Yes I could. I don't have the new release, but they have a good breakdown of it here:
http://www.startrek.com/article/first-look-attack-wing-5-dkyr-expansion-pack Edit: oops, that's for the D'kyr from wave 5. A good place to look if you're visual like me, though. Here's the Ni'var link:
http://www.startrek.com/article/star-trek-attack-wings-wave-7-preview-nivar I'll post up some thoughts/details shortly.
Automatically Appended Next Post: Vulkan Captains:
Soval,
CS 7 Action: Target a ship within range 1-2. Remove 1 Scan or Battlestations token from beside the target ship. Place an auxiliary power token beside your ship
Thoughts: Nice high
CS, neat ability, but it has a really narrow application,
IMO.
Vanik,
CS 5 All your Vulcan and Federation Tech upgrades cost -2
SP.
Thoughts: Pretty much an auto-include at this point. May not be as useful later when more captains are out, but I'm a big fan.
Tavek,
CS 3. Add 1 Crew upgrade slot to your upgrade bar.
Thoughts: useful when you're trying to create synergistic crew lists.
Automatically Appended Next Post: Ships:
The new Ni'var is the same Class (Suurok) as the
OP ship Ti'mur.
Ti'mur: Suurok class; 2 attack, 1 defense, 4 hull, 3 shields. Whenever you initiate an attack, you may disable one of your non-disabled tech upgrade to add +1 attack die. Actions: Evade, Target Lock, Scan, Battlestations
Thoughts: decent maneuverability. Can't turn around, but it does have a reverse maneuver. It has a 180 degree firing arc, which is always good.
Ni'var: Suurok class, same as above. Whenever you attack at range 3 and you have a scan token beside your ship, add +1 attack die.
Thoughts: Same pluses as above, but I quite like the synergy of scan + extra attack die. Both of these ships should always be taken with the Combat Vessel Variant upgrade unless you're trying to spam them.
D'kyr: D'kyr class: 3 attack, 1 defense, 5 hull, 4 shields. Whenever you initiate an attack against an enemy ship at range 3, gain +1 attack die. Same actions.
Thoughts: The beefy Vulcan ship. Also has a 180 arc. Also has a rear arc. Super useful.
Overall thoughts on ships: The Vulcan ships are really not much different than Fed ships. Similar maneuvers, similar statlines, similar attack arcs, etc. However, there are some really neat upgrades,
IMO.
Automatically Appended Next Post: Vulcan Elite captain upgrades:
Diplomacy (unique): Action: discard this card to target 1 enemy ship within range 1-3. Discard all tokens beside your ship and the target ship (besides Aux power tokens). Both your ship and the target ship cannot attack or be attacked this round.
Thoughts: Meh. Nice for getting rid of target locks or borg tractor beams, I suppose.
Vulcan High Command (Unique): Add 2 Upgrade slots to your upgrade bar. The additional upgrade slots may be either Crew or Tech upgrades. This upgrade may only be purchased for a Vulcan captain on a Vulcan ship. If the Vulcan Captain is ever removed from your ship, discard upgrades until all of your upgrades are supported by your ship's upgrade bar.
Thoughts: I'm a much bigger fan of this one. Neat synergy with Vanik.
Weapon upgrades:
Photonic Weapon: 4 die attack, range 2-3. Spend target lock and disable this card to perform this attack. You may reroll one of your blank results. You may fire this from your forward or rear firing arcs.
Thoughts; really nice on the D'kyr because of the rear arc and the extra attack die at range 3.
Aft Particle Beam: 3 die attack, range 1-3. Disable this card to perform this attack. You may only fire this weapon from your rear firing arc.
Thoughts. Really only useful since it's only 1 point.
Automatically Appended Next Post: Tech upgrades:
Tractor Beam: If you are attacked at range 1, you may disable this card to force the attacking ship to re-roll up to 2 attack dice of your choice.
Thoughts; nice if someone gets multiple crits against you.
Sensor Grid: Action: discard this card to target one other friendly ship within range 1-3 of your ship. Place a Scan token and an Aux power token beside your ship and the target ship. If you do, every cloaked ship within range 1-2 of your ship must immediately flip its Cloak token to its red side.
Thoughts: Super useful against cloaked ships; especially since Romulans have access now to an advanced cloaking device.
Auxiliary Control Room: At any time, you may disable this card to remove 1 Aux power token from beside your ship.
Thoughts: Love it, but I think it's a bit expensive at 3 points.
Combat Vessel Variant (Unique: ugh): Your primary weapon and hull values are increased by 1. In addition, during the activation phase, if you reveal a straight 4 maneuver, you may perform a straight 5 instead. If you do, place an Aux power token beside your ship. This upgrade may only be purchased for a Suurok class ship.
Thoughts: Wish it wasn't unique. Fortunately, the version that comes with the Ni'var isn't. It also doesn't give you the option for a straight 5, so there's that.
OVERALL THOUGHTS:
Vulcan ships are an awful lot like Feds. Their upgrades make them quite a bit different. I wish there was a little bit more variation in captains, but it is what it is. I think the best bet you've got is to try and keep your opponent at rang 3 since you have several ships/abilities that get better at range three. That's in addition to the extra survivability of hanging out at that range.
Sorry, but I didn't feel like covering the Ni'var stuff, but I don't have it, so I haven't really put much thought into it yet. I do like that it comes with an Admiral.
Automatically Appended Next Post: Oh, totally forgot crew.
Really, the only one to add is
Koss. When
Koss is on your ship, none of your other upgrades can be affected by your opponents.
Thoughts; Really good if you play against someone who likes to mess with your upgrades (and Vulcans like their upgrades).