Recently I
acquired a few new rulesets by prolific publisher Osprey Publishing and this
trio offered such interesting contrasts I couldn’t help myself but write the
last review of 2016. All three sets are
the standard Osprey format: a softcover full colour quarto format, 64 page
complete ruleset.
So without
further ado let’s start about:
Broken Legions by Mark
Latham
As soon as
I saw the announcements of BL I knew I had to have it. And that is not because BL
offers a lot of interesting stuff in the games mechanics department. On the
contrary: BL’s mechanics are nothing if not very recognizable. But let’s not
get ahead of myself.
BL is a skirmish game made for 28mm figures. Players play with teams of 7 to 12
figures. This allows for detailed stats per figure and each figures has a stat
line with seven stats like Melee, Accuracy and Fate. Each stat has a numerical
value and succeeding in using a stat is a matter of rolling a D10, adding the
stat and getting a result of 10 or more (give or take some modifiers). Some
dice rolls are opposed, like rolling for damage (Physique vs Armour) after a
successful hit in the sense that both players roll and the best result wins. Sounds
familiar? It should. Several rulesets of several ruleset producers use the same
mechanics, but with small differences in names, die types and such.
A novelty
is found in the Fate stat, which is a kind of pool of Luck. When you get down
to your last wound, you may roll for Fate in order to survive. The Fate stat
gets lower each time you do so, so your Luck runs out at one point….
Also, the
turn sequence is alternate, so you get to do a lot of fancy tactical manoeuvring
in this game, which is a big improvement over the usual straightforward IGO-UGO.
There is
magic in BL, called Miracles. Performing Miracles is based on rolls on your
Presence stat. And there are lots of Miracles to perform. So nothing new here.
This does not mean this is a bad ruleset. Far from it! The system is tried and
tested and makes for a good game. But it is nothing new. So why would I have
fallen so fast for BL?
The answer is,
dear reader, the fluff.
BL has an absolutely BRILLIANT premise in that during
the Roman Empire it was well known by the Emperor and his advisors that there
was a lot of supernatural Evil in the world. To combat this, a secret order was
founded to fight this hidden war against the forces of Evil. The Soldiers of
the Eagle, a kind of commando/legionnaire Ancient Delta Force with magical
support troops and sometimes supernatural auxiliaries, battled monsters all
over the Ancient world, raided temples, torched dangerous tomes and thwarted
sorcerers. They, in turn, were of course assaulted by other secret orders like
the Order of Set et cetera. Want to play Ancient Cthulhu? Want to raid the
Cursed Black Pyramid of Rama-Tep and brave hordes of undead mummies? This is
your ruleset!
The rules
offer army lists for Romans and other orders, supernatural auxiliaries like
werewolves and centaurs and lists of Miracles and skills to flesh out your
figures. You only play with about a dozen of them, so individualizing is no problem
and adds to the experience.
From this
very cinematographic rulesets to one that has been directly inspired by movies:
The Men who would be King by Daniel Mersey
MWWBK cites
as research about a dozen movies that I not only have seen, but own all of them
but one. And on top of that the game is about colonial skirmishing, so I couldn’t
skip this one.
Figures
roll a D6 per figure whether shooting or in Melee and hits are kills. Nice and
quick. Units may get Pinned by casualties or mayhem in the vicinity and then
you Rally them or the run away. Turn sequence is classic and straight IGO-UGO. Fights
tend to be bloody and quick affairs.
There are
scenarios, solo rules (or rules to enable you to get all players to battle a
non-player opponent) and a wink here and there to notorious movie scenes. I
tell you, I never realised how terrifying Highlanders could be until I saw
Carry on up the Khyber!
The book
offers army lists for all the well known colonial forces, be they European or
Native and the United States’ colonial wars aren’t skipped either. Even Danny
and Peachy’s Kafiristan’s “army” is included. This means nothing to you? Shame
on you sir! Go see “The Man Who Would Be
King” on the double!
For quick
and fun skirmish games with that typical cinematographic colonial flavour this
is a pleasant set, written with love and humour, and completely geared to fast and
easy play at the expense of detail.
Regarding detail and complexity, the next game is placed on the utterly opposite end of the spectrum
Rogue Stars by Andrea Sfiligoi
As you
might or might not know, Dungeons & Dragons evolved from a miniature wargames
ruleset called Chainmail so –despite all efforts of purist wargamers
and RPGers to keep the twain separated- the dividing line between wargaming and
roleplaying can be quite vague at times. In Rogue Stars this dividing line might
have disappeared altogether!
RS is
basically a miniature Sci-Fi skirmish game. But that is definitely selling it short. For
example, the base rules are covered in about 25 pages. The rest of the book is
filled with Traits, Equipment, Environmental rules, Missions, Character and
Squad creation and Campaign rules. Creating your Squad alone covers a whopping
20 pages!
For a game
with such a level of detailing, the base rules are brilliantly simple. Figures
essentially have one Stat, called Target Numbers (TN) and may roll 1 to 3 D20s
to Activate. The TN for an Activation is 8 but may be modified. Each success
means the figure gets an Action. So figures may get quite a few Actions in one
turn. However, a Failure means your opponent gets the chance to react! If a
Reaction is successful, it precedes your Action or may even take the Initiative
from you altogether! So calculate your
risks carefully…
This also
means that, apart from determining starting Initiative, the turn sequence may
ebb and flow depending on (bad) luck. No IGO-UGO here.
But after
the Activiation or Reaction the details start. You can choose from about 20
possible Actions (amongst which are very SciFi things like Quantum Leap or Psi
Attacks) and those are just the simple actions you may complete in one go!
The Actions
themselves are equally detailed. Combat may target specific locations on an
opponent’s body and you may choose various weapons with various effects that
may vary even more sometimes depending on atmosphere and environment. There are
dozens of Character Traits, different weapons and other equipment to use in one
of 20 missions in one of 20 locations, all described and randomly determinable.
It is no
wonder that RS games only deal with a handful of figures per side and terrain
is very important. Tables are small, about 100x100 cm. These figures are highly
individualized and creating your team is a real and rewarding investment in
that regard. It would perhaps not be saying too much when I think that the
border between RPG and Wargame has disappeared in this game. And why not? Why
should that be important, when one can enjoy a challenging and intricate game
on a lovely table with great figures?
I am also very curious how the game works out, combining so much intricate detail with such a simple game mechanism. It might play a lot faster than I might expect. An intriguing
and definitely recommended ruleset for some new gaming experiences! I promise a AAR at the first opportunity.