The Car Combat genre of wargames is an interesting breed. It has a long pedigree, going all the way
back to the 80s. It is unclear where the
origins of the car combat genre first appeared, however I imagine the Mad Max
series of movies played a large part in their origins. The first Car Combat games I can recall are
Steve Jackson’s Car Wars and Games
Workshop’s Dark Future. I personally never really got into either game
as they were not my cup of Tea at the time.
The majority of my exposure to Car Combat games was
actually through video games. Here the
genre has a rich history! Of course, you
could argue that the grand-daddy of the Car Combat game is the Twisted Metal franchise. In the Twisted
Metal world, the game was sent in a post-apocalyptic world ruled by a
god-like being who hosted the Twisted
Metal tournament. The prize was the
winners wish to come true.
In a way, Gaslands
plays off the ideas of Twisted Metal
and meshes it with the movie The Running
Man. The game represents teams
competing on a season of a TV show called Gaslands
where the winning team earns a trip of the post-apocalyptic ghetto of Earth to
the paradise of Mars. They only need to
beat all the rivals to win.
I have a personal history with Car Combat wargames as
well. I was an avid player of the Twisted Metal games. When I was 13 or 15 one of my first tries at
writing a wargame was attempting to make a Car Combat game. I called it Burning Rubber and it involved making a team of racers. They actually raced around a track that had
pre-set squares. The track had obstacles
like ramps, oil slicks, cows, mines, potholes etc. You bought drivers and cars and equipped them
with weaponry to fight each other with.
For a first timer, it had a lot of the hall marks of some of my later
designs such as campaign play with driver experience, injury, vehicle permanent
damage, and resource management of the team.
Looking back, it wasn’t a bad first attempt. There were even different types of car races,
with the ultimate goal to be the first team to get a car across the finish
line. I wish I still had the rules, but
they were lost to time long ago.
When my kid was younger, I also made up a quick race game
that involved math Flash Cards. The
track was composed of facedown flash cards.
To move your car, the player had to answer the flash card. Cars could only go a certain number of flash
cards in a row. This was a fun game to
help teach my kid math instead of boring flash cards.
Since then, I have continued to work on Car Combat
games. My current title is Total CARnage. Here the focus is on making a simple, fun,
family game based on dexterity mechanics that was heavily inspired by playing Flick’em Up! In addition, I have been working on the campaign
and expanded rules for Redline which
is a more traditional wargame using templates, rules, dice, etc. for mechanic resolution. This game has mostly been inspired by airplane
games more than other Car Combat games.
So, I was eager to dig into Gaslands. Let’s get in under the hood….
Things I Liked
Right off the bat, I loved that this game was designed
for using Matchbox cars, Hot Wheels, and other similar sized brands. That element spoke to the affordable gamer in
me. I don’t have many of those sitting
around anymore, but they are cheap enough and now have some wacky designs.
This game uses a clever Initiative/movement mechanic called “gears”.
A turn is divided into 6 Gears.
Depending what Gear your vehicle is in determines how many times it can
move and influences what maneuver templates it can use with or without
penalties. Vehicles in a higher gear are
activating more often and therefore “moving” faster than lower gear
vehicles. As you go up in gears, some
movement templates become easier or harder to do. This acts as a form of stress that can cause
cars making the wrong maneuver to wipeout.
Higher gears also make it harder to control if you wipeout.
The movement templates mean that a player never uses a
tape measure, worry about turning radius by degrees, etc. It is a relatively smooth and intuitive
system. Templates are also used for
ranged shooting attacks.
Rams and shooting attacks are opposed rolls. They are very simple based on the number of
attack dice of the weapon, with a success being 4+. Easy to remember. Vehicles being attacked can evade and nullify
a hit with a 6+. I prefer when a game
allows you to nullify a hit and not just sit there while getting shot up. Simple and intuitive mechanics for combat
Finally, I like that many of the scenarios are actual
races where you need to get through “Goals” the fastest. That means you need a balanced force of speed
and muscle to get you through the scenarios successfully.
Things I Did Not
Like
For some inexplicable reason, this game uses custom
dice! Granted, they explain it as 1=
this, and 2= that but it encourages you to make your own custom dice for the “gear
shift” mechanic. The “Gear Shift”
mechanic seems to take a page right out of X-wing and similar games. Each vehicle has a handling rating, and you
roll the gear shift “custom” dice. Some
results can be used to cancel results, and others put stress on the car/driver
by causing a slide, spin, or picking up a hazard token. Too many hazard tokens and your car will wipeout. Gear Shift dice allow you to change your gear
up or down, remove hazard tokens, or nullify slide/spin results. Ultimately, cars with high handling lead to a
lot of fiddliness to determine their “gear Shift” dice.
I was disappointed with the campaign system. It allows you to create teams based on
sponsors and get some sponsor perks but ultimately drivers and cars do not have
much of a path for advancement or debuffing.
They use Audience Points to allow some customization, but the campaign
season is just not as meaty as I would like.
I mostly blame space limitations for it.
However, there is a lot of good details in the sponsor and sponsor Perks
section to allow you to make distinct race teams.
From Gaslands.Com the game's website |
Meh and Other
Uncertainties
The game uses a dashboard off to the side for each
vehicle. That is where you keep track of
hazard tokens, gear, damage, etc. I am
glad that the game specifically calls out that these go on the side board of
this game would seem very token heavy on the game board. Thankfully, this is not the case.
The game allows for a wide array of vehicles culled from
all sorts of sources from motorbikes, to monster trucks, to helicopters and
tanks. I am pretty sure I could build
all of the cars from Twisted Metal
franchise for use in Gaslands if I wanted
to.
The back of the book has all the templates and dashboards
you need to play ready to photocopy. I
am pretty sure they are also on the website for Osprey too. However, you will need to make your own. It also has a quick reference section as
well.
I enjoyed the full color art in the book, even if it was a bit stylized for my usual tastes. There were also many shots of cars driving aroudn and fighting. Some of the Browner colored cars were uninspiring, but some of the Performance Cars looked very cool. Plus, they used a couple of interesting angles to add to the drama and "TV Show" look.
From the Osprey Publishing website |
Final Thoughts
I could see this game being sold by Fantasy Flight
Games. It has all the potential
elements. It basically uses the flight
path model with movement templates. It
has custom dice with symbols that cancel each other out and add tokens to the
car’s dashboard. I could easily see them
selling single car packs with driver and equipment upgrade cards too! It really feels like this was a game pitched
to them, but picked up by Osprey in some “Freaky Friday” style of mistake.
This game will ultimately work best as a club game where
each player has one or two cars they control.
The rules are relatively explicit about this when they go into the
scenarios and building a team. It should
lead to some good mayhem and seems easy enough to play. I agree that the “Gear Shift” mechanic will
be better for fewer cars on your team rather than more.
Ultimately, I am glad I got these rules. I think my family will prefer to play Total CARnage but I think my regular gaming buddies would prefer this game. It also gave me some ideas to explore for my own Car Combat games in the future.
Interesting to see the FFG mechanics used here. Before X-Wing came out they released this:
ReplyDeletehttps://boardgamegeek.com/boardgame/8593/wreckage
It's very similar as well.
Huh, I hadn't seen that one before. Is it a board game or an open table game? I couldn't really tell.
DeleteThanks for the review. May pick this up as rulebooks are not included in my "cannot buy new minis until old ones are painted" embargo...
ReplyDeleteI got my copy for about $10 bucks (US) and it was worth it to me.
Delete