Showing posts with label Boardgames. Show all posts
Showing posts with label Boardgames. Show all posts

Wednesday, November 29, 2023

Wargame Wednesday - The History of Panzerblitz

 


A short post today with a link to a pretty thorough history of Panzerblitz - it's origins, early development, and eventual publishing history. Panzerblitz was a tremendously influential game as the first big popular tactical level game and one that would be in print and selling copies for  20+ years as well as spawning multiple direct and not-so-direct descendants. If you were playing wargames in the 70's and 80's you likely played this game and Panzer Leader and some of the other related games as well. I still have my battered copy I picked up 40 years ago and break it out every once in a while to touch on those early experiences again. If you are at all interested in the background of the game here is a really nice trove of information:

Link: An Informal History of the Development of PanzerBlitz


Wednesday, November 1, 2023

Wargame Wednesday - Catching Up on Years of Neglect

 


I used to play board wargames, also known as hex-and-counter wargames, quite a bit. Panzerblitz was my first - like it was for so many people - and from there I moved into Panzer Leader and then Squad Leader. Star Fleet Battles also entered my life around this time along with Starfire and Car Wars and Ogre so it was not just historical games. This was the early 80's so Avalon Hill reigned supreme in this arena with SPI, Steve Jackson, Yaquinto (Ironclads! Mythology! Swashbuckler!), and Task Force all in the mix as well. 


Over time Squad Leader became Advanced Squad Leader and squeezed out most other historical games for us. SPI was bought out by TSR and then many of it's main people started Victory Games and cranked out a whole lot of interesting things like the "Fleet" games, Ambush, and Tokyo Express among many others. Battletech entered the mix as something much easier to put together and play compared to SFB and ASL. Miniatures became more of a thing during this time thanks to Battlesystem and Warhammer Fantasy and, yes, Battletech and SFB too. Now many RPG's were being played as well but we were in junior high and high school and just had so much more time that it was easy to work in all three parts of the "triad" - RPGs, miniature games, and board wargaming. I never felt like these things were competing with each other for our time.



As time went on - though I did not notice it - the board wargames began to be squeezed out. Now things were still fine in the first part of the 90's but as we all grew up, moved out, got full time jobs, and started families our game time did thin out. RPGs maintained their primary place when we could get together as a big group. Miniatures, mainly 40K and Epic with a sprinkling of Battletech dominated the two-man gatherings. The boardgames dried up almost completely other than the occasional 6+ players game of Civilization or Twilight Imperium. Avalon Hill died, Victory Games died, Task Force died, and Steve Jackson went heavily into GURPS and then Munchkin and it felt like I didn't know any of the remaining players and didn't care a ton for what they were putting out.



About 10-15 years ago I got exposed to some of the new games at the time and it was a revelation. Card-driven games, more area-movement games, impulse-type turn sequences instead of rigid I-go-you-go systems ... there was a ton of good, interesting stuff happening. So I did step back in, picking up and playing Command & Colors, Combat Commander, and some older games I had loved like Ambush and Battle Hymn. I also dove into Federation Commander for a while and tried to make that a recurring thing again. 


After a year or two this faded though I did keep a very irregular C&C Ancients game going with Blaster for years and I did pay more attention to what was going on in the business taking the GMT newsletter email etc. I just didn't get to play a whole lot so I didn't keep up all that closely or buy much of anything. 


This past year though ... I started looking into Battletech again  - with all the Kickstarter noise coming from them how could I not? So There are new Battletech products on my shelf for the first time in years. That helped to get things rolling. I also started looking into games that matched up with whatever history I was reading at the time and realized I had missed a lot of good games. So I resolved to start rebuilding the wargame collection driven largely by what looked good and had decent reviews. For example, I watched "A Bridge Too Far" for the first time in years and ended up with multiple games on Operation Market-Garden. There are a lot of games on this section of the war so I tried to focus on 3 or 4 that seemed to cover it well ... perhaps 5.


I always had a lot of fun playing WW2 tactical games starting with Squad Leader and I still had the Combat Commander sets but there has been an explosion of this kind of game so I have been stepping into as many of them as possible - Old School Tactical, Band of Brothers, Conflict of Heroes, The Last Hundred Yards ... there are a lot to choose from. I also decided to rebuild my ASL collection (sold off in the 90's) and I've done a pretty thorough job there. I even branched out into the more recent ASL starter sets to help me re-learn the finer points of the game. 


So that's what prompted me to start this as a regular thing - I plan on stepping back into this part of the hobby and I plan to post my notes here as I do. Who knows, someone out there may be in a similar situation - "how is this new game different from Squad Leader?" Well, that's the kind of thing I can talk about here. More to come ...


Wednesday, January 2, 2019

Beginning Year 10 of the Tower



I started writing here in 2009 as an outlet for my game related-thoughts and that's continued every year since. Last year was a terrible year and posting fell way down, but as I climb out of the hole I intend to keep the blog here as a part of my online life. I'm still running games, I'm still playing games,  so I should have some things worth sharing. I figure 2-3 posts a week will put me back where I'd like this to be so that's the goal for this year.




Currently I'm mainly running 5th Edition on a regular basis finishing up a retro-run of Keep on the Borderlands. We could have gone in several directions but this is what my players wanted to play! It actually started in 2017 then had a long dry spell and picked up again this year and has become the main game - we've even managed something approaching a regular every-two-weeks schedule! As we wrap this up we do have plans to move into the next chapter of the 5E retro tour ...



Besides D&D, in the last six months I've run sessions of ICONS (first run in years - yes!), the Sentinels of the Multiverse RPG (Starter kit - looking forward to the full game), and Labyrinth Lord (Barrowmaze - lots of fun).

For the future I'm hoping to keep the D&D game going and work in a once a month Supers game somehow too. We will see. I'm sure the plans will change - they always do!

I'm still playing in Paladin Steve's Kingmaker campaign. After 4 years we are 10th level with only one character death! It's still fun and all of the original players are still playing.

I'm also playing Variable Dave's new 50 Fathoms campaign! I say new - it started in November and has run consistently since then. I have to say it is a lot of fun finally playing Savage Worlds - not just running it.



Miniatures-wise I've pretty much let Age of Sigmar, Kings of War, Frostgrave, Bolt Action, X-Wing, Attack Wing, and Armada fall by the wayside. The focus is on 40K, both playing it and getting some of those armies perpetually "under construction" finished - at least to the point of having a painted, playable, 2000 point army. I'll post more about that on Friday. I do hope to work some of those other games back in to some kind of rotation throughout the year but for now it's all about the GrimDark Far Future.

Boardgames-wise I've played more Smash-Up this past year than anything else. It's a good game, especially with kids.



Online I take occasional dips into Star Trek Online but I'm mostly playing World of Warships. It scratches a historical itch and is a lot of fun to play, especially when I have a group of friends playing it too.

Anyway there's the state of things as the year begins. I'm looking forward to getting back into the blog and everything else that goes with it.


Tuesday, December 18, 2018

Greatest Hits #18 - A Reminder to All Captains - Count Those Drones!

Pretty sure we've played since this fight but it definitely left me scarred for a while

So we played a little Federation Commander over the weekend ...

Contact!

I took the CC Yorktown and the old CL Arizona out on a "keeping the cats out of the yard" mission against Apprentice Blaster's Kzinti BC and CM.

End of Turn 1
My idea was to have the CL stay in close and play wingman to help keep the drone wave off of the CC. Things went well until Turn 2.

Middle of Turn 2
Each of my ships had launched a drone on Turn 1. The Kzinti launched on Turn 1 and early on Turn 2. As we closed in we lit each each other up with phaser, photon, and disruptor fire. After some close-in maneuvering, I realized all four Kzinti drones were going to hit the CC on the same impulse. I managed to turn off so that two were hitting the #2 shield and two were hitting #3. "It's only four drones, I can handle that". This was a tremendous error and shows just how rusty I was.

So the drones hit, I line them up for defensive fire and say "OK, four drones - " and Blaster says, no, that's four drones. "What, I have four drones out there-" No, there are eight drones he says. "OK, eight drones-" no, eight drones on this shield, eight drones on that shield he says. "Wait, those are four drones PER COUNTER?!" - yes, he says, "I wondered why you weren't shooting at them before."

AAAAAAAAAAAAAAAAAAARRRRRRRRRRGGGGGGGGGGGGHHHHHHHHHH!

Apparently at some point a few weeks ago I told Blaster to use one counter for all the drones he launched the same turn at the same target. He remembered this, I did not. I was so wrapped up in my own thoughts I didn't notice that his pair of ships with 8 launchers had only lunched 4 drones over 2 turns - at least going by the number of counters on the board. The outcome was pretty bad. I did manage to stop 7 of the 16 drones. I stopped two more with tractor beams though, and when I lost the tractors those two hit the ship as well. Been a long time since that's happened to me.


At the end of Turn 2 the CC is in pretty bad shape but still has some teeth. It's not going to outrun anyone but with a fresh shield towards the enemy and some charged phasers I should be able to stop drones long enough to get some more shots off.

(I did manage to rip up the Kzinti Battlecruiser before this happened - overloaded photons are still nasty up close (even with only 2 left) - but not as badly as the CC was hit)

Turn 3 was pretty much the game. We were still in close but I was reloading photons and the Kzin had disruptors and drones ready to go. The poor Yorktown did manage to turn a new shield but did not have enough phasers to stop the incoming drones. After a final volley of phaser fire the CC went down hard.



On Turn 4 the CL disengaged with no internal damage other than armor, ending the encounter.

Notes:
It's been a long time since I marked off that many boxes on a Fed CC and an even longer time since I've actually had one blown out from under me. It was largely stupidity on my part with the whole counter-counting thing. All I can say is I won't forget that anytime soon.

One tricky thing with drones vs. old-school SFB thinking is that given the turn structure a drone can move 3 hexes before you will ever have a chance to fire at the thing. This makes the job of an "escort" quite a bit tougher as once the drones close to zero range only the target can shoot at them. That 0-3 hex range is where phaser-3's are most effective, and it can be tricky to make that work, especially on slow moving ships. I'll be puzzling that out more, especially since Blaster seems pretty attached to his missile boat Kzinti ships.

A dislike: Federation drone racks in Fed Commander are terrible. Most ships only carry one, and it's the hybrid-loadout type, i.e. the G-racks from SFB. Now in SFB they are fine  - against the Klingons I could load up with all anti-drones, giving me an 8-shot defensive system. On the Romulan border I could load all drones, giving me an extra offensive system. In Fed Commander the Feds go halfway - 2 drones, 4 ADDs. Against drone-heavy opponents I can burn through the ADD ammo in half a turn and against non-drone opponents I only have two shots and then have to reload. It's inadequate either way. Beyond that, with only one drone on the ship, any halfway decent penetrating volley will kill it anyway. I've played a few battles with them recently and I'm not loving them at all.

Not my lights, but a nice set.

One big like: The Federation Old Light Cruiser - It's not terribly expensive, it has a lot of power, a solid phaser suite, and it can take at least one good volley from any direction thanks to the armor. I've always had a soft spot for these ships and so far they've worked pretty well. Sure, I expect to lose both torpedoes and the drone rack on any significant amount of internal damage but with 8 phasers and 30 power I should have enough energy left to move and take some shots afterward.

Monday, July 2, 2018

Dertosa, 215 BC





So Blaster and I have managed to restart our extremely long term Command and Colors Ancients series. This time we fought "Dertosa" which historically was a Carthaginian loss. Since the game plays fairly quickly we always play each scenario twice - once from each side. This time Blaster won both games so each side went 1-1 though that second game was really close as we both had 5 flags the last few turns and the win was to get 6.

The funny thing is we read through the "Cannae" scenario and were all fired up to fight one of the more famous battles of the ancient world but I walked away from the table and somehow the book got flipped over and we set up for Dertosa (the next battle in the book) instead. Ah well - it's probably good to have a warm-up before the bigger fight anyway.

I did not realize quite how long this had been going on til I looked back at the blog and find the first battle was in 2011 ... that is a really long time to still be playing through the first set of battles.

I suspect we will pick up the pace, considering how much we both like the game - especially now that I know.

Tuesday, April 18, 2017

Kickstart Something Fun - Sentinels of Earth Prime




Take one good thing: Sentinels of the Multiverse

Take another good thing: Freedom City for Mutants and Masterminds

Now mix them together via Kickstarter and you get a cooperative superhero card game using characters and locations from the Freedom City setting! I already like SOTM and we have a good time whenever we play it. To now have the lore of Freedom City's universe presented in a similar way, something I am already running an RPG in, well, that;s just too damn cool.

I'm in. Figured I should post it here in case anyone else that might be interested had not yet heard about it. It's already reached its goal so it's really just a question of "how high can we go?" at this point.

Tuesday, June 7, 2016

The Problem With Imperial Assault





We've had Imperial Assault for about a year now and we've played it ... once. I was discussing it with Apprentice Blaster last night and he came to the same conclusion I had without any prompting. It starts with this:

Contents
Learn to Play Guide, Rules Reference Guide, Campaign Guide, Skirmish Guide
Rules - gotta have the rules!

34 plastic figures
6 Heroes
9 Stormtroopers
4 Trandoshan Hunters
3 Probe Droids
2 Nexu
1 AT-ST
3 Imperial Officers
4 Royal Guards
2 E-Web Engineers
Mini's - welcome enough!

6 Hero Sheets
Sorta like character sheets ...


59 double-sided map tiles
Map tiles are cool and might have uses in other games

11 custom dice
Kind of a thing with FFG now

Large Cards (FFG Green Sleeves)
39 Deployment Cards (3 decks)
2 Skirmish Mission Cards
10 Story Missions
14 Side Missions
18 Agenda Cards
5 Reference Cards

Small Cards (FFG Yellow Sleeves)
54 Hero Class Cards (6 decks, 9 cards each)
27 Imperial Class Cards (3 decks, 12 cards each)
36 Item Cards (3 decks, 12 cards each)
12 Supply Cards
18 Reward Cards
12 Condition Cards (3 decks, 4 cards each)
42 Command Cards
This is where the trouble starts - there are typically 5 or more decks of cards involved in play all in very similar sizes, plus the one-off cards for the  mission and each character . It's tricky to keep up with which deck means what, especially with new players.

Tokens
1 Initiative Token
1 Entrance Token
4 Activation Tokens
20 Mission Tokens (8 Rebel/Imperial, 12 Neutral)
8 Terminal Tokens
8 Crate Tokens
15 Condition Tokens (3 types, 5 of each)
12 Ally and Villain Token
45 Damage Tokens (35 1's, 10 5's)
35 Strain Tokens
20 ID Tokens and 60 ID Stickers
There are a lot of tokens in play too. This does not help with the visual complexity.

Luke Skywalker Ally Pack
Darth Vader Villain Pack
A nice little bonus for getting in early.

By the time you get it all set up, the playing area is littered with cards, tokens, tiles, and miniatures.



That is not a real example of play as even our first play-through involved more than what is shown there.

The problem we both see is that if I am going to go to the trouble of picking up a $60-100$ boardgame I'd like it to be something different, yet this has all of the complexity, style, time-to-play requirement, and expense, of this:


So if I am going to have individual characters running around with individual actions,abilities, equipment, and damage tracking, and where one player runs all of the bad guys and events while the other players run individual characters, why not just play the RPG? The boardgame even comes with a campaign of linked missions where the characters are awarded XP and credits! If I'm going to do all of that and put up with all of the cards and tokens and funky dice why not run my own adventures with a party of characters that the players made themselves?

This is our dilemma.

Also, there are expansions - just like an RPG. They're boxes instead of books, but you get the idea.


Not everything is negative. The game also has a set of skirmish rules of pointing up your own small rebel or imperial force and duking it out like a traditional miniatures battle game. This of course leads people to do things like this:


Now I already have a big box of pre-painted plastic star wars minis from the WOTC stuff a few years back, so the last thing I am looking for is a set of star wars mini's to paint, but the rules for this part of the game are a nice bonus.

In the end, we are going to try one more game and see how it goes but I suspect I already know the answer. If it takes the time an RPG session would take, has a similar learning curve, and feels a lot like an RPG but with less freedom, is that a better option for us than just playing the RPG?

Tuesday, May 24, 2016

Pandemic




We (finally!) managed to play pandemic for the first time (I know!) over the weekend! I thought it looked like fun and I can now confirm - it is fun! On the surface, to me, a game about fighting diseases sounds pretty dull but remarkably it is not. Lots of exclamation points here but it's a rare thing to find a modern boardgame that adds something new and clever and yet is interesting enough that the whole family gets interested and it becomes a member of our (admittedly very slow) rotation. King of Tokyo did that for us last year and this year it's Pandemic.


The coolest thing about it is that it's cooperative, so we're playing as a team. That's cool, especially for "family game night". Each player gets a "role" which lets them deviate from the standard rules in some way - typically doing things faster or at a lower cost than other players. There are 8 roles so with 4 players there is a different mix of abilities in every game which changes up how you might tackle the problem. This plus the random nature of the card decks keeps it interesting and it's a lot trickier to come up with a "standard" solution compared to something like Axis and Allies. The roles also make it feel a little like an RPG as you're playing a character to some degree and people do seem to get into it.

I am convinced that this framework could be used in a superhero themed boardgame with the roles being replaced by superhero archetypes, the diseases representing criminal outbreaks or organizations, and research centers being replaced by super-team bases. I need to think about how to add more super-themed options to it but I think it could be done.

If you're wondering about the game there's a good episode of Tabletop that explains it more entertainingly than I can here. Take a look - if you have friends and especially kids it's an interesting option. We failed our first game yet everyone had a good time and agreed that we need to play it more.


Tuesday, December 1, 2015

A Week of Finishing



I took a week off last week - from work, from the blog, from as much as possible. We had all of the kids(they were all out of school), so I didn't get to stop being a grown up, but they are old enough now to make being off even more fun.

It's amazing how much you can get done when you have a nice block of mostly unscheduled time, some goals, and some determination.


  • In a manner of speaking we "finished off" my own personal miniatures and boardgame drought that's been on for a few months by playing a couple of rounds of King of Tokyo, getting in our first game of Relic (40K Talisman), and starting and finishing a game of 40K. We also worked in a session of Marvel Heroic Roleplaying for the first time in two years, breaking that drought as well! Its a lot easier to justify the shelf space these things take up when we're actually playing them and doing that made me pretty damn happy.


  • Early in the week we finished up the Hunger Games movies. Since this was the last one, I took a crash course in the story by watching the first 3 movies with Apprentice Twilight over the last couple of weeks and then the whole family went and saw the finale together. Nice. I feel that much more informed on a pop culture thing and something all of my kids have enjoyed. This month ... it's my turn (cue John  Williams theme).



  • Later I managed to finish reading the Star Trek Vanguard series. It took my quite a while as I worked in a few other books (and a lot of other rule books) in between. I really liked it, and it's by far the best set of Trek books I've read in maybe ... ever. I like the setting, I like many of the characters, I like the plot, and I like the authors (there are several) approach to the whole thing. I read a lot of trek books in the 80's and then got out of it for a long time. I tried getting back in a few years ago with some of the better-regarded book series but none of them grabbed me. This one did and I was very happy to discover there is a sort of sequel series set in the same area with some of the same characters - that's next year's read. 
Still an awesome episode
  • I have been watching Battlestar Galactica (the newer series) with Apprentice Blaster for much of this year and we were down to the "final season" of about 10 episodes at the beginning of the break and I asked him if he wanted to try and finish it up while we were off - "sure!"- so off we went with most days ending late at night with an episode or two knocked out. We finally finished up the finale about 2am one night and then talked about it for another hour. It was a lot of fun and we're already talking about what show to do next - Deep Space Nine has been mentioned.
    As far as BSG ... after watching it a second time much closer together than the 5 or 6 years it took to watch it live, I still like it a lot and hate the finale less - though it is still terribly flawed. It's easier to see the groundwork for some of the mystical stuff being laid if you know to look for it. Of course it's also easier to see the jump the shark moment which for me is when a certain Viper explodes somewhat unexpectedly. Those last few episodes are still really good though and the first half of the finale is just awesome. It does say something about the type of show it is when Gaius Baltar finally gets the girl he's been after since the very first episode while loyal Lee Adama ends up abandoned by his dad, his wife, and the girl he's loved all along. For all of its flaws I still really like the show. Now to convince Lady Blacksteel to give it a try ...

  • After 31 sessions, 18 of them in this book alone, we have finally finished The Sword of Valor, adventure #2 of Wrath of the Righteous! The campaign started in September of 2013 and we started Book 2 in June 2014. We had a lot of gaps, sometimes for months as life intervened, and it has taken way longer than it should have considering we aim for 2 sessions a month. We should be hitting session 50 or so, instead we just hit the 30's - but I can't complain too much. Having 3 consistent players running two mythic characters each (and with occasional guest appearances by other players) it's already pretty ridiculous when it comes to their ability to break the game - but we're all having a blast with it, so we will continue. I hope to achieve a more consistent pattern of playing next year and maybe we can crack 50 by this time next year, because at a year per book it's going to take 4 more years to finish this one up and Apprentice Blaster will be close to finishing college ...


  • Finally, the biggest wrap-up was Apprentice Twilight, my daughter, turning 18. The kid that originally moved me to "Dad" status is now a legal adult, is about to graduate and is headed off to college in less than a year. My kid can vote in that election next year. Time is a funny thing - some days I think about it and I can feel every single day since the day she arrived. Other days it feels like it has been a blur and I wonder when she stopped liking Barbies and where all of this, uh, "silver" hair came from. She had a happy birthday with the whole family around, and the rest of us were pretty happy too.
It was a very good week! More to come!


Bonus Finish: I also managed to finish up Season One of Agents of Shield last week and I finally like that show again. On to Season Two!


Tuesday, July 22, 2014

A Reminder to All Captains - Count Those Drones!

So we played a little Federation Commander over the weekend ...

Contact!

I took the CC Yorktown and the old CL Arizona out on a "keeping the cats out of the yard" mission against Apprentice Blaster's Kzinti BC and CM.

End of Turn 1
My idea was to have the CL stay in close and play wingman to help keep the drone wave off of the CC. Things went well until Turn 2.

Middle of Turn 2
Each of my ships had launched a drone on Turn 1. The Kzinti launched on Turn 1 and early on Turn 2. As we closed in we lit each each other up with phaser, photon, and disruptor fire. After some close-in maneuvering, I realized all four Kzinti drones were going to hit the CC on the same impulse. I managed to turn off so that two were hitting the #2 shield and two were hitting #3. "It's only four drones, I can handle that". This was a tremendous error and shows just how rusty I was.

So the drones hit, I line them up for defensive fire and say "OK, four drones - " and Blaster says, no, that's four drones. "What, I have four drones out there-" No, there are eight drones he says. "OK, eight drones-" no, eight drones on this shield, eight drones on that shield he says. "Wait, those are four drones PER COUNTER?!" - yes, he says, "I wondered why you weren't shooting at them before."

AAAAAAAAAAAAAAAAAAARRRRRRRRRRGGGGGGGGGGGGHHHHHHHHHH!

Apparently at some point a few weeks ago I told Blaster to use one counter for all the drones he launched the same turn at the same target. He remembered this, I did not. I was so wrapped up in my own thoughts I didn't notice that his pair of ships with 8 launchers had only lunched 4 drones over 2 turns - at least going by the number of counters on the board. The outcome was pretty bad. I did manage to stop 7 of the 16 drones. I stopped two more with tractor beams though, and when I lost the tractors those two hit the ship as well. Been a long time since that's happened to me.


At the end of Turn 2 the CC is in pretty bad shape but still has some teeth. It's not going to outrun anyone but with a fresh shield towards the enemy and some charged phasers I should be able to stop drones long enough to get some more shots off.

(I did manage to rip up the Kzinti Battlecruiser before this happened - overloaded photons are still nasty up close (even with only 2 left) - but not as badly as the CC was hit)

Turn 3 was pretty much the game. We were still in close but I was reloading photons and the Kzin had disruptors and drones ready to go. The poor Yorktown did manage to turn a new shield but did not have enough phasers to stop the incoming drones. After a final volley of phaser fire the CC went down hard.



On Turn 4 the CL disengaged with no internal damage other than armor, ending the encounter.

Notes:
It's been a long time since I marked off that many boxes on a Fed CC and an even longer time since I've actually had one blown out from under me. It was largely stupidity on my part with the whole counter-counting thing. All I can say is I won't forget that anytime soon.

One tricky thing with drones vs. old-school SFB thinking is that given the turn structure a drone can move 3 hexes before you will ever have a chance to fire at the thing. This makes the job of an "escort" quite a bit tougher as once the drones close to zero range only the target can shoot at them. That 0-3 hex range is where phaser-3's are most effective, and it can be tricky to make that work, especially on slow moving ships. I'll be puzzling that out more, especially since Blaster seems pretty attached to his missile boat Kzinti ships.

A dislike: Federation drone racks in Fed Commander are terrible. Most ships only carry one, and it's the hybrid-loadout type, i.e. the G-racks from SFB. Now in SFB they are fine  - against the Klingons I could load up with all anti-drones, giving me an 8-shot defensive system. On the Romulan border I could load all drones, giving me an extra offensive system. In Fed Commander the Feds go halfway - 2 drones, 4 ADDs. Against drone-heavy opponents I can burn through the ADD ammo in half a turn and against non-drone opponents I only have two shots and then have to reload. It's inadequate either way. Beyond that, with only one drone on the ship, any halfway decent penetrating volley will kill it anyway. I've played a few battles with them recently and I'm not loving them at all.

Not my lights, but a nice set.

One big like: The Federation Old Light Cruiser - It's not terribly expensive, it has a lot of power, a solid phaser suite, and it can take at least one good volley from any direction thanks to the armor. I've always had a soft spot for these ships and so far they've worked pretty well. Sure, I expect to lose both torpedoes and the drone rack on any significant amount of internal damage but with 8 phasers and 30 power I should have enough energy left to move and take some shots afterward.

Wednesday, July 9, 2014

The Good Old Star Fleet Universe - The Future




The Future
The game had been on a downward spiral as far as my level of interest was concerned. A year or two back I introduced Apprentice Blaster by playing a game of Fed Commander with him and he was interested but it got swallowed up in 40K/Pathfinder/D&D time. Recently I was going through my box of SFB miniatures and decided to get them out and see what I could do with them and we both got interested again. We've played a short game now and he mentioned wanting to play more just this week (without being prompted by me) so that's a good sign.

There is a dark cloud though. He had really only seen the SSD's and some of the reference sheets. I picked up the reference rulebook when it looked like we were going to be playing some more. He looked at the cover and said "How old is this game?" - that's the cover up above. To me, it looks like a Star Fleet Universe cover, and that's the problem - it looks old. Most of their art looks pretty old or amateurish. It doesn't bother me that much, but it has to have an impact when people see it on the shelf next to other stuff.




When it comes to other Trek games, look at the packaging for Attack Wing up above.  If I didn't introduce the teenager to Fed Commander myself (to both actually) then I can tell you which one he would have picked up. Also, for the price of the Klingon Border starter set - which is rules, ship displays, counters, and mounted hex maps - you can get the AW starter plus another ship and have a couple of bucks left over. If you aren't already interested in FC for its own sake, the pre-painted mini's will win that one every time.


This makes me think there are really two issues here. 

1) The whole presentation looks dated. I know ADB is a small outfit and I know they made a lot of updates to the look with Federation Commander, but it still looks dated next to other current games.

Illustrations in the Fed Com big rulebook

2) They are stuck with a game line where their most recognizable iconic figures are from the 60's TV show, and there's no easy way to fix that. Sure, I think the original Constitution is a great-looking ship but there have been multiple Enterprises since then and a whole lot of Star Trek since then too, in addition to 50 years of changes in design in general. ADB's original creations (like the Lyrans or Hydrans) could be updated and revised and given a whole new look if they wanted to do so but no one outside the game knows anything about them. The "bring 'em in" shots are going to have the TOS Enterprise CA, the TOS Klingon D7, and the TOS Warbird and the TOS Tholians because legally that's all they can use from canon. How many teenagers today are going to a)recognize those and b) get excited about those like we did in the 80's?


I don;t know what the long-term outlook for the game is, but it feels like it's aimed at a shrinking group of people who think TOS is the main thing for Trek, and people who want a really detailed hex and counters board wargame  built around that. I don't know how you expand that group but one thing that might help would be a starter set for the game that included miniatures. Take another look at that Attack Wing set up there and picture it with a Fed CA, a D7, and a Kzinti Strike Cruiser, with red and white old school lettering and a Constitution-class CA as the main illustration. No, I can't see them going pre-painted, but it still might help aim people at the miniatures aspect of the game right from the start. Also, a rulebook built around gridless miniature play, in full-color, with some illustrations/diagrams would also help.

Again, I don't know for sure what the answer is - Federation Commander was definitely a step in the right direction. Miniatures are popular and cards are popular. Find a way to use those and I could see things expanding. Maybe a simplified game that uses cards for the ship information, something between Battleforce and the STAW cards (above) but still rolling on a chart for damage and manuvering over 8 "impulses" could work as an introduction.

Going beyond just Star Trek starship combat games there is a whole universe of competition out there, from Warhammer 40,000 type games to Fantasy Flight's big boxes to other niche board wargames like Command and Colors. Note that none of those are really pushing hex and counter games with complex rules that take six hours to play. There is a huge emphasis on simple rules, faster play, and tactile components of some kind, from wooden blocks to full-on miniatures.


Beyond even those, if I just want to "fly an Enterprise and shoot some Klingons", there is Star Trek Online, where I don't need to buy anything, I can be playing in minutes, and it looks amazing.

So there's a ton of competition for people's time and money and there are other ways to scratch the itch for Trek space combat there did not exist in the 80's when this all started. If I ask "why should my kid and I spend time playing this instead of one of those other options", the only answers I have are "familiarity" and "the universe". Let's leave familiarity/nostalgia aside as "my thing". The setting is tremendously well-developed - cultures, planets, ships, empires, technology - all have been explored in various sub-games of the SFU and it makes for a very interesting alternate universe for Star Trek. Anything you can do to promote that as a strength is a good move I think. There is the large-scale game of Federation and Empire, the tactical games of FC and SFB, the card game of SFBF, and the RPG of Prime Directive - which has some problems. Get the RPG and a ground combat miniatures game going, and you have an awesome array of options to explore this universe. Expanding .. .



RPG: The original Prime Directive was mechanically terrible though interesting in concept, and it's a great name for a game. There was a d20 version also which did not last long and looked pretty bad to me. A GURPS version was developed as well but GURPS has almost gone dormant in the last ten years, which is not helping things. They have been talking about a Traveller version for a few years now, and supposedly it's now a priority with ADB, and that could be a really good game. With no other Trek RPG on the shelves right now, coming out with a Trek game tied to the Traveller name could be a real win. A good RPG will help people discover your setting and fall in love with it, people that have no interest in SFB. Write it, support it, and aim it at people who don't know the universe and there's a venue for some real growth.

Again with the cartoon art but I think there is potential here for something

Ground Combat: ADB talks about Star Fleet Marines as a game on it's own but I don't think they see it as a miniatures game necessarily. A 40K-style man-to-man scifi combat game with miniatures would open up some new options and draw in some new people as well, bringing even more life to the setting. Keep the rules on the simple/fast-play side, support it, talk to  40K/warmahordes players and you could have a real winner out there. I think an emphasis on ship boarding actions would help differentiate from the other games too, and that would keep it tied to the core of the setting as well.

So despite my pessimism on some areas of the setting, I see some real future potential for the Star Fleet Universe. I've been rediscovering it myself over the past month and have worked my way through things to this point. I am cautiously optimistic, and will be trying to restore my own little pocket of SFU-awareness with the Apprentices and maybe some friends as well.