Oh what a strange history this game has had. It started with a big Kickstarter buzz when the Golden Age of Wargaming on Kickstarter was ongoing. Of course, the Golden Age turned sour quickly when many companies were typing promises that their companies couldn’t deliver on. Alien Dungeon and All Quiet on the Martian Front were not the only ones to fall into this trap. The game delivered some, but not all of its promises and even managed to make it into distribution. Then, disaster struck and Alien Dungeon closed its doors. All looked lost for All Quiet on the Martian Front. However, a savior appeared, and the IP was purchased by Ironclad Games and this game has been resurrected from the ashes!
With such an exciting backstory to the game, what is this
game all about? All Quiet on the Martian Front is premised on the idea that the
Martian invasion from H.G. Wells War of
the Worlds was just the start of the Martian attacks. In 1910 they have returned to Earth, and this
time they intend on staying. Much of the
U.S., Africa, and the Russian Steppe have fallen to the invaders. However, the main action is focused around
the defense of the Mississippi River Valley in the United States, with the help
of the British Expeditionary Force.
The main rules were written by Cavatore, Baker, and
Priestley. If you have been involved in
wargaming over the past few decades, those names should ring a bell. With those names, come certain expectations
around the rules. Let’s see if those
expectations are met.
What I Liked
I picked this game up at my local FLGS (Friendly Local
Game Store). They had a surprisingly
active group of players from the Historical community that bought into the
Kickstarter who played it in store. I won’t
lie the visuals of the game drew me in right away. The towering Tripod models and the WWI aesthetics
to the U.S. Troops really hit my model sweet spot. The game just looks great on the table.
From there, I dug into the background a bit. I always had
a fascination with World War I and the period just before. The mixing of fact and fiction was just right
to keep me interested. I also liked the
idea of hosting a campaign in my own backyard.
I live very close to the Mississippi River Valley. No other wargame has really let me do that,
since my part of the Mississippi has been fairly quiet, well until the Martian
Front opened up that is. So, the visuals
and the background drew me into this game big time.
When it comes to the actual rules mechanisms themselves
they are relatively straight forward and simple. You roll to beat an opponent’s Defense rating
to score a hit. Once scored, you roll to
exceed the targets armor rating with a Power bonus based on the weapon being
used. It is very straight forward and
quick to resolve.
Some Tripods are simply invulnerable to small arms,
however once Tripods start taking damage it becomes easier to damage them. I enjoy this degradation aspect because as
the game wears on, formerly invincible Tripods start to look worse for wear. In addition, the U.S. can throw out a lot of
firepower, and concentration of fire is critical.
That leads me to another aspect of gameplay that I
enjoy. The forces are not equal and they
are not intended to be equal. There is a
point system, but Martians have better technology than the Humans. Their wargear is tougher, more deadly, and faster. However, they are limited. The humans are subject to morale and are
squishier. They make up for it with
numbers, sneakiness, and big guns. Humans
can use something called blip markers and ambush to conceal their forces from
Martian invaders. These mechanics allow
the Humans to try to get the drop on the Martians and are another way to try to
balance the scales. There is a point
system, but the game really excels at scenario play vs. competitive play.
Things I Do Not Like
It saddens me that this game is IGOUGO. Granted, in the games I have played the turns
go relatively quickly. However, when one
side is active there isn’t much for the other player to do except to keep track
of what is getting damaged and destroyed.
The game has very little for the non-active player to do. There is an initiative roll with some mods
for results in the past turn, so it is possible that a sides could get a double
turn before the opponent can respond. I
would hope that such experienced game designers could have found a better, more
dynamic turn sequence.
The Scenarios provided in the book just are not very good
or balanced. They tend to favor one side
over the other, and the humans typically get the short end of the stick. So, if you play as the Humans and not the
Martians then be prepared for an uphill climb.
The ease of play is both strength and a weakness. The mechanics are so simple and easy to grasp
that non-wargamers can pick them up with ease.
However, after a few games, the gameplay can get a bit “samey”. Martians do not have morale, are rarely affected
by terrain, and have limited options as they may not use Blips or Ambush. It is pretty clear what they are going to do,
bum-rush or the Martian two-step.
The game tries to add some resource management and depth
by using Command tokens. These can be
used to bring in reserves, double move, and other things. However, the implementation is weak and
half-baked. They could be very versatile
and cool, but there just isn’t enough behind the command points to make them
add much to the game play.
Meh and Other
Uncertainties
The game currently has three main factions; U.S. Forces,
Martian Invaders, and British Expeditionary Force. U.S. and British forces have a wide range of
units and troops types, and the Martians are surprisingly diversified as
well. The background references possible
other factions but they have yet to arrive in game. Supposedly Andy Chambers was working on the
rules for Underdwellers as the next faction before Alien Dungeon died. I have
not heard if Ironclad Games intends
to revive that work, or do something different.
The background also hints at French, Prussians, Venusians, Texas, and Canadian
troops or armies as well.
Doughboy Infantry can effectively assault Martian tripods
using grenades and other gear. The lowliest
U.S. Units still have a chance to damage a towering Martian Tripod, and with
the damage table even bring it down.
That makes infantry and infantry screens important which is something
that could easily have been overlooked in a game like this.
With the Move-Shoot-Move sequence of play, Assaults fit
in a bit clumsily. Also the morale rules
are extremely simplified and only impact Humans. Forces tend to fight until destroyed or they
reach an arbitrary breakpoint in the rules.
The background section gives you enough of a feel to put
your battles into the larger narrative of the game very easily. The do just enough name-dropping to make it
feel like a “lived in” Universe, but not enough to be eye-rollingly bad. Some may question why Steam powered tanks
became a thing, and there is some handwavium about oil being to dangerous and
combustible against Martian Heat Rays.
However, for the most part I enjoy the background. Your
mileage may vary.
Final Thoughts
This is not a game for everyone. If you enjoy rigidly balanced games so you
can see who is the more tactically skilled player, than avoid All Quiet on the Martian Front like the
plague. It does not have what you are
looking for. For the most part, it is a
streamlined game but the mechanics lead to a lack of depth in gameplay. In addition, the IGOUGO turn sequence is
atrocious and an unforgivable sin in the game’s design. For a game of its scale, I have no idea what
Cavatore, Baker, and Priestley were thinking on that decision. I am not sure I can recommend the game unless
you valley the look, genre, and style of the game over the specifics of the
gameplay.
Despite what looks like a scathing review, this is one of
the games I play the most often. My
family (of all ages) likes to play it with me because of the streamlined
mechanics I just bashed. We can finish a
decent sized game relatively quickly. The
straight forward nature of the Martians means that they are easy to pick up and
learn so more experienced wargamers can take the U.S. Army and the asymmetrical
nature of the game is a feature and not a bug.
Plus, we have been placing the setting locally and that adds to the fun
when you are destroying towns we have actually visited.
This is a great family wargame, but not one that I would take
down to the FLGS/club or expect to pick-up a ton of steam competitively. There just is not enough depth for that type
of gaming. It is a much better
campaign/scenario game for close-knit game groups/families to explore the All Quiet on the Martian Front setting.
You can find out more here: http://quietmartianfront.com/
You can find out more here: http://quietmartianfront.com/
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