Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Friday, May 10, 2024

Aliens: Another Glorious Day in the Corps: A review

For fans of the Alien franchise, there are really only two candidates for the best movie: Alien (1979) and Aliens (1986). Fans of the second movie now also have a board game.



Aliens: Another Glorious Day in the Corps was created and released by GaleForce9 Games as a cooperative board game for 1 to 6 players. Players step into the shoes  of the characters from the movie. They are all represented, when you also collect the expansion sets: Ripley, Newt, the Marines, the android Bishop, the untrustworthy Burke and of course the Aliens including their ferocious Queen.

The game is based on scenarios of which the basic game provides three, along with miniatures  of Ripley, Newt, and 5 Marines. You can also play "bug hunts" in between or buy the expansion sets that give you even more scenarios plus the rest of the characters, more Aliens and expanded rules. The scenarios can be played as a campaign. Then you have to be very careful not to get marines killed too early. Otherwise, you will quickly run out of man- and firepower further down the road....

The mechanism

The Aliens game is all about the Endurance Cards. They perform multiple functions  in the game such as Events, Equipment and Weapons, ammunition, and action items. Shooting, for example, costs a card. If your entire deck of cards is in the discard pile, your characters won't be able to do anything. So be careful with it. You can equip your characters with anything and everything by giving them cards as equipment and weapons, but you can't use those cards for actions anymore. You can get cards back by resting, but well; there’d better not be Aliens heading your way then.....

In a turn, players take turns first performing two actions of their own characters (the Heroes), then the two actions of the "grunts" (the other characters played by all players collectively) and then the actions of the Aliens.

Each character can be played as a Hero or Grunt with Heroes having higher stats (better shooting, better hacking etc). The Heroes and the Grunts use cards in their actions (and try to get as many of them back as possible). At various times, Heroes can be given cards to add to their equipment or hand or to play as an action.

Fighting is quick and simple. Shooting is done with a card and a D10 roll. A result equal to or below the Shoot skill is a hit. But the Shoot skill drops one point with each shot..... Hand-to-claw combat with an Alien also happens with a D10 and a  roll aiming below the Character’s Defence Skill. If you lose and you're lying next to an Alien at the end of the turn? Game over, man. Game over.....

The Aliens' actions consist of movement and possible attacks from the Alien miniatures on the board, then the random movement of the blips representing an unknown number of Aliens outside the players' field of vision, and then the appearance of new blips. Aliens usually blip along in a blood-curdling pace..... There is often a horde of the things on the board just when the cards are running out. So timing is vitally important.....

The hardware

Cards and game parts are made of solid cardboard and are teeming with quotes and pictures from the movie. The characters and aliens come as plastic miniatures. Some modeling skills might come in handy but painting is optional (unless you’re an OCD miniature gamer like me) as the green Character figures stand out clearlu from the black aliens.

Base game and expansion sets together deliver all the movie characters, including Ripley without Newt, Ripley carrying Newt and Ripley driving a Powerloader. And  of course there is also an Alien Queen! The game boards are double-printed modular boards. This results in some variation in the different scenarios.

The Verdict

Aliens is a nice combination of a challenging, exciting, cooperative board game with relatively uncomplicated rules.

The growing horde of Aliens increases the pressure and dawdling or wrong choices on the side of the players are punished harshly. The game looks terrific and if you put some paintwork into the miniatures you’ll  have a nice Aliens miniatures collection too.

The sets so far are:

• Aliens: Another Glorious Day in the Corps
• Aliens: Ultimate Badasses
• Aliens: Get away from her you Bitch!
• Aliens: We're in the pipe: five by five

From GaleForce9 Games

Thursday, May 9, 2024

Arguing when money talks: Der Soldner. A Review

When you've been playing wargames for 30 years like me, you might think that you've pretty much seen it all. Turn-based, IGO-UGO, alternate turns, reaction systems: I've played it all. And then suddenly a ruleset emerges that has a totally new approach: Der Soldner.






Made for playing battles from the mid-14th to the mid-17th century; the era of the colorful mercenary armies of the Italian condotierri and our own 80-year war, Der Soldner was written by veteran wargamer Jan Willem Boots, who based it loosely on the classic matrix wargames. 

Unlike a fixed sequence of turns with standardised events, this system works with one question: "What is going to happen next?".


In this system, the game scenario is a framework for an undetermined number and sequence of events and assumes two armies meeting each other on the battlefield under a certain set of circumstances. At that moment, the game begins and with it the story. Because in Der Soldner, the Narrator decides what happens.


Each player is given a number of Control Dice at the beginning of each turn, of which he can roll as many as he wants to determine whether he will be the Narrator and how long the turn will last. The player with the single highest score becomes the Narrator, and the combined rolls determine how long the turn will last in game minutes: one per 4+.

The Narrator proposes one or a series of events and how they will happen. This does not need to apply to just his own troops, but can also refer to those of his opponent. For example: "My cavalry is attacking his convoy. His escort flees". 


He explains why this event will play out this way ("My cavalry is terrifying and the convoy's escort is poorly paid") and uses the so-called Keywords associated with the scenario (Cuirrassiers, Pay in arrears). 


The rules provide examples for Keywords, but players can add more if they like. In addition to the Keywords, all kinds of historical arguments can of course also be used to argue in favor of - or against-  a proposed event.


These events can be questioned by the opponent and possibly modified ("His cavalry does not pursue my escort but instead loots the convoy and starts drinking!"). Or not, and then the event will usually just happen. 

A game master (or consensus between civilized opponents) determines how likely the event is and therefore how high you have to throw it to make it happen.

If the event occurs as "predicted", it may still take more time than anticipated. A "Time Check" occurs where dice must be rolled for every minute that one thinks the event will last. Every 4+ is one minute. If you roll too many, the event will last longer than you thought it would and will continue into the next round (The looting takes so long that the next turn is still in progress).


If it comes to a firefight or melee, the outcome of this is also predicted, provided with a probability and dice are rolled for that probability. Guidelines are given for a number of standard situations (e.g. cavalry attacks a column of infantry) to help determine the probability. 


The extent to which the roll does not reach or exceeds the required result determines the outcome of the fight. This can easily be read from a table in which consequences such as making a stand, chasing and fleeing are also possible. 


This sequence repeats itself as long as there are players who have Control Dice left. Then a new round begins.

In this way, the events string themselves together until the battle is over and the whole story is told.


The uniqueness of this set makes it ideal for players with a love for stories, history, or a background in roleplaying. And it produces intense and intriguing games in which everyone is constantly engaged. Strongly recommended and an absolute must!

Arguing when money talks: Der Soldner

Jan-Willem Boots, 2023

Available for purchase online at www.boekscout.nl or www.bol.com

Sunday, March 26, 2023

Review The Barons' War by Footsore Miniatures

The Barons' War is a 28mm medieval skirmish ruleset for a tabletop wargame by Andy Hobday and is published by Footsore Games. With a few games under my belt I felt ready for a review. 

Rulebook and counters


The game was either followed up by several medieval figures Kickstarters by Footsore Miniatures or caused by them. I missed the exact order of events but in any case this means that the game is accompanied by the Footsore range of very good miniatures for 13th century England. But these miniatures are not my objective; the ruleset is. What about it? 

The Looks

The book is an small (A5) full colour booklet of some 135 pages. It is beautifully illustrated and filled with excellently explanatory diagrams and pictures, a lot of which feature Footsore's beautiful 28mm figures for the game. Due to its small size the font is a bit small as well and the pages are so densely filled with text that my usual ploy to cut off the back and give the book a spiral binding was unfortunately not an option. This leaves me with a small rulebook that will snap shut as soon as you let go of it and needs good light to be legible. Of course that might be my age :)  

The layout shows a comprehensive and logical sequence of chapters in which the game is introduced, shows what is needed and roughly follows the sequence a game turn would take. There are chapters on army structure (your "Retinue"), the Game Round, Movement, Combat, Morale, building your Retinue and so on. 

This logical sequencing is not always mirrored in the contents of the chapters however. For example the rules for Morale are spread out over the chapters Game Round, Combat and Morale, which does not seem a logical choice given the fact there is a Morale chapter where all of them should have been found.  

The book contains extensive lists of troop types and characters, scenarios and tips for scenarios and two lists with all kinds of Abilities with lots of choice to give your units that final touch of individuality. There are two lists because the Abilities come in two flavors: Inherent (fixed to specific troop types) and optional (which can be bought for points). This is not immediately clear so it took me a while to track down some Abilities during play. 

The book also includes a QRS and a scannable/printable page for the counters used in the game. The counters can also be bought separately by the way, printed on mdf.

Fireforge knights


The Rules

The rules offer a mechanism with alternate unit Activation, which offers the unit the choice to perform an Action or use an Action for a reaction. Most Units have only one Action but some elite or commanding units have more. Commanding units may give additional actions to other units. When a unit Activates twice in a turn it becomes Weary and suffers from die roll penalties. 

Actions include Moving, Combat, Defending, Commanding or using an Ability. 

Units come in types (Knights, Spearmen, Archers for example) and classes (Veteran, Regular, Irregular and Green). Type determines their standard and optional equipment and class determines their stats and possible Abilities. 

Of course combat is the gist of any wargame. So how does that pan out? 

The Combat mechanism is pretty complicated and is explained on the QRS by a 11-step flow chart. In itself this is not unexpected in a skirmish system with a high degree of figure individuality. 

In short, after the conditions for entering combat are met the attacker rolls for Charging distance (which may win or lose him an Attack die), makes contact and rolls Attack dice. The Defender has decided to use an Action in Defence or not, rolls Defence dice, adds possible Action modifiers, rolls Shield rolls (a kind of extra Save) for failed Defence rolls and when applicable executes his Defence Action. Both groups then move away from each other while the loser may be Forced back further and may have to make Morale checks. You get the idea why a flow-chart would come in handy...

But there are some surprising contrasts in combat. While the combat mechanism in itself is complex, the rest of combat is extremely simplified. 

For example; when a figure loses its last Health Point it is dead. But losing 1 of several does not cause any effects. The wound is simply lost. There is no "Wounded" condition. 

While Line-of-Sight is a condition for a Charge, units have a field of sight of 360 degrees. So attacking someone from behind or in a flank has no influence whatsoever. 

It was not what I expected from a skirmish game of some granularity, especially since figures and characters can be highly individualized. Such granularity is present in some places but completely absent in others. 

Some aspects of the game seem overly complex. The game uses 8 different counters to indicate that a unit has done or experienced something. But as far as I can see, Broken, Shocked, Weary and Defend are the only ones with any specific effect. The other four could have been simply "Activated" counters. This results in a LOT of counters on the table (although you could play them on the unit card) and a lot of rummaging around for the right counter.  

The how's, why's and consequences of Morale checks (made to benefit from a Command or as a Reaction to something scary) are complex as well. Being spread out over three chapters doesn't make it any easier to grasp but there are also two different Morale consequences, Broken and Shocked, that are caused by different things and have completely different effects. At the same time, Shocked units might become Broken but not the other way around.  

So what is good? 

The game is obviously very carefully and lovingly made and the book and the rules show this. Production value of the book is excellent. 

Although several expansions have already been published the game is very complete in its own right. This is a well laid-out ruleset which includes historical background, complete army lists, scenarios, terrain tips and lots of possibility to flesh out your army with all kinds of individual traits and Abilities. There is even an army list for Robin Hood and his Merry Men as well as stats for several historical figures to feature in your games.  

The rules offer you a relatively quick-playing and classic war game which can yield clear and bloody results but may also give you tense to-and-fro battles. The fact that Commanders actually have a Commanding function in the game definitely is a good thing. 

And if you don't already own a medieval 28mm collection the game is supported by the Footsore range of figures, sculpted by the magnificent Paul Hicks. 

What could be better? 

As rules mechanisms go, this one is a bit of mixed bag. Maneuvering and getting into combat or range is a simple affair, but the actual combat is a very complicated procedure which ultimately produces very simple results: some figures die, a mutual move backwards and a possible Morale result. Which makes it hard to determine what is gained by the complexity when it IS there.  

Some choices are puzzling. For example: why is a Shield roll a separate Save while Armour is included in the figure's stats? Why, in what is after all a relatively complex skirmish game, are there no field-of-vision of rear- or flank attack options so maneuvering would be much more interesting? I would gladly exchange the complicated combat sequence for more challenging maneuvering options. And why not have both? This is a skirmish game afer all. 

Keeping track of all the different actions and their consequences with the numerous counters can be a laborious and cluttery affair.

Rules, especially the Morale rules, are not confined to the Morale chapter but are rather randomly spread out over several chapters, making them not only hard to find but also making it difficult to grasp how they work together. 

Perry trumpeter and Fireforge knight

Conclusion

The Barons' War offers a good and classic medieval skirmish game. It is not innovative or as challenging as it might have been but it is well made and very well supported. There are others like it (like Ospreys Outremer: Faith and Blood) but the Barons' War does its job well.   

 


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.  





Tuesday, December 13, 2022

The Next War by Ambush Alley - Review

It's been quiet around Ambush Alley, the creators of award-winning classics like Ambush Alley, Force on Force, and Tomorrow's War, for a long time. 



But now there's The Next War

For the time being, this new edition will only be made available as a print-friendly pdf (no images) and is therefore called the "development draft edition." 

However, it is a complete rule set that has already been thoroughly thought-out and play-tested. The intention is to test them on the market and to issue the eventual final and complete edition only on the basis of feedback. So, in the meantime, you can buy an excellent rule set for a sympathetic price. 

TNW is a so-called "big skirmish" rule set, in which there are dozens of figures per side on the table. The game also handles vehicles, mainly as transportation, support and threat to the infantry present on the table. This is not a game for large tank battles, but a game where infantry for example can chase a tank or vice versa.



What's so special about The Next War? 

In a business where standard dice and a fixed turn order are the first two of the 10 commandments of game design, this game throws both out of the window. In addition, it concentrates on the modern period with an extension towards Scifi, which is also not a common combination. Where so far AA has worked this into separate rulesets, The Next War contains all these elements at the same time.

Appearance isn't everything 

What can I say about this? It is a print-friendly pdf and so there are no frills. Everything is functional.

So, those rules? 

TNW is based on the Ambush Alley reaction system. 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. 

What about those dice? 

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+.

What's good? 

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. 

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.

What could be better? 

The rule set is very sparse. There are no images and no explanatory diagrams. So it is aimed at the experienced player, although knowledge of previous games from AA is not required. 

And if you want to have the final rules, you have to buy it again. 

The reaction system is very dynamic but does produce a certain complexity that is not to everyone's taste. 

Conclusion 

All in all, a fascinating rule set that delivers games with lots of suspense and suddenly exploding turns full of action. As far as I'm concerned, highly recommended. An AAR will follow. 

The Next War Development Draft 

Ambush Alley Games 2022 

wargamevault.com 

For more info: http://www.ambushalleygames.net/