out of print. Secondly, there are multiple editions of both the base game and the expansions (the construction manual and the recognition manuals).

Star Fleet Battles certainly has more editions and 'stuff' to worry about, but simply checking out the official site "starfleetgames.com" will probably help immensely and most people on the site will point you to the 'core' rules to get (Basic Set, Advanced Missions, C1 and C2 from the "Captain's Edition"). Everything else is just 'seasoning' (ie, you can play the game just fine without anything else). Simply put, if someone's computer savvy enough to find their way around Boardgamegeek, they'll have no problems finding the proper editions of SFB.

This isn't in any way meant to denigrate ST:TCS. I used to really like the game and it's certainly much quicker to play and with production values beyond SFB (especially at the time - I LOVED the counters). But the fact of the matter is, there's no longer any official support for the game, and while the constant flow of new official material for SFB has some disadvantages, it far outweighs the negatives.

The real reason not to start on SFB is, as others have mentioned, the time committment for a game and the amount of rules. It is however much simpler than most believe just by looking at the rulebook. One might try the new 'Federation Commander' series for something in between SFB and ST:TCS for complexity.
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