Attacktixing--
A Review of the Transformers Attacktix game, by Beastbot
Series I of Transformers Subline released:
August 2006
Starter Set Price: $10 U.S.
Booster Pack Price: $5 U.S.
Battle Case Price: $15 U.S.
Battle Masters Price: $15 U.S.
With the Transformers Live
Action on target for a summer 2007 release, it's little wonder that the
Transformers property is branching out beyond just toys and the occasional
odd merchandising stint. Its newest foray (as of this writing, of course)
is into tabletop gaming.
Attacktix is many things,
but it is NOT a typical tabletop game. If you're expecting something complicated
and time-consuming like Mage Knight or Warhammer, you'll
be dissapointed. Attacktix is aimed mostly at kids, and as such, it's much,
much simpler of a game. There is no dice rolling, no consulting charts.
However, that's not to say that it isn't a lot of fun, at least in this
fan's opinion.
Attacktix, if it can
be compared to anything, is most like the old game Crossbows and Catapults,
where the object was to launch little plastic boulders and shoot little
plastic arrows at your opponent's castle and troops. The player who had
all their troops destroyed (i.e., knocked over) was the loser. Attacktix
is somewhat like that, to the extent that each side's troops fire projectiles
at each other until only one player has some troops standing up. Thus,
battles are resolved in a much more direct way than dice rolling.
However, Attacktix is,
to its credit, more complicated than just firing at targets and knocking
them over. For one, firing a missile isn't the only way to take out your
opponent-- many units also have various melee attacks, such as cranking
their torsos back and then letting them swing around to smack their weapons
into someone else, or doing an uppercut to the opponent figure's chin to
knock them on their back. Melee attacks, obviously, can only be done from
right next to the enemy, but they are effective about 75% of the time,
which is much higher than the times a missile hit succeeds.
Movement in the game
is accomplished by sliding the figures forward a number of "klix," which
means that a small rubber wheel on the figure's underside makes a clicking
noise so many times before the character's movement is over for the turn
(though they don't have to move all of their allotted movement per turn,
nor do they have to move all in one direction). The number of klix a figure
can move is displayed on the top of the character's base, though as you
move the figure, the number displayed sometimes changes, allowing the character
to move at different speeds on different turns. Each player can move as
many of their characters as they want each turn, but only two are allowed
to attack. This is fine for smaller games, but when you get to really massive
games, this can be really limiting, as too often the two armies will end
up clashing right into each other and just standing around, whittling each
other down far too slowly. One interesting thing about moving that adds
to the game is that a character's base has to be facing in the direction
they finished moving in, so if you want to fire at an enemy that is not
directly in front of you, you have to make use of the Attacktix figures'
articulation and move them at the waist and shoulders to aim appropriately.
However, because turning them to the side does make them a bit more vulnerable
to being knocked over, this has to be taken into consideration when planning
how you're going to take your turn. Another thing that players need to
consider is that after a figure fires their missile, they can't reload
it until the beginning of the next TURN, and because the missile adds weight
to the figures, this makes figures who fire more vulnerable for a turn.
It's all these small little
factors that make Attacktix a far more deep and strategic game than it
would at first appear. Each figure has a point value it is given-- out
of the first series, 10 points are the lowest a figure is worth, and 80
points is the most a figure is worth. These points take into consideration
several factors, such as the size of the base, the proportions of the figure
(and how centered their balance is), and how effective their missile or
melee attack is. The points are used when players pick their armies, as
each team picked has to be equal in points when all is said and done. The
position and angle the missiles are fired really matters in this game,
since if you always just aim at the central spot on your target, you're
going to lose in the game and lose big, since you will VERY rarely knock
over a target aiming at that area, even if it's at point-blank range. Each
figure has its own weak points and areas that will topple it over easier,
with the higher-costing figures having fewer, or relatively tougher, weak
points. Some attacks work well against some units, but not against others.
It really makes you think when picking your army and deciding which figure
to attack. However, that said, occasionally some of the points allotted
to each figure seems off to me. For example, Robot Mode Megatron is definitely
easier to knock over and his missile isn't quite as deadly as Robot Mode
Optimus Prime's, yet they both cost 40 points each. Also, some of the figures
that have a "stabbing" attack-- like a missile attack, except it's close-range
and the projectile only springs forward a bit, it doesn't leave the launcher--
are nearly-useless, as their stabbing attacks simply don't have enough
force in them to do much of anything, even knock over a wimpy 10-point
figure at point-blank range. Yet, for some inexplicable reason, they cost
20-30 points each, when the 10-point figures are more valuable than them.
However, these inconsistences among allotted points aren't all that common,
and certainly not enough to outright ruin the game. After a few games,
you'll probably discover which ones are fairly useless and refrain from
picking those figures often anyways.
One other thing that
seperates Attacktix from other games of its kind is that, when the figures
are knocked over, there is a special ability each has that is written on
the underside of their base. If the indicator square next to the special
ability is white, the ability is activated-- if not, then off the figure
goes into the defeated pile. (The indicator square changes from white to
black and back again when the figure clicks forward during the movement
phase, with tougher special abilities having a smaller likelyhood of having
a white square show up.) These special abilties range from allowing another
figure to have a free attack, to resurrecting the defeated figure if certain
pre-existing condtions are met, to bringing in another figure into play
from your "backup pile" (a small proportion of your figures that you are
required to set aside each game for just such an occasion). Often, special
abilities will only involve a certain "class" of figures, which can range
from the obvious allegiances of Autobot and Decepticon to certain positions
such as Trooper, Specialist, and Leader. Some of the special abilties work
in tandem with other figures-- for example, defeating Robot Mode Optimus
Prime allows you to, if his indicator square is white, bring Vehicle Mode
Optimus Prime into play. Another example is that, as long as his indicator
square is white when he's knocked over, Ransack cannot be killed as long
as Crumplezone is in play. It's these special abilities that add another
dimension to play, and are especially to be considered when you're picking
figures.
There are a few major things
about Attacktix that aren't the greatest, however. For one, there are a
certain number of common and uncommon figures, stupidly called "Rare" and
"Super Rare", respectively. (C'mon Hasbro, you're not fooling anyone--
just call them what they really are!) However, the "Rare" figures really
aren't all that much more common than the "Super Rare" figures, given that,
at least in the first Series, there are 8 Rare and 10 Super Rare figures,
and each booster pack comes with 1 Rare and 1 Super Rare figure. Thus,
although multiples of many of the Rare figures make sense, due both to
special abilites and just because of the nature of the figures (who are
often either drones or have generic names such as "Omnicon", for example),
it's also far too easy to get multiples of Super Rare figures, which are
always unique characters, and this gets rather annoying, especially if
you get unlucky like I did and get several of the same figures in just
the first few booster packs you buy. Granted, online trading can help you
get rid of your duplicates, but that still doesn't mean it's any less annoying
to open that package you paid your hard-earned money for and fine that
it contains a figure you already have three others of.
Also, the figures aren't
the greatest to look at. Granted, some of this is because the proportions
have to be altered to make them easier/harder to knock over than the "real"
Transformers figures, but often the mold detailing is too cramped on the
figures and just runs together, or just isn't very well-done in the first
place. The paint apps are also sloppy when compared to their mainline counterparts.
One thing also bugs
me about the melee attackers-- especially with the figures that you have
to pull back at the waist and then release to have them spin and hit their
target, it's entirely too easy to hit your hand in the process. There has
to be another, easier way of accomplishing this same attack, such as maybe
pulling back the upper half of the figure until it clicks into a set position,
which is then released by pressing a button on the base or something.
Still, these quibbles
aside, Attacktix is still a very creative spin on a classic way of tabletop
battling, with a lot more strategy involved than you might think, and you
get a fairly good amount of stuff for your money (except for the Battle
Masters set, which is a bit overpriced at $15). If you have the money to
spare (which is a big qualifier, considering all the new Transformers stuff
coming out), it's worth checking out. There are also some Star Wars Attacktix
out as well, if you like the game enough to consider expanding into another
line...
Fun: 17/20
Creativity:
10/10
Replayability: 20/20
Depth: 10/15
Figure Quality: 11/20
Game Balancing: 11/15
Overall Rating:
79/100
Good
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