Homeworld Fleet Command – 5060523345922 – MUH052367
Here is a brief breakdown on the base game components:
First of all, the ships arrive assembled and are a moderately soft and dense plastic, think boxed games from Fantasy Flight, or 1/72 historical miniatures from Hat Industries, not a sharply defined rigid polystyrene. With that material choice there is less detail possible, but the modelers made the best use of the plastic possible, and the mold lines are well hidden. At first glance this would seem to be a negative, but as these ships are not intended for stands or bases, in fact the game has them stored loosely in wells, a more durable plastic is a reasonable choice, and if the ships arrived on traditional sprues there would be much less room in the box for less ships.
At 101 total within 11 types, the number of ships is a good amount for variety of play, especially with the different unit cards included. The careful observer will note that almost half of that total is composed of fighters, but I cannot criticize anyone boosting a ship count by including the smallest options possible.
The rulebook is 52 pages and includes 10 missions that roughly correspond to the events in the original Homeworld RTS game. The first 7 scripted missions lay out the rules in order of escalating complexity which are in preparation of the final 3 that expect players to select their own fleet compositions.
Almost half of the box is composed of the other cardboard pieces required for play. The board is hex based, and two decks of cards are used for activations and to track unit statistics. Multiple tokens for modifiers, objectives, and statuses are included and in enough quantities for regular play. All of these are good quality cardstock or board, but the one downside is that the molded inserts are tightly sized to their components, so much so that there is no room for card sleeves.
All in all, a good production given the design goals and that fits the majority of the original Homeworld onto the table.