Showing posts with label Black Sun. Show all posts
Showing posts with label Black Sun. Show all posts

Monday, January 30, 2023

Playing the Nam: comparative review of Vietnam Wargaming rules

When I started to collect and paint 28mm Vietnam figures and models, little could I suspect how much there is to learn about that period. One area in which the versatility of the period manifests itself is the number of rulesets you can use to wargame it. We are spoiled for choice.....

Below are a number of sets I tried or will try with their relative merits and weaknesses (as perceived by me). Wherever a review of the entire set is availabe I will link to it. 

NB: I limit myself to reviewing platoon level sets, for the simple reason that I will only review rulesets I have played or will soon play. Lacking a company-level miniatures collection, company-sized rulesets are not in scope for this blog. 



Regular readers of this blog will know I am a sucker for any wargame that drags the Cthulhu Mythos into its rules in any decent way. So when Crucible Crush and Bob Murch of Pulp Figures' fame announced a "Weird War Vietnam" ruleset I was immediately interested. Frankly, this announcement was what got me into collecting Vietnam figures in the first place. Leaving aside the Cthulhu Mythos monsters BS turned out to be a rather enjoyable game to play Vietnam. 

Black Sun is specifically written for the Vietnam conflict and is for the most part a tried-and-tested IGO-UGO rules mechanism with a few interesting innovations. 

You build your force by choosing a Force Card containing a leader (Boss) and using his point pool to buy more force cards from the same faction. The force cards are the building blocks for any force and are included in the rulebook to be scanned and printed.

Keeping in mind that the tables you need to determine things like Wound- and Activation results will eventually settle in your memory the game plays pretty smoothly. Activating, moving, spotting and shooting work fine. Gunfire is bloody, so sneaking and using cover really are important, as it was in reality.

The Spotting rules really enhance the feeling you are sneaking through a jungle, know that the enemy is somewhere but cannot always see him.

The game played smoothly, giving a good impression of small unit jungle warfare in the 60ies. The impact of morale and suppression is quite limited, which I missed to be honest, but in the end this is a rule-mechanical choice based on taste since such things will slow down the game. I know for a fact that not all wargamers appreciate their little metal men to cower or run because of a bad Morale roll....

Caveat
The rulebook, it must be said, contains some choices I do not understand and a number of mistakes in rule- and example texts.

Of the latter, the most disturbing ones are dealt with in the Errata list provided on the website by Crucible Crush, together with a new QRS that corrects a few typos in the Weapon list. Mistakes will occur in any book, but I feel this one could have benefited from better and more thorough editing. Nevertheless, this can be solved by using the Errata.

The rulebook also includes stats for some weapons, like mortars, but no Force Card for such units to include them in your force. Since Force Cards are the only way to include them and no points cost are provided, you cannot play those units despite the fact that they are mentioned and detailed in the book.

I understand a number of these things will feature in future supplements.

Conclusion
For a Weird Nam Game, there is plenty of good Nam gaming going around, but not nearly enough Weird. For a modern skirmish game the effects of gunfire on group morale and movement are very limited. I personally think these effects should be more severe as that would be better suited to the period, but I understand the choice for less impact from shooting and casualties came from playtesting.

There definitely is an enjoyable game here, but it takes some work to get your hands on it.

BOHICA/Danger Close

DC is a (kind of) alternate turn skirmish system meant for modern wargames with a few dozen figures and some vehicles. The set is stunningly compact: only 2 pages plus another 2 pages fr vehicles. That's all. 

Turn sequence is determined by troop quality, the best activating first. 

Troop quality also determines how many figures you may Activate in your turn as well as maximizes the number of actions a figure has per activation, the best having more actions. So a figure might perform 2 to 5 actions per activation and can be activated once per turn. Finally, troop quality gives modifiers based on the difference in quality between opponents in spotting your opponents, shooting in a firefight or combat. So better troops move sooner, can do more and are more effective in combat and firefights.  All based on one stat. Very elegant. 

For compactness and price this game wins everything hands down. The ruleset is clear and brief and logically structured. Being essentially only 2 pages long, it does not need an index. Just turn the page. 

Activation and Morale are quick and easy and the quality difference between troops is done very elegantly. There is hardly any bookkeeping needed besides Stress, injuries and Overwatch.



BOHICA is DC's much bigger offspring: a fully fleshed-out ruleset based on the same mechanics but much more elaborate. Here are pictures, explanations, diagrams, scenarios and ways to set up your table, unexpected events et cetera. Where DC is a set for the experienced wargamer who doesn't need much in the way of explanations, BOHICA can be picked up by any aspiring wargamer as a starting set. The rules are explained very well and even include practice scenarios to learn specific parts of the rules. 

BOHICA is written specifically for the Vietnam period and benefits from this. There are rules for things like helicopters, napalm and other iconic aspects of the Vietnam war. 

FNG Tour of Duty

Two Hour Wargames' take on the Vietnam war. They use their tried and proven game engine we know from (amongst other games) All Things Zombie. 

FNG comes the closest to a RPG system in some respects. Players (or player, since his game enables solo play) step into the shoes of a infantryman in Vietnam during the 60ies. 

Troops are divided into Stars, Grunts and Non-Playing Characters and can be part of any side in the Vietnam conflict. Stars can get all kinds of traits and quirks to individualize them, something that really shines in the Saturday in Saigon games (see below). 

The system has a very elegant mechanic based on only one stat (Rep). The game is geared to the infantry, so there is a lot about infantry ground combat, boobytraps, grenades and choppers, but no tanks, vehicles, planes and stuff like that (or it would be an anonymous bombardment from above).

The game is quite versatile and offers three gaming scales/variants: 

  • Tabletop style: a normal tabletop wargame on a 3x3' table using up to 40 or so miniatures per side
  • Battleboard Style: a more abstract game using a map and moving from map section to map section. The game provides counters to use a a substitute for figures. This kind of looks like a boardgame/wargame crossover, although it can be played on a tabletop too. 
  • A Saturday in Saigon: a wargame/RPG-like crossover version where a handful of miniatures on the board interacts with Non-Playing Characters. This reminded me the most of the ATZ games I used to play. 
The game also facilitates solo play as wel as a campaign, in which al these variants can be used. Honesty compels me to admit I have not tested these rules yet, but my experience with the ATZ rules that are quite similar to the Tabletop/Saigon game styles makes me suspect this ruleset can produce quite an enjoyable game. 

Unfortunately I have not yet found a comprehensive review of FNG. There are a few Youtube vids and some blogs about the Battleboard variant, but nothing attempting to address the entire ruleset.  

Force on Force/The Next War

TNW is a Modern-to-near-future-to-hard-SciFi ruleset and is based on the Ambush Alley reaction system, just like Force on Force. There is actually no turn order. Every turn players dice for the "active" player who is the first to do something. As soon as he activates one of his units, the other "inactive" player can respond. Because the inactive player is actually not inactive at all! 

Players test against each other (highest roll wins) whether the action or reaction takes place first. Is the active player completely at the mercy of the inactive player? No, because he can prepare for reactions by putting units in Overwatch at the beginning of his turn. They can try to interrupt or prevent a reaction. 

As a result, a simple movement of figures can have dynamic consequences. They can be shot at by units of the inactive player before or while they are moving. If they win their test, they can shoot back. The inactive shooting units, in turn, can also be shot at by active player units in Overwatch before they can perform their action. The reaction can also be used for other actions such as ducking into coverage and other things. If the active player has activated all the units he wants (maybe he keeps a few to respond to the inactive player) it's the inactive player's turn and the same interaction is repeated.

This cycle of action and reaction is finite. Troops cannot respond to return fire and Overwatch, may not shoot more than once per turn at the same enemy unit, and figures that have already been activated may not be activated again. 

But just as well, a single movement can provoke quite a firefight and delivers an interesting game.

TNW uses almost no dice modifiers. Instead, it uses dice with 6, 8, 10 and 12 sides. The better the quality of the troops or the cover, the "higher" the dice. In principle, a 4+ is a success. Most of the rolls are "opposed", made against each other. This means that a result of 4+ is usually a hit unless there is a Defense throw of at least 4+. 

The rules are clear, uncluttered and displayed in a logical order in a pleasantly readable font and each paragraph contains a clear summary in an easy-to-find text block. 

The rules start with a table of contents that is so detailed that it can actually double as an index. There are scenarios, ready-made units and vehicles and the so-called Fog-of-War cards, which are intended to make scenarios a bit more unpredictable.

There are different classes of troops, from angry civilians to elite commandos and all kinds of specific traits for troops, some of those specific to SciFi games. 



Being a generic modern ruleset, tailoring it to Vietnam is quite easy. An additional advantage is that the rules are retro-compatible with all scenario books that AA has ever released. Arguably the best in the entire hobby and including a Vietnam book: Ambush Valley. This book, still available in PDF format, will provide you with all the details to play the Vietnam period. 

NB: TNW in this stage is a PDF document in development and therefore a bit Spartan in layout. No pics and no diagrams, so for the experienced player. Buying it gives you access to all subsequent editions to be published in the future, including, I understand, the final and complete PDF book. 

Spectre Operations

SO is written for 28mm Modern Warfare. This is a wider scope than one might suspect, since the ruleset essentially covers all forms of skirmish combat using modern weapons. And by modern weapons I mean everything from the bolt-action rifle and Maxim gun onwards. It can be used for everything starting around 1900 and I played 21st century conflicts with it as well asWW1 with equal ease and success. 

The secret of this lies in the set's flexibility regarding tactics and weapons. Regarding tactics things like formations and movement are quite free-flowing, and and are basically only important when orders need to be passed on. Very green troops, like militia, benefit from close formations where morale is concerned but all other troops can adopt tight or loose formations as desired for practical purposes. 

Weapons are dealt with in categories, for example the Assault rifle. This line gives stats for all assault rifles, be it M16s, FALs or AK47s. The game assumes that difference in details between weapons within a category is way less important than the level of training of the troops.  

Being a Modern ruleset weapon categories cover everything from bows to laser guided bombs and drones. Vietnam era weapons translate flawlessly into the SO weapon categories. 

Giving importance to troop training levels, the set is eminently suitable to assymetrical play which is so defining for a large part of the Vietnam conflict. Assessing troop levels is also a tool that can be used relatively to balance the scenario. So Special Forces Recon may always be Professionals but may also be Elite, Professional or Trained depending against who they are pitted. Between troop levels Civilan, Militia, Trained, Professional and Elite you will find a place for everyting. 

Although not meant for lage numbers of vehicles, the game handles them quite well. These too are put into categories. While it might not be to everyone's taste to assess both a Patton and a T54 as "Cold War Era Tank" it works quite well game wise.  

There is no exhaustive list of Vietnam era vehicles compared to SO vehicle categories, so some creativity and period knowledge is needed to differentiate between a T54 and a PT76. But there is a category for everything. 

NB: Spectre Miniatures has announced it wil cease supporting Spectre Operations as a ruleset, since it was licensed from its author and that license will expire soon. The author has made it known he is working on a successor ruleset under the working title of Assymmetric Warfare. I refer to the Facebook group for news.  

Bello Ludi Vietnam

To be commented on in this spot in the near future.

 NB: Charlie don't surf

I am of course quite aware of the existence of the excellent ruleset Charlie don't Surf by Too Fat Lardies. However, since my focus for gaming Vietnam is 28mm Skirmish (be it small or large) and CDS is aimed at 15mm Company level wargaming, I have omitted the ruleset from this review. 

Hopefully I will get to play it one day, but lacking a 10 or 15mm Vietnam collection, including terrain, this might be a while.....

Conclusion

It would be a bit premature to choose a "best" set before I have played them all and I am loathe to do that anyway since so many of the aspects of the best set for me are ultimately a matter of taste. 

However, when asked to voice a "preferred" ruleset I would opt for Spectre Operations for being immensely flexible, quick-playing, relatively uncomplicated as a ruleset and still providing interesting choices during the game while maintaining a recognizable feel for modern combat as far as I can be the judge of that.  





Monday, August 24, 2020

Black Sun by Crucible Crush: a Review

Regular readers of this blog will know I am a sucker for any wargame that drags the Cthulhu Mythos into its rules in any decent way. So when Crucible Crush and Bob Murch of Pulp Figures' fame announced a "Weird War Vietnam" ruleset I was immediately interested. Frankly, this announcement was what got me into collecting Vietnam figures in the first place.

My expectations could be summed up as expecting a ruleset that would enable me to play Vietnam skirmish in a not-too-complex way with a generous helping of Cthulhu Mythos per game. I had a thorough read, some correspondence with the writers and a game.


The Background

The background boils down to this: somewhere in the jungles of Cambodia an ancient temple houses a way to another dimension: the Black Sun. This parallel Earth-like jungle world was once constructed by an ancient race, now long gone, and is inhabited by strange and dangerous alien creatures. As well as by a number of Earthly beings that happened to wander into the Black Sun during the past centuries and survive there.

When the Vietnam War in the early 60ies exponentially increased activity in the area, Vietnamese and US forces started to get trapped in the Black Sun dimension as well. While trying to escape, they still continue their conflict. But they are not alone.


Besides an unknown number of Eldritch monsters and alien wildlife the Black Sun world is also home to the Adaro (think Deep One Vietcong with AK47s), the alien Fury Bugs being a combination of both monsters and wildlife all rolled into one, survivors of the 1938 Nazi Lemurian Investigation Group expedition (LIG) and the members of a crazy Cthulhu Mythos cult; the Children of Hastur.

Most of these are trapped in the Black Sun dimension, although some have means of escape. You play one of these factions and and pit yourself against other factions in order to capture the mysterious Crystals that dot the Black Sun dimension and somehow hold the means to escape from the Black Sun.



Future expansions will offer more creatures, scenarios, a campaign and perhaps new factions. All this was promising enough for me in any case!

The Rulebook

An A4 full colour 64 page softcover including rules, faction lists, 3 scenarios, Quick Reference Chart, some counters, force and "What the..." cards and lots of pictures and drawings. More below.



The rules mechanism

BS is for the most part a tried-and-tested IGO-UGO rules mechanism with a few interesting innovations. I understand it is derived from the Flint And Feather ruleset but since I don't know or own that one I cannot comment on any (dis)similarities there might be between the two games.

You build your force by choosing a Force Card containing a leader (Boss) and using his point pool to buy more force cards from the same faction. The force cards are the building blocks for any force and are included in the rulebook to be scanned and printed.

A Force card holds all the data on a character or a group (like a fire team or a MMG team) and are therefore also handy reference cards during play. A BS Character or group only has 4 stats and sometimes some special skills, Fighting Value being the most frequently used stat. FV also doubles in function as a Hit Points number. 



The players roll for Initiative and then in turn (once each) for Activation. The roll will Activate all, some or one of your Groups depending on their state of mind. Group composition is are flexible and groups may split and join at will. Groups will function better when led by an NCO or CO.

When you roll a 6 one group Activates and a "What the..."(WTF) card is drawn. WTF cards cause unexpected events, like napalm strikes, monsters et cetera. 
Additionally while drawing a WTF card your leader may get shot in the back by a disgruntled grunt depending on his Frag stat. An interesting take on things I never saw before. WTF cards are provided in the rulebook to be scanned and printed.

An Activated group gives two Actions to any group member. Between Actions your opponent may React (if he can get his troops Activated) and thus interrupt your turn.

Actions can be Move (run, walk, sneak), Shoot, Rally and a number of other things amongst which is Ambush, which gives you an enhanced Reaction in your opponent's turn.

To React to- or Act against someone your opponent must be Spotted and this must be done consistently, thus simulating fog-of-war and the obscuring nature of, well, Nature.

Shooting and Combat are Group affairs (shooting itself as well as determining the target: you fire at a group, not at individuals) and work as a roll against FV, modified with circumstances like cover and such.

Hits are turned into random pin/duckback/wound results against random opponents (also not something you often see). Weapons have different ranges, Damage stats and number of shots. All the major weapons from the period are present in the stats.  Hit results may be Pinned, Duck Backs and Wounds of various impact, up to instant (even "Gory") death. Sometimes things call for morale checks (Frostiness) and units can be suppressed by enemy fire.



How does it play? 

Keeping in mind that the tables you need to determine things like Wound- and Activation results will eventually settle in your memory the game plays pretty smoothly. For our first test game we had to consult the tables a lot. Activating, moving, spotting and shooting work fine. We played about 5-6 turns in about an hour and a half, taking our time to look things up when they were unclear. Gunfire is bloody, so sneaking and using cover really are important, as it was in reality.

The Spotting rules really enhance the feeling you are sneaking through a jungle, know that the enemy is somewhere but cannot always see him.

While Wounds, Pins and Duck Backs limit the effectiveness of individual figures, they do not affect the state of mind of the group they are in. We never encountered a Frostiness test, since those only happen under very specific circumstances (not even your leader dying causes it) and suppression is only caused by specific things like MMGs or grenades so also did not occur in our test game (which did not have those weapons). So Morale and Suppression do not factor in heavily, or at all. I must say, for a modern skirmish game, this felt a bit bland.

In our game we never rolled a 6 for Activation so never drew a WTF card. Therefore we did not encounter any surprise events or Mythos creatures.

What is good? 

The game played smoothly, giving a good impression of small unit jungle warfare in the 60ies. The impact of morale and suppression was very limited, which I missed to be honest, but in the end this is a rule-mechanical choice based on taste since such things will slow down the game. I know for a fact that not all wargamers appreciate their little metal men to cower or run because of a bad Morale roll....

The Force Cards were excellent reference tools and building a force with them is a breeze. The Quick Reference Card included in the book was also quite comprehensive. All in all an enjoyable game.



What could be better? 

The rulebook, it must be said, contains some choices I do not understand and a number of mistakes in rule-and example texts.

Of the latter, the most disturbing ones are dealt with in the Errata list provided on the website by Crucible Crush, together with a new QRS that corrects a few typos in the Weapon list. Mistakes will occur in any book, but I feel this one could have benefited from better and more thorough editing. Nevertheless, this can be solved by using the Errata.

In some spots the rulebook uses different words to indicate the same thing (Frostiness for Nerve Test or Spotting for Observation) that sometimes make it confusing to find something. When I wanted to know how Spotting works, I looked for a chapter called "Spotting". In this case the chapter was called "Observation", but already in the second alinea it becomes "observation or spotting" and henceforward "spotting".

The rulebook includes stats for Shoggoths, Tyrannosaurs (you can never go wrong with those two) and  indigenous Black Sun creatures like Crystal Trolls and Crystal Centipedes. However, since there are no WTF cards included for those monsters in the book, you will never encounter them in the game unless you make your own cards.

The rulebook also includes stats for some weapons, like mortars, but no Force Card for such units to include them in your force. Since Force Cards are the only way to include them and no points cost are provided, you cannot play those units despite the fact that they are mentioned and detailed in the book.

The rulebook includes detailed Force descriptions for all factions. The one for the LIG includes ghouls, a Golem and Ichillitons. There is a description of the Golem nearly a page long . However, there are no stats or Force cards for them. So of the three combat groups described for the LIG you can actually play only one.

I understand a number of these things will feature in future supplements. For example, all monsters that have been produced by Crucible Crush so far have Force- or WTF  Cards already made. Some of them could not be included in the book due to space constraints and will feature in future supplements. But this is not explained in the book, giving the initial impression (at least to me) that it wasn't complete. Especially the lengthy description of the LIG but them being a faction you cannot actually play in the game for lack of stats and cards, baffles me.

The book contains many pictures showcasing Pulp Figures' figures made for the game. They also feature as illustrations on the Force Cards. While rules are often explained by text examples, these are not always clearly formulated, sometimes incorrect and might have been helped with diagrams or -even better- pictures of  said figures acting out the example. This way, the figures could have been showcased and used to explain the game at the same time.

As long as you don't play Adaro or Fury Bugs as a faction you'll have to depend on the WTF cards for the "Weird" part of the game: the encounter of monsters and Black Sun events. However, they only occur in about one in 6 Activations and most WTF cards are mundane Vietnam War events. And some monsters don't feature in the WTF card pack in the book, so you might never encounter any for many games in a row. There is way too little "weird" for my taste.

Conclusion

The rulebook could have been edited better and gives the impression of being incomplete, missing stats and cards that could (and in my opinion sometimes should) have been included. The entire LIG for example could have been left out and kept for a supplement, freeing up space to include things like mortars and WTF cards for more Mythos monsters.

Turning the layout from single to double column would also have freed up at least a few pages of space that could have been used for content, like stats, cards or scenarios.

For a Weird Nam Game, there is plenty of good Nam gaming going around, but not nearly enough Weird. WTF cards for the monsters in the book should have been included. It might be a good idea to print out the WTF cards with monsters on them twice and put two of each in the WTF deck. Of course you might then encounter (and need miniatures of) two Shoggoths, but really, who can object to that?

For a modern skirmish game the effects of gunfire on group morale and movement are very limited. I personally think these effects should be more severe as that would be better suited to the period, but I understand the choice for less impact from shooting and casualties came from playtesting.

There definitely is an enjoyable game here, but it takes some work to get your hands on it.



Black Sun: rules for 28mm Weird Nam Skirmish Battle
Crucible Crush, 2020 
64 pages softcover