As I add new rules (mostly home bound and printed PDFs) I must needs move on old rules (at least to a plastic box at the back of my shed).
Here are some of my discoveries who are heading to the "out tray."
Category: What the Hell was I thinking?
DaimyoI have never got into rank and flank games. And a rank and flank set in ancient mythical Japan? With monsters, ninja and geisha? Circa Legend of Five Rings? Actually sounds kinda cool when I put it that way...
...Anyhow it's a proper hardback rulebook circa 2000 by Wizards of the Coast. Huh. Who knew. I'm not inclined to delve deep into its 300+ pages (has paint guides and everything) as I know I will never play it (heck having looked at how fiddly samurai armour is I'm procrastinating painting a skirmish warband) and I also doubt there is any innovative game design ideas I'm missing.
Anima Tactics
In my defense this was a friend's idea. The anime tropes of androgynous, edgy emo guys with giant swords and distastefully barely-pubescent girls are not my thing - I associate them with teenagers doodling in their textbooks - and that's about the art quality of this book.
The minis were high quality though - finely detailed in a way that only Infinity at the time rivalled, and a nice change from the potato-headed giant-fisted GW designs of the time.
The game itself was one of those overcomplicated wannabe CCGs where managing mana, hitpoints and triggering the powers of your 3-4 mins was the gameplay focus. Bonus points for using symbols instead of words where possible to necessitate flicking back through the book.
There are plenty who do like this sort of thing; so I am surprised it has vanished without a trace.
War RocketFuturama rockets vs flying saucers must've sounded good at the time. Movement was asymmetrical - each had a different means to travel a bit like Eldar vs Imperials in BFG. But each race only had 3 designs - big medium and small - and the damage system was weird. You placed handfuls of hit counters on the target THEN looked at a table THEN rolled a dice to see if the target was stunned or killed. It just seemed like terrible design - lot of hit counters cluttering the board to then use a table to just get a simple stunned/killed result. A convoluted and messy way to get something simple. After a test play I decided not to order the minis.
Category: Seemed Like a Good Idea at the Time...
AE: WW2 - Weird War II with mutant gorillas, zombies and rocket troops - even had a sci fi spinoff which I played. It had alternate activation (in an era it was rare) and units had more actions the better they were - i.e. rookie 2 actions, a veteran 3 and a hero 4 - instead of being human tanks which was also common in that era. They had 180d facing. There was the odd multi-wound monster but no HP. For its time, it was quite progressive.
So why did I drop it? Well the minis were weird. Some good, some really bad. I occasionally still find them in my bitz box. You know that weird health food your wife bought back in COVID but you somehow still find in the pantry? Yeah like that. Second reason is: I shortly after discovered Secrets of the Third Reich - which played skirmish AND platoon level with a style like 40K - so easy to remember - but better. I got use out of it - but it's time to move it on - and what made it 'good' is merely average now.
Random Thought: There was no 'good old days' of wargaming. We're in the golden age NOW. Rules, minis, etc - all amazingly accessible and improved on the 1990s and early 2000s stuff I remember.
Rezolution
Before Cyberpunk 2077 there was... Rezolution.
Ninja, vampires, gangers, zombies, hackers - with alternate activation and even opposed rolls - a 'modern for the time' feel. The patchy model quality killed it for me. It was like a better Necromunda gameplay wise, but with much worse models and no campaign system - so there wasn't enough reason to get people to swap to it, and no reason to collect models for their own sake. It might have done better today if launched with 3D print support etc. Like AE:WW2 I still find random mis-proportioned models in my bitz box.
Helldorado
The concept was epic. In the devastation of the Thirty Years War the literal mouth of Hell opens and conquistadors descend into the underworld to do battle with demons with pike and musket, to find saracens and Chinese already there. Various mercenaries and demon factions round out the roster. Hmm, I wonder if we could do a WW1 vs underworld version. I reckon we could call it Trench War.
The models were good (except the lizard demons which ironically are the minis I still use most). It was a bit too much special rules-and-hitpoints for me to enjoy it and I was busy making my own home rules when the rug was pulled and the game just.. vanished?
A cool concept that did not commercially survive for whatever reason.
Dark Age: Genesis
Another alternate-activation skirmish (I always hated IGOUGO) which I bought because of the Dragyari -a caste of cool flea-like warriors who have something to do with slaves and ice? I liked the models. Unfortunately I disliked all the other models which seemed mostly in the leather S&M vein. I mean, what is it about the post-apocalyptic type worlds that attracts this? So many spikes, whips and unpleasantly phallic clubs with armour that looks like you ran a big magnet through a junkyard. I'm pretty sure there has been a few attempts to re-launch this game as I've seen lonely box sets online in random clearance locations - even relatively recently.
Tomorrow's War
Along with Infinity, this launched my interest in activation/initiative and reaction systems and was one of my most-played games for years. So why is it on the discard pile?
It's basically Stargrunt with reactions - roll d6s, 8s or 10s (depending on your troop quality). Opposed rolls to see if you can react/who goes first; then for combat attacker rolls and keeps any 4+ rolls; defender could fire back/use armour (roll saves) and could cancel hits by equalling or beating dice. Simple yet innovative and interactive mechanics. The game deliberately aligned to many metal 15mm minis which were cheap and great (GZG, Rebel, Khurasan). For $50-100 you could have the equivalent of a giant 40K army with lots of tanks and mechs.
Besides a horrible rulebook that was almost impossible to use (the example page above is RULES not fluff!) the clever concept bogged down a lot in practice. There was convoluted reaction chains (reacting to reactions - ugh!) and a surprising amount of tokens/recording. For example, casualties were not as simple as removing models - at the start of each turn each mini hit has to roll on a casualty table (serious, light wounds) which again have various effects and have to be tracked. Fine for skirmish but not platoon level rules. Units ability to return fire could degrade throughout the turn, etc.
The game was a great concept that got bogged down by confusing rules and a terrible rulebook. Each turn had a lot going on - three turns of TW might have more action and back-and-forth than six turns of say Bolt Action or FoW. However each turn took so long to resolve you may as well play six turns of the other games and have a usable rule book to boot, and (perhaps it was just my games) once the bullets started flying the units took cover/ground to a halt. There wasn't much fun maneuvering and tactics. Realistic perhaps, but not fun. And in sci fi, 'realistic' is relative.
A fallen favourite - great in concept, but I just don't have the time for this sort of game any more, nor the patience to fight with the rulebook.
The Anima Tactics poster girl you posted has a level of business that goes way beyond puberty. Most women in the real world are smaller than that by at least one full cup size. If you want to say it's packed with petite ingenue waifs, I think you should probably show one to make your point.
ReplyDeleteI remember when most of those came out in the 1990s-00s, none of which really appealed to me. We had a few guys get into Clan War.
Dark Age was tied to some "Brom" guy as the famous artist, but not my style.
AE WW2 was like Dust warfare for alternative WW2, and some of my groups went in for the terrain. I think it was a miniatures boardgame thing?
Hell dorado was a kitchen sink alt history thing that I saw as it was crashing. IIRC, it was French, and the basic demons were cute, but expensive metal.
Nice share, thanks!
- GG
"We had a few guys get into Clan War. "
Delete...wait, what?
I don't think I've seen anything on Clan War, ever. You know people who played it? I feel you should go buy a lotto ticket!
I hope the Dark Age art in the rulebook itself wasn't by anyone famous as it... wasn't very good...
AE: Bounty! That was the name of the sci fi one. I think it had a build your own element. Neither were boardgames, just played on a smaller table than usual back then (you know, 4x4 etc which is 'normal' now). I think the sci fi one had some broken gameplay elements...
-eM
While I haven't played Anima Tactics, the managing of mana points sounds interesting. In general I like miniature games that have a layer of resource management and the choices that go with that. Too many games lack this.
ReplyDeleteIs is a layer of resource management, or just meaningful decisions? Is it tokens or a resource bar that moves up and down, or is it just the extra decisions they give; to outplay an opponent?
DeleteOften, say, an order or action pool is a 'resource'.
I have been thinking about this lately: when is a wargame too 'busy' - too much going on, with subsystems or mechanics perhaps detracting from the core of the game - and when is it too 'barebones' - there's barely anything going on for the player to interact with.
I was browsing though my pdfs for 'print and try' candidates and I think it was 5 Parsecs - a popular indie pick - where I thought "there's not many choices to make here - no real 'meat'" Obviously the appeal is the campaign/rpg story starter tables, but...
-eM
Well, I can't say what it is in AT as I haven't read or played the game :-) What I do think though, is that many miniature games have too little going on. At least on the table, not talking complex listbuilding or processing administrative churn. Typically it's perfectly clear what you should do, even when more order or action options are available, and then turning this in into limited resources you need to spend wisely and have difficulty refreshing can really help spice things up.
Delete"Typically it's perfectly clear what you should do, even when more order or action options are available, and then turning this in into limited resources you need to spend wisely and have difficulty refreshing can really help spice things up."
DeleteI noticed this with the free Quar rule. You only get a few activations (3-5?) per turn so you need to choose who gets to do stuff.
I don't love this mechanic particularly, but it was very simple AND it certainly added another layer - how do I "spend" my limited activations among my forces.
-eM
Mana might just be ammunition, so a tiny blue d6 for mana (MP) along with a tiny red d6 for health (HP).
Delete- GG
Lot's of great stuff.
ReplyDeleteI would love to see more of those Clan War books as I love Legend of the 5 Rings. I was late to that party. However, I am guessing that it has clunky turn-of-the-century rules similar to WEG's Star Wars miniature game.
I also love Tomorrow's War/Force-on-Force but you have to realize that the Rules are more of a list of options and you should NEVER use all the rules in a single game. Instead, you are supposed to pick and choose which you will use when you make the scenario. This is a scenario heavy design, but then they do not tell you how to make a good scenario. At least Force-on-Force had historical splat books full of scenarios. Tomorrow's War never got that.
For me personally, TW and FoF really opened my eyes to the possibilities that game design really had to offer. Stargrunt and Dirtside came into my possession a bit later. Therefore, I would never get rid of those books ever. I still play from time-to-time.
- Eric Farrington
Clan War was a actually a solid game. I played 4-5 games back when it was released but it couldn't hold up against WHFB, etc. I agree, the Anima Tactics minis are terrific. I have a handful that get used in fantasy skirmish games regularly.
ReplyDeletePlease tell me more. I am very interested in L5R as an RPG, but would love to hear some more about the mechanics of Clan War.
DeleteDid it maintain "Roll and Keep" of d10s? As an example.
- Eric Farrington
Clan War.
DeleteIt was rank and flank a la historicals/WFB. Because I care, I'll walk out to my shed...
A 5min skim:
Natural 10s are kept and added to "exploding" dice
Stats are:
ATN = enemy must beat this to hit i.e. 6 etc
ATT = bonus to melee/missile rolls +2/+1
DAM = bonus to damage +3/+0
S = attack rolls say 1-3
W= wounds
I think activation is a "in order of the units specific initiative which is a d10 each unit + some sort of modifier" and there are tactical cards and stuff. Personalities have elemental values - air, fire etc and there is honour. Units have special abilities and magic.
I recall leaders in close combat penalized enemy units attempt to maneuver in a indirect 'opposed activation' way.
A pity you live in the United States of Insanely Overpriced Shipping or you could have my old copy...
-eM