Attack Vector: Tactical cover
2004BGG rank #9,411

Attack Vector: Tactical

by Ken Burnside, Eric Finley, Tony Valle · Ad Astra Games

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Players2–8
Time240m
ComplexityHeavy
Age12+

About the game

What is Attack Vector: Tactical?

Skirmish scale (1-3 ships per player) space combat game with fast moving, highly realistic, 3-D movement and decision making mechanics. Mechanically, the game plays in segmented movements (a'la Car Wars) with 8 per turn, and runs most of the decision making in parallel. This game encourages "fly by the seat of your pants", and is more like a first person flight sim than most minis games are. You actually feel like you're doing piloting or ship handling with this game. Most of the actions you do have a delay before you can do them again. Clever use of paper clips on abaci keep the timekeeping elements fluid and simple. While there's science underlying the rules, it's carefully segregated into sidebars, so that only those people who care about it have to look at it. You don't need to be a science genius to play this game; the back of the box says "We do the scary math, so you can blow things up", and it's true, mostly due to play aid design.

How it plays

Mechanics

Hexagon GridImpulse MovementResource to MoveSimulationThree Dimensional Movement

On the shelf

Categories

FightingMiniaturesScience FictionWargame

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in Attack Vector: Tactical?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?