Horizon Wars is
another title by Osprey Games. Like Frostgrave, this one has a stand-alone
hardcover rulebook and is not part of the Osprey Wargames Series. Unlike Frostgraveit has not generated any “official” new content, but I know the author Robey
Jenkins (PrecintOmega) has put unofficial content on his Facebook page. Mr. Jenkins is relatively active online and
is more than happy to talk about Horizon
Wars with you.
I remember being on the Warseer Forums when Robey started
building and selling the “Mech” portion of this game. At the time, I was also working on a Mech
game with JUGS, so I followed his
work closely. This was part of his “5 Pound”
(as in the currency) wargaming efforts.
After finishing the mech game, he made an air frame and conventional
forces game. They could all work separately
or together and were sold independently at the time. Horizon
Wars seems to be all of these works combined together into one source with
some additional scenario and background content added.
That’s a long enough stroll down memory lane. I am sure if I mis-remembered any of the above Mr. Jenkins will be along soon to sort me out. Let’s dive into the review.
What I Liked
The game uses a rather innovative mechanic for resolving
shooting attacks. You measure the
distance to the target, add modifiers, and that becomes your Target Number for
success. The unit firing rolls its
firepower dice and adds them up. Every
time you can create a combination of this Target Number it is a potential hit. The defender can roll his Defense dice, and
any roll he makes that matches the roll of an attacker is cancelled.
So, If I am shooting at a target 12 inches away in the
open, my TN is 12. If my unit has
Firepower 3, I happen to roll a 9, 8, 7.
That would be 24 but would only be a single hit, since 8+7 exceeds 12,
but 9 does not. In addition, let’s say
the defender rolls two defense dice and gets a 2 and 7, then I would have 9+8
which still exceed 12 and gives me one hit.
This is a pretty clever mechanic as longer range shots
are automatically more difficult due to the range, but there is theoretically
no range limit. This is a much more “active”
way to deal with advanced weapons on the tabletop and much more elegant than
giving each weapon system a “range” stat.
Very clever!
I also really enjoy the “Adventures” system. It is
essentially a method to create a set-piece battle that reflects the effects of
previous engagements on the forces. You
roll up three categories, a situation, mission, and purpose to help you define
the reason for the battle and that impacts the forces involved. Based on the situation, mission, and purpose it
changes your force selection, deployment, and mission objectives. This means as a commander you no longer have “perfect
knowledge” and must work with the “friction” of battle before it begins. Very clever again!
Conventional, Mecha, and flying units all seem to be
fairly well balanced against each other.
You do not have to take Mechs to be competitive. They are just another unit type with some fun
add-ons, but a tank can blast a Mech just as easily as vice-versa. The same goes with aircraft.
The size of the forces involved is also interesting. For most 6-10mm scales games you see them
focused on what I would call “battle” scale games. In Horizon
Wars the forces are almost “skirmish” scale. You do not need dozens of tanks and infantry
stands to play. When I mocked up a
couple of average sized game forces, they clocked in at 7 and 8 units
respectively. That is smaller than a
game of Blood Bowl! The game is intended for each “unit” to be a
single model for vehicles and 3-5 infantry models on a base. Wow, that makes playing this game super affordable! The engagement ranges are also relatively
short with 2x2 to 4x4 tables for game play.
This rulesets seems to hit the sweet spot for scale and price.
Things I Do Not
Like
With the aircraft rules, some of the seams start to show
in the game. The aircraft rules would
work just fine as stand-alone rules for an aircraft vs. aircraft duel. However, they start to get a bit muddier when
you are trying to integrate them in with conventional ground forces as their
movement is a bit different than that of ground forces. This is a common problem when trying to make
a combined arms game, and the aircraft rules combined with the Conventional
rules add just a bit more complexity than I like. This is the only part of the game where you
can see the independent design of its components start to show a bit.
Damage in Horizon
Wars is based on attrition. What does this
mean? Well, units all have a base set of
stats. As you take damage, the stats are
reduced. When the stats go to 0, a unit
may not be able to move, shoot, or is destroyed. The defender chooses which stats get reduced,
unless a critical hit was rolled, in which the attacker chooses. I am not a fan of this approach as it tends
to increase “tracking” in the game. Some
level of this is unavoidable, but in a 6-10mm scale game I prefer either
disabled/destroyed or not.
Every unit gets two activation a turn. They can use this to move, shoot, engage in
close combat, etc. It is possible to use
them up all at once or to save your second activation to potentially “react” to
an opponent’s action. I really like the
nature and concept of this mechanic, but it is essentially an “action” point
system. I am not a fan of the system
presented here for two main reasons. First it relies on counters on the table
to track, and I tend to dislike those.
Second, it leads to more tracking and at 6-10mm scale I prefer to reduce
the tracking.
Both the action/reaction system, and attrition damage
system are less of a problem in Horizon
Wars as it is more of a scaled down skirmish game than a typical 6-10mm
battle game. These same mechanic with a
larger unit count would be a deal breaker, but with the number of units present
it works well enough.
Meh and Other Uncertainties
The book has some really great artwork, including full
page artwork. I love the cover and think
it captures the feel of the game really well.
There is a couple great full-page pieces of art inside as well, especially page
14 and 32. However, some of the “in game”
photos are a little less inspiring with boring terrain. However, I recognize some of the models from
PrecintOmega’s painting log from back in the day, and that made me smile.
There are several scenarios in the book. They are pretty standard stuff, but when
combined with the Adventures details they can shine and do the job.
There are also four “pre-packaged” sci-fi backgrounds that
you can set your games in as well. The
first is a hypothetical future conflict where the British decide to attack the French
essentially for the LOLs and because the French needed a “good kicking”. This is my favorite of the backgrounds as it
makes no sense, and even the people describing it “in-universe” are baffled by
why it happened in the first place. I
could make some preposterous comment about how it mimics the absurd nature of
modern warfare, and amplifies the general mood of Post-Brexit Britain to
satirical levels; but that would just be a bunch of tosh. The others are a Venus/Earth/Martian civil war,
Mech obsessed E-sports-nutters, and truly advanced/grimdark/future of Galactic
expansionism. All of the pre-packaged
sci-fi universes are a bit tongue in cheek and I appreciate that.
Finally, the index provides a number of sources for
6-10mm models to fill your armies. There
is also a handy play summary sheet and army stat sheet for tracking.
Final Thoughts
Horizon Wars is
a nice little game. It covers combined
arms nicely and has some innovative and creative mechanics to model such "advanced”
warfare. The scale of the conflicts
represented also makes this a great game for small spaces and the forces are affordable. There is a bit more book-keeping than I typically
like in a 6-10mm game, but the small number of units makes it manageable. It is a nice bit of design work and I look
forward to playing it more.
As I said, Mr. Jenkins was working on this game when I was
building Jugs. Truth be told, I think his efforts are much
more innovative and deal with combined arms much better. The aircraft pieces feel like their own game
to me, but they are perfectly serviceable if a bit complex to be integrated
into ground warfare. His Mechs also
scale nicely together. I think we had
different design goals, as the big, stompy robots of Jugs were supposed to be the pinnacle of warfare where in Horizon Wars they are just another tool
of the military trade.
I don't know how I missed this when you first wrote it, but thanks for the review!
ReplyDeleteOnly thing to really add is that the supplements on my website are 100% official... But some of them are still in beta, so YMMV!
I figured you would pop in. You have a great web presence. I look forward to Zero Dark next!
ReplyDelete