Yeah..... about that.
A Game with a Game Master |
A Game with a Game Master |
An Osprey Blue Book from the writer of Zona Alfa and other Indie wargames. The premise is simple enough. This is a cooperative or solo-game about monster hunting and investigation. I was intrigued by this one for two reasons. First, I had been slowly working on a similar concept. Secondly, it seemed to straddle the line between a Role-Playing Game and a Wargame which is an area of great interest to me. Therefore, I put it on order at my FLGS.
Interestingly enough two things struck me about this book before I got into the review proper:
1. It is 80 pages long. This looks to be a new thing for the Blue Book Series of 80 pages where they used to by 64 pages. I am curious if they will ever go back to the smaller size now?
2. The book only has artwork, no pictures of minis or tabletops. The lack of "in-action" shots of games was really disappointing to me. I was left unsure what a typical table looked like for the game. The art was all urban or inside buildings but at a glance I was unsure how "tabletop friendly" the premise of the game was going to be.
That said, I was still eager to delve in and see how the game was laid-out. The lack of versus rules was interesting to me, but Solo and Coop play seem to be the Authors strongpoints. Plus, the pandemic made these types of rules very popular for a while. I myself have tried my hand at them a few times.
So, grab a flashlight and your copy of the Malleus Maleficarum and let's dig in!
Things I Liked
The game is focused on a "dice pool" style of mechanic but with some twists. You use d6, d8, and d10. 4+ is always a success. There are modifiers and wounds remove dice from your pool. The game has a simple unified mechanic at its core which is always a good thing.
The game is divided into two parts, a Narrative and an Engagement. In the Narrative section, it is a light role-play scene where a characters three dice of d6,d8, and d10 are also linked up to three attributes of Body, Mind, and Spirit. This is a Theatre of the Mind experience, and what you do in the narration part of a game sets up key parts of the Engagement part of the scene. The Engagement part of the scene is the Tactical wargaming part of the game, and here those three dice are an Action Pool that you can roll to accomplish tasks. The Stats are then used to derive some stats for the Engagement Turn as well. There is a clear divide between the RP and the wargame, but both have a place in the game.
To add some suspense, each dice type can only be used once in the Narrative turn, or once per turn in the Engagement Phase. Therefore, as you use the dice pool in a turn it depletes. I am a big fan of depleting dice pools in games! It forces you to make some choices and acts as a natural limit on what a model can do.
The most innovative piece of the game is the Narrative scene. This is a piece of scene setting and lite RP before you get down and dirty on the table top. There is a simple method to create an interesting Narrative scene by asking 4 simple questions: What? Where? Who? When? There are a few basic tables to get you started, but the game encourages you to make up your own answers to these questions. These have their own "Challenges" that the players deal with using their Attribute dice and basic RPG. The Narrative allows advantages or disadvantages when deploying.
Each section had a short summary of the Key rules. Plus, the game had a Quick Reference Guide. Both of these re made possible by the longer length of 80 pages. At 64 pages, those would have had to be cut, and the rules for various Baddies trimmed out.
In a game like this, I-GO-U-GO can make a lot of sense. The heroes all go first and then the baddies. That means the player is always setting the pace/tone of the action.
The game uses the venerable "Locked in combat" for melee. You can not just leave it without taking penalties to do so. Basically, a free attack with a reduce saving throw.
A solo/co-op game requires a lot from the players, as they also control the monsters. This game avoids a lot of AI rules and keeps things pretty basic. There are not a lot of charts and graphs. Most different monsters are assigned a different d6, d8, or d10 with a Free Move of 6, and up to two actions. They can also have special rules to differentiate them a bit. The big boss is more like a Hunter themselves. There is a good variety of monsters, but they seem more "swarmy" than I would like due to the basic AI rules.
In general, the rules for the engagement phase are pretty straight forward with the bare bones of what you would expect. However, the tactical elements come from choosing which dice in the Pool to roll when. Beyond that, there is not a lot of tactical depth in the Engagement Phase. The game will need good terrain placement, scenarios, and fun Narrative phases to keep it fresh and engaging for a longer series of encounters.
I think this game would act a lot better with a Game Master controlling the baddies, setting the scenario, and introducing challenges/complications during the game. I have a pretty good idea why they didn't do that, but the game would be 100x more horrifying with one.
Meh and Other Uncertainties
The game uses 36 miniatures to play. 5 Heroes, 1 boss monster, and the rest are minions and the like. This is a "modern, horror" game. I think terrain might be harder than the miniatures you need to play if you want urban terrain. Thankfully, the play area is only 2 x2 so this is a kitchen table game for sure.
To tie into the "investigation" theme, the game uses Clues as a resource you can discover and then use in the campaign phase of the game for various goodies.
To help differentiate each model a bit, there are three classes. This allows them to basically be fighters, wizards, or gadgeteers. Each class has some class specific abilities and such to make them unique, and where you put your D6, D8, and d10 impacts these abilities as well. When you are done, each model is somewhat unique.
There is a decent list of equipment, spells, occult items and gear. This game is played on a 24in x 24in table so it is close and dangerous. Most firearms can fire across the board.
The book has a very basic "Setting" in Deacon Falls. This includes some high-level district locations and NPC groups you may have to interact with/have favors with during the Narrative Phase of the game. The lightest of sketches, as this is supposed to be any town, any place. This reminded me a bit of the Hard City RPG from Osprey, but this one is even more basic.
Every Engagement Phase has two Victory conditions. The first is to search the Points of Interest randomly placed on the board to find two Clues, and the second is to shutdown the Nexus where the bad guys are coming from. You can not locate or identify the Nexus until 3 out of 4 Points of Interest are searched. A Nexus is different from a Portal where the bad guys actually spawn from. These can be shutdown too.
Finally, there is a simple campaign system to link 6 games together into a Case. It has the usual stuff like advancements, the bad things that happen when your minis go out-of-action, equipment upgrades, etc. Very simplified to make it fit the book.
I do not recall the rules talking about pre-measuring at all?
I'm kind of torn on this game. It has interesting ideas BUT I feel like the 80 page length has left it a bit under-served. The Tactical Combat is Underwhelming, as is the RPG elements. However, if feels like great bones that you could build a really interesting set of house rules and details out of as a group. As the basic chassis, this has what you need..... but it left me a bit wanting. I think it mechanically needed more HORROR but the space ended up being a limitation. It fit in everything it could into the space, kept it generic for maximum model/scale agnostic, but ultimately couldn't make it horror enough.
I can't put my finger on it, but something similar happened in my forays into this space as well. The attempts to make it generic, also ended up making it feel much more hollow. In addition, the replayability seemed to come all from the Narrative aspect, but the Engagement section felt like it would become repetitive very quickly.
I am a bit bummed, as I wanted to gush and love on this game! Ultimately, it had some great ideas and some great ways to simplify ideas.... but I was left wanting more.
Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!
Those following along since Christmas know that I got the Heroquest boxed set for Christmas of 2023. One of my Goals for this year was to get it all painted up. I did not allow myself to buy any expansions until the original box was all ready to be played. Thankfully, I managed that task!
Therefore, I went to my FLGS and picked up my first expansion for the game. I was lucky because they actually carried some of them on the shelf. I decided to pick-up this one first.....
So, let's delve into this dungeon.....
Things I Liked
First off, I have been consistently impressed with the miniatures that have come with this game. They are chonky and have taken paint well. The level of detail is also very good, especially for a board game. The Ogres in this set are no exception and are suitably HUGE compared to the Heroes. Love this additions to my miniature collection. I have all ready been using mine as miniatures for my RPGs and Fantasy Model-vs-Model style skirmish games too.
The Quest Book introduces the idea of "Unthreatened Movement". In this case, the players can treat each Red die they normally roll as a result of 4. They can do this IF no monsters are on the game board. I was toying around with giving each Hero a set movement rate, but this seems like a good alternative. It keeps the uncertainty for when it adds value.
The Ranged Attack monsters are of Orcs, Skeletons, and Goblins. The GM can use them OR a close combat monster as they wish. Ranged monsters can attack any square they are not adjacent with as normal, but adjacent squares they only get 1 Attack dice. Simple and easy, as Heroquest should be. These guys will really change up the basic dynamics of the game.
At the end of the Quest book, they give you a blank map and some symbols for monsters and other terrain that you can use to make your own quests. I have not looked, but I hope that the App they advertise has this online so you can make them electronically and share them there. Even if you can't, having access and implied permission to do so is a great addition to the game.
Things I Did Not Like
Another new addition I am less sure about is Mind Points. These are like Body Points only they measure mental ability. If you go to 0 Mind Points, you enter a "stunned" state. This reduces your movement dice and other stats. You are the walking wounded. There are some If This Than That rules that apply to Mind Points and being at 0 Mind Points. I would also like to point out, most healing spells only effect Body Points and not Mind Points. I am not sure this was needed for this game.
Since the game now has Mind Points, it also adds some Dread Spells that impact the Heroes Mind Points. There are 3 new Dread spells.
This game also adds a Tournament for Heroes to take on the forces of Zargon in a battle arena. This feels a bit video gamey- but could be an interesting way to get people into the game. In fact, the Ogre Quests start with 3 of these tournament style battles. I am sure with a very small bit of effort, you could even make these Hero vs Hero teams if one was inclined to do so.
Meh and Other Uncertainties
Interesting, the Quest Pack goes out of its way to make sure you know that the Ogres are not evil. They have a society where the Strong rule over the weak. That means some are good and some are bad. Sometimes, their rulers are benevolent and sometimes they aren't. The Lord in the Quest has fallen under the sway of the Forces of Dread.
The new Hero card is a Druid. The Druid is a spell-user that does not use metal armor. They have three spells, and one is a pretty good healing spell, a detections spell, and a glass-cannon shape-shift spell. I am not 100% sure about their utility at this point.
This lays the groundwork so Players can hire Ogre Mercenaries to help them on their quest! In addition, if you have less than 4 heroes, you can get animal companions as well. The rules for both of these additions are relatively simple and straight forward.
The Quest Book has 10 more quests, with the first 3 being of the Tournament Style. The last 7 are more traditional. Interestingly, you are not always looking for the spiral stairway out. Sometimes, it is a doorway, and sometimes there is a different objective you need to complete before you can leave. The quests look pretty tough. Ogres themselves are pretty tough with good stats. I think you will want some experienced players for these quests.
Final Thoughts
Overall, I am glad I picked up this one next. The Ogres make for some high body, tough threats and have some interesting models. In addition, the new Ranged enemies is a great new touch for the game and adds a new dimension that did not exist before. The new art and cool minis are also a big plus. I feel pretty satisfied with my purchase and look forward to painting it up and playing it.
As you all recall loyal readers, I have been working on the Heroquest core box I got for Christmas. There was a decent amount of miniatures in the box, including heroes, baddies, furniture and doorways. I made myself two promises when I saw the boxed set at Christmas time:
1. I would not play until it was all painted!
2. No new expansions until it was all painted!
Therefore, I had incentive to paint it all up. However, as you know this was a daunting task. Thankfully, I had some Armypainter Speedpaints ready to go. That would make the job a little bit quicker and easier.
I got started after finishing up my Battle of Kadesh forces. To make matters more interesting, the seasons were changing and summer time it is much harder to paint. My family is out of school and suddenly they want to do things with me! Plus, the heat can make painting a bit more challenging. However, I got to work and managed to hammer through the miniatures.
I tackled the furniture first. I used my usual tricks to prepare the undercoats and then got to work on the Speedpaints. I thankfully had a few types of brown. I had Hardened Leather, Dark Wood, and Sand Golem for most of the heavy lifting. I wanted to make each piece somewhat unique so those three main colors helped a lot. For stone I tended to use either Runic Grey or Gravelord Grey. I also used Zealot Yellow when I wanted a more "golden" look to a piece. An Armypainter Light Tone wash finished the look off.
Then, I turned my attention to the doors. There were a lot of doors, with a surprising amount of details. Much cooler than the old cardboard door frames from Classic HQ. Each one had a bunch of vines on them, and a little skull thing in the stone. Therefore, I painted the vines with Malignant Green and the stone skulls with Palid Bone to help them pop a bit. The rest got painted with Gravelord Grey. The closed doors got Zealot Yellow hinges and Hardened Leather surfaces. Then, another coat of Light Tone wash to finish it all off.
My FLGS owner pointed out that Hasbro had a starting quest online called .... "The New Beginning" or something. Therefore, I went and downloaded that. Afterall, I had a fully painted set so now I could start to get playing!
As I organize a time to get playing with my family and friends, I have been able to use my painted Heroquest (and others) in my weekly RPG games. There we use an overhead projector to project an image onto the tabletop. Then, we can place the minis on the projection. The key thing is that these minis have all ready seen a decent amount of use!
Anyway, until next time!
This came out in early 2024 (or was it late 2023?) as part of the the Osprey Blue Book series. I was happy to see another Historical themed entry in the series! I tend to prefer the more Historical focused games as they seemed like a nice way to springboard me into a new genre of wargaming in a way that the Sci-fi/Fantasy Blue Books don't manage for me. A bias for sure! Anyway, the ACW has been one of those genres that I had some mild interest in, but did not want to invest a bunch of money in thick hardbacks and games only to learn that it didn't do much for me. Therefore, I was eager to get my hands on this game. Despite this eagerness, I was delayed in picking it up. My FLGS seemed to have a hard time getting it into my hot, little hands. Eventually, I managed to snag a copy. Better late than never!
It is with some pride that I note this is an 80 page book. I tend to think that my work with Castles in the Sky opened up Osprey to the idea of having the Blue Book series expand from 64 to 80 pages. That left more room for a rule set to breath, add some needed details, and leave some more room for art and charts. However, that added size also means they are now a few dollars more as well. I am interested to see if Osprey continues this trend of 80 page books, or goes back to the 64 page of the earlier series. I can see benefits to both approaches as a gamer, a designer, and as a buyer.
With that said, these rules are intended for use at the brigade and/or divisional level engagements. That gives it a large scope for various battles of the American Civil War. The game design notes indicate that the rules are intended to be streamlined and quick-play, but with appropriate historical details, and with a view to using Miniatures. That sounds good to me!
So, let's move double time to the sound of the bugles, and rally around the flag as we drive forward into these rules!
The first thing I noticed as I just flipped through the book was that this book has some very large diagrams of play. Nothing major, but it serves to help illustrate a lot of key points. I hope Osprey continues on this track as the Blue Book series often shies away from this type of illustration as they take-up a lot of space, are not easy to produce, and cost extra cash. However, they are very helpful in illustrating key points of the rules.
One of the key features of this game is a Command Point system called an Aide-de-camp. These guys were essentially messengers that tried to get orders from the commander to the units. The game abstracts them into a dice roll, to represent how many orders or commands a General can send to his units. The way these ADCs are used is to either enhance your score on the initiative roll, or to give bonuses when giving orders to units. It is possible in this game for a player to get a "double turn" thanks to the Initiative roll and use of ADCs.
I always love a terrain system that is streamlined and simple to apply!
Movement and formation is a critical component of these rules and where much of the focus of the game is. Shooting and melee are secondary to maneuver. I approve this approach. There are a lot of good, details for deployment that don't seem to bog down the game like I frequently see in other Horse-and-Musket games.
Shooting or Melee is rolling a D10 and trying to get a 6+ with various modifiers. There is not a huge chart of them, but a Quick Reference sheet is a good idea. Also, choosing the right type of artillery ammo to fire and when makes a difference in this game.
Of note, the game is written in a very "Gentleman Playing a Game" way. If offers a lot of suggestions and tools for the game, but it does not mandate there use or adoption. You can see this with their Fog of War rules, Victory Conditions, etc. I have no problem with this friendly toolbox format, but I can see others not liking the approach. The game is very clear that this is not a competitive ruleset, but all these suggestions instead of rules may confuse some folks on what is and isn't suppose to take place in a game.
This game uses base removal. Each damage removes 1 model, but typically you only remove a full base at 6 wounds. This means your big units of 24 or so models will slowly get smaller as their effectiveness is reduced. It also means that in addition to your big table, you will need a side board for casualties. I typically prefer no base removal and using damage markers or tokens. I spent a lot of time painting these boys up, so I want them on table!
This game is intended for large games. It is designed with 28mm models and recommends a table at least 6ft x 4ft. It does cover other scales briefly. However, 2 Brigades is considered a small game in this system. 2 Brigades is 4 to 8 Regiments of troops. Be warned, you might need a decent amount of figures to play.
Of note, pre-measuring is NOT allowed in this game.
Pictures of miniatures in action are really great! Thanks to Perry Miniatures for the photos. They set a pretty high standard for what these battles should look like!
The game uses an interesting Turn Sequence. It starts with Rallying units, moves to Artillery attacks, giving Orders, Movement, Shooting, and then Melee is last. Then play goes to the opposite side. I have been contemplating how turn sequence and order of operations can impact the way a game is played, so seeing a slightly different order of operations was interesting to me.
You will find a lot of rules familiar to Horse and Musket period gamers. Things like formations, command radius, and Officer Competency/traits, types of artillery fire, etc. These are required to have a good game of Horse-and-Musket. However, they do a good job of tailoring these to ACW formations that you read about in the field. It also has one-level of formation deeper than most rulebooks go. How many times do you see Obligue Movement details!
There are three scenarios. 1 is a "generic" open battle. The other two are actual engagements of various sizes complete with an Order of Battle and specific victory conditions.
There are about 11 pages of "advanced rules" in the back that help flesh out the character of an ACW battle. Things like Commander Traits, Trenches, Army special rules, etc.
Honestly, this game feels like Black Powder but better for ACW. A lot of the core rules will look pretty familiar with those who have played Black Powder. I mean, it has a failed command table which is a sure give-away! However, there is enough extra flavor, differences in turn sequences, and the ADC system to make it fit the period and give it some improved mechanics for Command-and-Control.
This game leans into the "historical" side of wargaming and less the "game" side of wargames. Therefore, if you are familiar with the expectations of a historical wargame of this period, these rules deliver. The ADCs are a nice added twist.
If you are looking heavier on the "game" side of historical wargaming than these rules may prove a bit more frustrating for you. There are no "army lists" or generic scenarios to pick-up and play. If you want to fight a battle, you will have to put in some work.
Or purchase all out games at the Blood and Spectacles Publishing Wargames Vault Page!
I got a good start painting up the Heroes, the Dread Warlock, and the Goblins, but there is still a lot of miniatures to go. I had decided to start with the forces of Dread and the Greenskins first. Here was my progress so far...
We have in front left to right; Fate Smasher, The Flayer, Maggot Lord, and Cacophonius |