Out of the box: Horus Heresy

When Fantasy Flight Games decides to give a game their big box o’plastic stuff treatment, they don’t screw around. The brand-new remake of “Horus Heresy” just landed here in the Swamp (with a hefty ‘thunk’), and I’ll say right off the top that this is the biggest pile of plastic bits and cardboard chunks in one box that I’ve seen since… well, since Fantasy Flight published Tide of Iron a few years ago.

Sometimes, e-commerce is a wonderful thing to behold. Thanks to the folks at Coolstuff Inc., my pre-order of the game somehow managed to arrive on the same day as the ‘official’ product launch by FFG. I don’t think I’ve ever had that happen before. Impressive commercial coordination.

So. Here it is. A large box packed with gaming good and evil from the 31st milennia. For those of you keeping score at home, the box is indeed the same size as a Tide of Iron box.

Big box o' gaming stuff.

Big box o' stuff.

Newsflash: There are NO dice in the box. That’s primarily because the game doesn’t use dice. Combat is resolved using an interesting little card-driven mechanism (which I’ll discuss more in a later post). The cards, though, are very nice.

Upon de-boxing the beast, the first thing that I noticed is that the generously-sized, mounted playing board has holes in it. BIG holes in some places.  The idea here is that some of the larger plastic bits — which represent various fortifications, urban areas and factory complexes — go down on the table first, and then the board slips over them so you get a playing surface with something of a 3-D leitmotif.

There are holes in my damn game board!

There are holes in my damn game board!

Of course, what I ended up doing was plopping the board down onto the table and then slipping the plastic bits underneath and running them around under there until they found the right hole. Like I’m coordinated enough to place the bits down on the table exactly where they’re supposed to go? Pfft. Besides, I suspect a fairly gentle placement technique will extend the longevity of the terrain pieces — they’re made of a fairly light-weight vaccuum-formed plastic. Nice paint jobs, though.

Now if you’ve followed along with my Ansel Adams-class game photography over the years, you’ll have noticed by now that I typically shove my game maps / boards/ whatevers underneath plexiglass sheets in order to keep them clean and flat. I even wedged the mounted board for Incursion under plexi.

Obviously, that’s not happening this time – so I’ll have to be extra careful not to sneeze around the gaming surface. I’ll also have to keep the nearby window closed at night so I don’t end up with a future-Terra battlefield that’s covered in an inch and a half of yellowy-green pine pollen. 

An Imperial Titan Legion game piece on the board.

An Imperial Titan Legion game piece on the board.

Next? Plastic bits. “Fahsands of ‘em, sah!” Nothing revolutionary going on with the game pieces; in fact, in a way, they’re a little boring. The Chaos player gets black unit bases and four colors of figures — each color matching one of the four Chaos powers. On the other hand, the Imperial player gets gray. Just gray. Gray everything. Gray bases. Gray figures. Gray. The units representing Space Marine Legions get a little splash of color with a ‘legion designator’ that snaps between the figure and the base, but that’s about it.

In Horus Heresy, the bases are more than just weighty chunks that hold the figures from tipping over. Each base has one or more spikey-projection-y-thingies on the front of it that indicate the combat value of the unit. The base also has a holder of sorts mounted on the back where a damage marker can be placed. A single figure (or a twin-mounted figure) snaps onto the base.

The card decks are sturdy quality and well-printed. They come in a couple of different sizes. The order decks (each player has his own) and the bombardment deck are smaller, half-size cards. The event deck and each player’s combat deck are full-sized cards.

The major dramatis personae (“heroes”) are represented by nicely illustrated cardboard stand-ups. These are the seven “primarchs” (leaders of the Space Marine Legions) plus Warmaster Horus, the Fabricator-General of Terra and the Emperor himself.

The lavishly-illustrated rulebook runs to 44 pages. The Scenario Guide runs to 20 pages, half of which is devoted to a narrative of the Siege of Terra.

This is a BIG package, folks. More details over the next few days as I have time to sort through it all.

It’s not easy being a Zombie

In my last post I ran through the whats-in-the-box basics of Incursion. Now it’s time to get down to the nails and lagbolts in order to answer that most important question: How does the thing play?

For today’s exercise, I’ll be using some examples from the game’s introductory scenario — “Recon”. Essentially, a couple of American APE troopers are trying to get from one side of the game board to the other. Their only obstacle is an unending stream of very pesky Sturmzombies.

The forces available for each of the game’s scenarios are generally customizable. Players are assigned a number of Resource Points (RPs), and they expend those RPs to purchase their forces. The first scenario is a bit limited, though. Each side gets 6 RPs, but the scenario mandates that the Americans must purchase two ‘models’ (ergo, two ‘Grunt APE’ models at a cost of 3 RP each) while the Crazed Maniacs must spend all of their RP purchasing Sturmzombies.

Faced with Reaction Fire, even Zombies want to be someplace else.

Faced with Reaction Fire, even Zombies want to be someplace else.

For 3 RP the Nazis buy the Sturmzombie ‘card’, which gives them 3 new Sturmzombies EACH turn. So in this scenario, the Bad Guys buy the Zombie card twice and will get 6 fresh undead nightmares to bring into play every turn. That’s a lotta stinky Zombie.

There is no time limit on the scenario, but it seems like it will be in the Grunts’ best interests to hurry up. To win the game, one of them has to survive to get off the map. If both Grunts die, the Zombies win. If at least one escapes, it’s another glorious victory for the troops of the Lucky 7th.

Probably the biggest thing the Americans have working in their favor is the game’s Reaction Fire rule, which allows gun-armed troopers to fire every time a model expends an Action Point in their field of fire. But there’s a catch – in order to use Reaction Fire, a model has to end its turn with NO enemy models currently in its line of sight. Additionally, if a reaction-firing model with a multiple ROF rolls doubles, it loses Reaction Fire mode. So Reaction Fire can be a powerful tool, but it isn’t always easy to end up in the right spot to make use of it.

So. In order to get at least one of their guys off the map alive, the Americans are going to have work to maximize their ability to lay down Reaction Fire. The light machinegun bolted to each of the APE Grunts has ROF (2)  for Reaction Fire, which gives them a pretty good chance of scoring a kill each time they fire on a Fortitude (4) Sturmzombie. In ‘normal’ fire, the Grunts have ROF (3) — but they also have only AP (3), so they’re not exactly sprinting across the board.

The Zombies, on the other hand, have to work at keeping the Grunts out of Reaction Fire mode so they can get in close for Hand-to-Hand combat. They’ve got AP (5), so they can move fast enough. The trick for them is getting some big waves of Zombies going so the Grunts don’t have a chance of ending a turn with nothing gribbly in their line of sight.

It’s a tough proposition — and the congested nature of the subterranean setting cuts both ways. All of the twists, turns, doors and short lines of sight make it easier for the ‘Zeds’ to get closer without getting shot at. But it also makes it easier for the Grunts to get themselves into spots where they can go into Reaction Fire mode.

With nothing in their arsenal to make the Grunts duck and cover, the Zeds have a tough time in the ‘Recon’ scenario. They can circle around, make big Zombie conga lines and try to use doors and corners — but sooner or later they’re going to run into a wall of Reaction Fire. A Grunt who ‘loses’ his Reaction Fire status (by rolling doubles on his shooting) might get himself into trouble, but the Zeds really have to work to put together a perfect storm of threats if they’re going to have a chance at winning.

If the Grunt player remains patient, doesn’t panic and manages his lines of sight he is going to get to do a lot of shooting via Reaction Fire. In a couple playings of ‘Recon’ so far, I haven’t had the Sturmzombies get close to winning.

Out of the box: Incursion

What do you get when you cross the claustrophobic setting and hardened-armor firepower of a game like Space Hulk with slavering hordes of zombies controlled by the evil will of a Nazi mastermind?

That’s easy. You get the latest game to hit the Big Table — “Incursion”, published by Grindhouse Games.

As I’ve mentioned before, my gaming addiction is not entirely limited to ‘normal’ wargames. Strange settings, bizarre themes and oddball systems are well-represented in my game closet. When a game pits the good guys against two of alt-wargaming’s most despicable villains — crazed Nazi scientists and merciless zombies — how am I supposed to ignore that?

So here it is.

Lots of goodies in the box

Lots of goodies in the box

Incursion is set in the grim – yet oddly campy – game ‘universe’ first established by Grindhouse in their miniatures rules “Secrets of the Third Reich 1949″. The game’s slice of the story is fairly straightforward: heavily armored, firepower-laden American troopers are trying to crack into the well-defended lair of evil genius Hugo von X, the maniacal Nazi scientiest responsible for creating a host of wonder-weapons and abonimations.  There’s power armor (Armored Personal Exoskeletons in this case), machineguns, flamethrowers, grenades, BFGs, Sturmzombies, evil twins, malevolent mutants, attack-trained werewolves and even a Doomsday Device that needs disabling.

Dudes. That kicks ass. What’s not to like?

For a retail price tag around $50, the box comes packed with a nice array of goodies. There’s a two-sided, mounted game board; four sheets of markers and figure stand-ups printed on impressively heavy stock; a  large stack of cards; a pile of plastic figure-stands; three d6; a molded box insert to hold the bits; a rule/scenario booklet and players’ aid card.

Countersheet detail

Countersheet detail

The physical production is very good quality.  The only quibble I have worth noting is that the die-cutting of the markers and standups was a bit variable. Obviously, the sheets were struck from the ‘front’ facing of the game pieces. In some cases, the die didn’t strike quite deeply enough, leaving an incomplete cut through the printed surface on the back facing of the sheet. The issue was resolved easily enough by tracing the cuts with a sharp X-acto blade — it was just a little more of a hobby project than I’d expected.

Incursion’s rules are pretty simple, especially for a ‘skirmish’ level wargame. The turn sequence is old-school, IGO-UGO with bidding each turn to get the initiative. Your guys/gals/things then expend Action Points to peform actions from a pretty limited menu of options – move, shoot, face, ‘use’ something (switch, door, whatever), stab/poke/whack.

Weapons roll a number of d6 (‘Damage Dice’) equal to their rate of fire. If the roll equals or exceed the target’s “Fortitude”, a Damage Point is scored. A ‘model’ that collects DP equal to its damage rating is elminated. Sturmzombies, for example, have a Fortitude of 4 and are eliminated by a single DP. American ‘Grunt APEs” — the game’s star-spangled red-shirts — have Fortitude 6 and take 2 DP to eliminate.

Sturmzombies can only attack hand-to-hand. Most HTH attacks in the game roll just a single Damage Die. Zombies benefit from a sort of ‘gang up’ rule that adds a Damage Die to the attack for each subsequent Zombie attacking the same target in a given turn (i.e. first attacking Sturmzombie rolls 1 DD, second attacking Sturmzombie rolls 2 DD, etc.). Given the confined nature of the game map, it’s a trick to engage with multiple Zombies at once — but it’s enough of an advantage that it certainly seems worth working toward.

There are a few special bits here and there, and the battle cards add some interesting twists and turns to gameplay. I’ll get into some more details about shootin’ and stompin’ with a little battle report when I get a chance.

So far, I think Incursion is a fun, thematic and fairly simple head-knocker of a hybrid board/tabletop wargame.  More to come…

New arrival: Serpents of the Seas

Sometimes the good stuff just rolls across the table in big waves. I can go a couple of months without so much as a new magazine coming into the swamp — then all hell breaks loose. A P500 shipment or two from GMT. A moment of weakness on Ebay or the CSW Marketplace. An unbeatable sale. A magazine game. All of it at once. SPLAT.

It’s inevitable I suppose when you’re as screwed up as I am. The gaming addiction must be fed on a fairly regular basis, or I start to take power tools and other implements to parts of the house that I probably shouldn’t go near. Yep. A wargame or two or three every now and then keeps me from taking my 12-pound demolition bar to the tile floor in the master bathroom.

So today I’m looking at another new arrival here at the Swamp Bunker. “Serpent of the Seas” from GMT Games takes their earlier “Flying Colors” age-of-sail system and scales things down to handle some of history’s smaller naval combats.

SoS features actions mostly drawn from the American Revolution and the War of 1812. So we’re looking at fairly small engagements – sometimes only ship-on-ship duels – involving ships that, at most, carry maybe 48 guns. Flying Colors was all about fleet-sized engagements fought with ships of the line, so “Serpents” is a considerable shift in perspective.

There are three maps in the box. Two are the familiar “fleet” maps (of which there are several in Flying Colors). The third is something new: A “duelling” map, intended for scenarios that include, at most, a couple of ships on each side. The play area is hexagonal and the map features a few handy tracks and other bits of info.

The ship counters in SoS are all the ‘small’ variety – none of the double-length ships of the line here. Frigates, sloops, gunboats, brigs — it’s all the small guys who were the real workhorses of the Age of Sail.

Serpents of the seas handles this shift in magnitude (which is a significant difference from Flying Colors) through the introduction of cards. The rules call them “Initiative Cards”, although the card backs are printed with the term “Maneuver Cards”.

Either way, the addition of the cards leads to a change in the sequence of play and appears to add considerable variability by changing how the initiative player is determined and by adding Events to the mix. I’ll have more on this when I get the game on the table. Right now I’ll just say that it appears to be a very interesting change to the way the Flying Colors system works.

Fun with trench warfare

One of the trends in game design that I appreciate is the movement toward trying to pump up game play by slimming down the rulebook.

There have always been ‘simple’ wargames around, but many of those were considered ‘introductory’ level or were just downright rudimentary. What I’m getting at here are designs that feature fairly deep game play, yet still manage to bring their rules in at somewhere between 8 to 16 pages.

Tactical games, in particular, for years trended toward fairly hefty rules presentations. I suppose the original PanzerBlitz rules folder wasn’t all that heavy-duty – but Avalon Hill soon made up for that with games like Tobruk and Squad Leader. Platoon-level games probably hit their greatest rules weight with titles like SPI’s Mech War 2 and GDW’s Assault series.

Ah, the good ol’ days of ‘process’ design. I’m not saying that it makes for bad games, but as my available gaming time has declined over the years I have to say that I’ve developed an affinity for shorter rulebooks.

In the Trenches: The Lost Generation hits a sweet spot for the moderate complexity that I enjoy. The rulebook clocks in at 28 pages, but it’s a very ‘breezy’ layout. I’m not a word-counter, but I’d say in length it compares favorably to the 16-page rulebook of a game like PanzerGrenadier — and may even be lighter than that.

Everything is pretty straightforward without a lot of clutter. There’s a bit of rules weight associated with the game’s treatment of artillery, but that’s not unusual for a game set during the Great War.

In the course of a game turn, players basically do their thing through alternating series of activations. To establish who acts first – and the number of ‘orders’ available – the players dice-off with 2d6. High-roller acts first, with the difference between the rolls becoming the number of orders available. The “initiative” player uses that many orders first, followed by his opponent – who receives the same number of orders. Orders can be used either to activate platoons individually (not very effcient) or to activate company-sized formations of 2-4 platoons.

Most of the combat units in the game can ‘act’ twice in a game turn. After the first action, they’re marked with an “Engaged” marker. After the second action they’re marked “Spent”. Machinegun sections firing opportunity fire are only marked “Spent” if they roll doubles  – so defending MGs usually get to fire multiple times in a turn.

One thing I’ll note here is that the whole Engaged-Spent cycle does turn the game into a bit of a Marker Farm. Pretty much every unit on the map is destined to receive at least one marker in the course of a typical game turn. It’s difficult to avoid the use of markers, especially in a tactical game — although when a ‘status’ of some sort is going to touch everything on the map at some point in a turn, the more creative the solution, the better.

Just a quick note in a ‘house rules’ direction: When I began assembly of my counters for the game, the Engaged/Spent markers went first as my experimental models. In any game that requires an ubiquitous markers of some sort – Moved/Fired or Engaged/Spent – I typically use a couple of my bags full of cleverly color-coded tile spacers. I can plop one of them on top of a counter to indicate status and still see ‘through’ the marker to view the game piece beneath it.

Alternatively, since there are no facing rules in this game players can just keep track of the basic Engaged/Spent state of each unit by rotating it. Of course, this only works with players who are not “counter slobs” — you know, the guys who can barely keep counters near the correct hexagon and have pieces skewed in helter-skelter directions, sometimes within the same stack. Dammit! I hate that. Buy some tweezers or something.

But I digress.

The game system certainly focuses on ‘play’, rather than on rules lookups, math fiddling and chart-hopping. I truly appreciate that it flows quickly from action to action. In addition to allowing scenarios to be played to completion in a single sitting, the pace of play also helps players (even noobs) keep a running game narrative going without massive pauses or lengthy debates.

A few of the scenarios have some special rules fiddliness – typically something to do with initial prep fires or massive bombardments – but none of it’s too bothersome. I’ve only got a couple of games under my belt, but so far I’ve found it fairly entertaining.

Out of the box: The Lost Generation

How crazy do you have to be in order to impulsively sample a large number of tactical wargames set during the Great War of 1914-18?

Since I first came across SPI’s old “Soldiers” way back in the 1970s I’ve had a sort of back-burner interest in the subject. A lot of gamers likely don’t see much fertile subject matter for tactical combat in the First World War. But the topic touches on a couple areas of close personal interest for me, so I’m always open to the possibilities.

Tactical wargaming is one of my deeper gaming interests. And the Great War is a slice of family history: my Grandad Edwards fought in the war as a US infantryman until the late summer of 1918 when a German gas attack gave him the pleasure of a long convalescence at a military hospital in Kansas.

So. Not so much crazy as optimistic.

Stuff in the box

Stuff in the box

One of the more recent arrivals here in the swamp is, as you may now suspect, a tactical wargame set during the Great War –  “In the Trenches: The Lost Generation”.  It’s published by Grenier Games, a Canadian company (OK, really not so much “company” as “dude”) that features games I would score toward the higher end of the DTP spectrum.

The Lost Generation is the second volume of the “In The Trenches” tactical series. I passed on the first volume (“Opening Engagements”) because I wasn’t terribly interested in the battles it covered. This second volume, though, struck me as somewhat more meaty so when a break in my budget presented itself I decided to take a look.

Some time back I purchased one of Grenier Game’s earlier offerings, “Distant Foreign Fields” – a fairly large game that covers the Great War at a strategic level. So I had a pretty good idea of what to expect when I opened up The Lost Generation. From a purely “production” perspective, it’s a very good quality desk-top published game.

There are two double-sided countersheets – which arrive in the box as four single-sided sheets, pre-mounted to hefty cardboard. Once assembled, the individual counters are quite substantial indeed. The counter artwork is crisp and clear, which my aging (but not old…) eyes certainly appreciate.

Four 12 x 18 maps come in the box, covering (at 100m per hex) portions of four battlefields: Bois de Caures, a portion of the Regina Trench at the Somme, La Boiselle and Kostiuchnowka (during the Brusilov Offensive). The maps are printed on very heavy stock and I think they’re very well done in a straightforward graphics style.

Nine scenarios (“operations”) are included and there’s a play aid card that includes a color terrain key. The rulebook is 28 pages, comb-bound, clearly printed and fairly well organized. A few rules are tucked away behind “Unit Details” – which some readers might mistake for the beginning of a section of design notes. Otherwise my only quibble (aside from the misspelling “French Trences” on the Bois des Caures map) is that the rules pages themselves would suffer less wear and tear if the booklet was bound with a comb one size larger.

Otherwise, it’s a very clean and accessible presentation. Coming soon: A look at the rules and how the game plays.