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Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Tuesday, 26 December 2017

Christmas Dr Who

  

Capaldi got a great send off with this year's Dr Who Christmas Special. Hard to fault really, unless one is a pedant, outraged geek or nerd, or one of the ill-informed, snobbish, literary elite that writes reviews. I can forgive pedants, I understand geeks and nerds, but those who look down their noses at SF as inferior, can all go swivel.

Looking forward to seeing what Jodie Whittaker brings to the show, but she's not the 13th Doctor regardless of what reviewers say. Whittaker is the 14th Doctor: Hartnell, Troughton, Pertwee, Baker, Davidson, the other Baker, McCoy, McGann, Hurt, Eccleston, Tennant, Smith, Capaldi, and Whittaker.

And if you say Hurt was the War Doctor, I will say that this Christmas Special put that one to rest, with the allusion to all of them being the War Doctor, because the Doctor is the one who goes and tends to wars. So, it still adds up to 14. 

  
Count them, 14. Outraged I tell you, outraged! Of course, this only matters to the geeks and nerds.


  

Friday, 8 September 2017

Reflections & Musings


 

The last couple of months I've been out and about, mostly doing archery, and having fun in the sun.  I know, I know, not the typical wargamer pursuit.  I've also been taking the time to read a bunch of books from my to be read pile.  I've been putting up reviews over on my writing blog.

I picked-up a golden oldie, Larry Bond's Cauldron, which I've just finished reading, a story that runs to nearly 700 pages, which has given me lots of ideas.  But, more importantly as a writer, it gave me pause for thought about story presentation.  Things like staring in media res, in the middle of the action, or in this case not so much.  Cauldron is definitely a slow burn novel with occasional flashes of action to spice up the plot.

Of course the book is a bit dated, being written in 1993, set in 1997.  It's a yesterday's future of tomorrow, which despite being wildly out on its predictions, still manages to be relevant to today's political turmoil.  And by that I mean Brexit, and what that means for the future of Europe.

If you haven't read Cauldron I can recommend it, there are some nice ideas for post Cold War gone hot scenarios with Franco-German attackers facing Polish and Hungarian defenders, with the aid of American and British forces.  Maybe not totally plausible, as I find it hard to imagine the Germans going on the offensive with the French, but if you roll with it there's a lot of fun to be had.

Besides reading, I've been thinking.

Mostly around what needs to be done to lick my novels into shape.  This has been a bit of a slog, and at one point I was pretty sick and tired of my trilogy.  However, as I get closer to finishing the third book to go out to Beta readers, revise the second after been through the Beta readers, I have found myself looking forward to starting the next book in the series.

Shock, horror, probe I was lying in my bath listening to the soundtrack to the first Conan movie and ideas for two scenes just came to me.  Just like that.  Ideas for a mission to set the characters against formed, but whilst I have a theme, or more correctly I have some themes I can choose from, the plot as such remains elusive.

Got to have a plot, so I'm thinking about that.

This is long way of saying that post here will be a bit thin until I find some time between tapping on the keyboard to paint stuff.  Don't worry I'm not abandoning the blog, if for the simple reason my own setting generates ideas for making forces, which I then have to make and paint.  And I have so much stuff to make and paint.
  

Tuesday, 5 May 2015

Alien Frontiers

     



Alien Frontiers is a boardgame of resource management published by Game Salute in which players aim to colonise a newly discovered distant planet.  To this end it's a worker-placement game where you have a limited number of workers (or ships, in this game) to choose which actions you take every turn; collecting resources, building ships or colonies with said resources, scavenging powerful alien technologies, etc.   Of course it goes without saying that making the right decisions what to do each turn with your limited fleet is key to winning.  However, there's a twist.   Unlike most worker-placement games (of which Agricola and Stone Age would be prime examples) in Alien Frontiers your workers/ships are dice. At the beginning of every turn you roll your dice, each representing a ship; you begin the game with three dice/ships but can increase the size of your fleet to (usually) six ships.   Once rolled, the numbers they give determine how and where they can be used; high numbers are not necessarily better (unlike Kingsburg for example) and at any given point you may be aiming to get low, or high, or pairs, or a sequence, to take advantage of different orbital facilities.




Of course, the massive task of colonizing another planet isn't enough of a challenge.   Instead of co-operating with fellow travelers and colonists, you're going to compete against your rivals for turf and technology.   In game terms, once any player has their last colony on the surface of the planet the game ends, at which point the player with the most victory points wins.

The game sequence is very straightforward; a player rolls their dice to determine the value of their ships and then chooses which orbital facilities i.e. an action space to use, and carries out the actions as appropriate.  Once they've placed all their ships and taken the actions, play moves on to the next person.  The game is designed for two to four players, although one of the expansions provides pieces to allow a fifth player.  Turns rarely take long to carry out with the exception of a player facing an agonizing decision about what actions they need most when they can't do everything at once.

You can never do everything you want to in a single turn; just get used to it!




Around the planet are a number of orbital facilities, each of which allows you to perform a different action; the Maintenance Bay lets you build a new ship (i.e. get another die), the Colony Constructor (as the name suggests) is where you build your colonies before deploying to the planetary surface.  Each facility has a different requirement for the dice being placed there, and a limited number of spaces, so blocking/stealing an action is an entirely viable option.  If other players have been building ships, for example, and the shipyard is full of their workers/dice/ships... well, tough.  Or is it?  The Plasma Cannon tech card lets you spend a resource (energy) to shoot their ships out of wherever they're docked, freeing it up for you.  Failing that, there are techs that let you re-roll some or all of your dice, or even allow you to choose that dice you want modified in specific ways - these abilities usually cost resources to use, but give a great deal more flexibility than simply chucking the dice and hoping for the best.

Collecting Alien Tech is relatively easy, but of course while you're sending ships to loot the Alien Artifact for tech those same ships aren't gathering resources or building colonies.  Everything is a trade off.  Each tech card has two abilities - a once per turn ability, and a discard the card to use the big effect ability.  What can they do for you?   Well...  loads.  Basic stuff like permitting re-rolls, or adding to/subtracting from your dice once rolled, protecting you from raiders intent on stealing your resources or tech, the aforementioned Plasma Cannon that can be used to free up occupied docking ports and so on.  There's no limit to the number of tech cards a player may have (although duplicates are not permitted); each may be used once per turn (in normal circumstances) and only one can be discarded each turn for the big hitter event.



Placing colonies in a region grants the controlling player a unique benefit associated with that region (as well as gaining you victory points).  Why?  Well, that's never actually established, but as a game mechanic it works just fine.  For example, having the most colonies in the Asimov Crater sector can let you build your colonies faster than normal.  Ah yes, besides the distinguished Dr. Asimov's crater the name of every territory is a homage to a classic science fiction author.   A lovely touch which brings about a smile every play.




The game is a good balance of skill versus luck.  The random element of the dice roll often means you have to be flexible and modify your actions to best take advantage of your dice/ships.   But the territory bonuses and the Alien Tech cards mitigate this factor, so you can still aim for a specific long-term plan as you accumulate these.   I'm not a fan of too much luck in a game usually, but Alien Frontiers has pretty much struck the right balance of luck, skill and playing time (90 minutes according to the publisher).  For a two player game of Alien Frontiers, my partner and I would usually take about an hour playing at a leisurely pace, including setup.  It plays well with any number of players although as a five-player game it does feel a bit too long, with too much downtime between turns.  Parts of the board are covered up in games with less than four players, reducing the number of dice that can dock in the various facilities, thus scaling the board to suit the player count.

The quality of the board and components is extremely high.  The artwork is very Space Opera and evocative of the Sci-Fi that I used to read constantly as a kid.  The cards and board are high quality (there's a minor misprint on the board on the current printing, but it doesn't affect play, and probably no one would have noticed anyway). The rulebook is comprehensive and well laid out.  The first edition of the game was a Kickstarter project that was highly successful, and it has since gone on to several subsequent printings, and the current one is the 4th edition.  The initial cardboard components were upgraded by keen fans of the game, and these upgrades are now standard in the new edition: deck boxes to keep the cards, dice, colonies, resources, etc. tidy are supplied with the game, and the colonies themselves are very appealing tiny little cities under clear domes.




It's a game with a positive plethora of expansions.   I'm not a completest and will only buy expansions when I'm fairly sure they'll add to the game.  Do you need any of the expansions for Alien Frontiers to be a good game?  No; it plays very well out of the box.

But a few words on expansions anyway.

Alien Frontiers: Factions is, to my mind, the significant expansion.  It adds the components for a fifth player, which may be useful depending on your game group size: agendas, factions and some new alien tech.

Agendas are personal secret goals that every player has (starting with two random ones, but the the opportunity to add or swap them during the game); achieving one of the goals on the card gives the player one victory point. Each of the Agendas has two options: a score the VP as soon as you achieve it goal, and get a bonus VP at the end of the game if you've fulfilled the specific condition goal. Thus if a player has a face-down Agenda card come game end, you can't be sure if they've completed their hidden conditions, and will have bonus points coming to them.

The Factions part of the expansion gives each player their own unique abilities depending which factions they represent (for example, Dark Space Explorers gives new ways to acquire Alien Tech cards, the Smugglers' Alliance allows you to loot more often and return with more).

Of the two abilities each faction has, one is solely for the benefit of the owner.  Each faction has a small game board with an orbital facility on it, and this expands the main game board.  Ships can dock at your facility and pay you for the privilege of using the public part of the ability.  Of course you can dock at your own facility without the need to pay.  The box includes eight factions, all of which have interesting abilities; some are better suited to games with more players, and we tend to adopt a gentleman's rule (well a lady and gentleman's rule to be precise) of omitting one of them in two player games.




There are, at the time of writing, four Faction Packs, with each adding a single Faction.  There are also seven Expansion Packs, which add new Agenda and Alien Tech cards; the Outer Belt expansion adds (as you might well guess) an asteroid belt to the game board, incorporating its own mechanics and extra rules.   Of the existing expansion sets, I'd certainly recommend getting the one called Factions.

Alien Frontiers is a fun, relatively light game that hits the table fairly often at home and at conventions, and has proved popular with most of our gaming group.  The theme is fun, it's visually very appealing, and once learned, relatively quick to play.

Link to Alex's Veeps & Meeps blog on Boardgamegeek.
   

Sunday, 4 January 2015

X-Wing: The Force Wins

 
The last position, face-to-face Luke Skywalker destroys the Imperial TIE fighter to win the game.

We played our first game of Star Wars X-Wing last night, which my partner had bought me for Xmas.  My partner is not really a gamer in any shape or form, and straight-forward conflict games are not her thing (though saying that she will occasionally talk about her Scorpion mech pilot and her coffee making machine customization, so maybe after 17 years together something has rubbed off on her?).

So we did our usual split the game up with three players, where the third player is represented by our plush toy kittens, and we each take alternate turns to move the opposition, thereby not playing against each other directly.  This makes for an interesting game dynamic one turn you're running the third party I know what you're doing and what you will get to do this turn, but the next turn the tables are reversed.

By the time we watched the introductory videos on Fantasy Flight Games website, got all the pieces sorted (as in recognize the bits & pieces we had to organize) it took us about 90 minutes to play to the end of the game.  Most of this time was faffing as we worked through the moving and combat and special rules etc.  I really enjoyed myself and I think Susan did too.  She thought that the rule system would make for a great Battlestar Galactica fighter game too.  On reflection yes, but I think Battlestar Galactica would probably be best served by the new Star Wars Armada rules (caveat they're not out yet and I know nothing about them other than they represent fleet actions).

The kittens played Luke Skywalker in his X-wing, while me and Susan flew TIE fighters.  We lost to the plush toy kittens.  Not really surprising as we lost to them when we play Dalek Risk too.  In short a fun game.  The X-wing is a tough little cookie, but lumbers around while the TIE fighters are nimble, but fall apart if you look at them too hard.
 

Saturday, 25 October 2014

Iron Sky




This is the first ever guest blog.  My friend Al Treacher who has started his own blog here, and I wanted to introduce him to all my readers.  He's a fellow wargamer and board-game geek, so go check out his blog after reading this.

Some context in talking about Iron Sky: The Board Game is needed. For those who don’t know, Iron Sky was a 2012 comedy/sci-fi film by Finnish director Timo Vuorensola, about the return to Earth in 2018 of the remnants of the Nazi regime from their base on the dark side of the moon where they fled in 1945. Yes – it’s a film about Space Nazis from the Moon! And if this sounds like a premise for a B-movie then you’d be absolutely right – Iron Sky is a modern sci-fi B-movie, sprinkled with dark humour and not-so-subtle satire. The female lead is the very cute Julia Deitze too, which is a bonus.

Sadly, but possibly to no great surprise, the film wasn’t a massive success with the critics or majority of the movie-going public. It’s tricky subject matter, let’s be honest, I thought it a fun B-movie, and it works on that level. But this isn’t a review of the film but of the board game of the film, released in the same year.

Published by Revision Games, Iron Sky: The Board Game is a boardgame – arguably a wargame – for two to six players, a more accurate description would be for two, four or six players. Players play as either the Reich side (the returning Moon Nazis) or the United World Confederation (the forces of the various Earth nations defending the planet); each pair of Reich/UWC players faces off over a map-board depicting (broadly) two Earth continents.


The components (all cardboard, no plastic) are of decent quality and appearance consisting of:
Three map-boards, which side-by-side show a global map,
Six sets of unit counters (paired sets of Reich/UWC forces in blue, yellow and green)
Six different decks of command cards
Two decks of combat cards
And a handful of counters for scoring and various other purposes
The rulebook is appropriately bi-lingual in English and German, nicely illustrated and quite comprehensive; although the layout and order of the rulebook while certainly good enough, would benefit from changing the ordering of the book a little.


The basic premise of the game is – as I’m sure is no surprise – that the invading Reich forces are trying to wrest control of the Earth from the defending UWC forces. Each continental board has seven territories (worth between 1 and 4 victory points each at the end of the game) which initially start off under UWC control, while the Reich forces start in orbit above the planet. Each map-board has three orbital zones from which the classically saucer-esque Reich units descend onto the planet surface (and indeed can retreat to orbit where necessary or to move to other territories or continents). While each player deploys on their ‘own’ continent (or in orbit above, for the Reich player) and concentrates on winning the war in their own territories, it is possible to move from ‘your’ map-board onto the other continents to assist your compatriots. Since final victory or defeat is decided per faction rather than player, aiding your fellows may prove to be vitally important.


Each player represents a specific commander with a unique command deck and abilities; the UWC commanders are politician, general and agent while the Reich commanders are all generals (specialising in ground assaults, orbital bombardment and rapid raiding). Each turn sees all the Reich players act (simultaneously) first, then the UWC players take their (simultaneous) turn. Command cards have a given cost (in command points, political points or dollars) that must be paid to play them, but as many cards may be played per turn as the player can afford. Players receive new resource points at the start of each turn according to how the battle is faring on their particular continent.

Available commands are pretty straightforward including:
Recruit, Mobilize (move and/or attack)
Raid (recruit and mobilize combined)
As well as implementing electronic warfare or terror attacks (to restrict movement of the opponent’s forces).
The concept of combined arms is not a feature of the game – all units are effectively the same, no matter which player or faction they belong to.

Destroyed UWC units are returned to the owning player, making them available for later recruitment. Destroyed Reich forces however are gone, and stored for end-of-game VPs by the UWC player responsible for their defeat. There’s only a limited supply of Nazi UFOs, which is only to be expected!

Combat is straightforward once you’ve got the hang of it, but it’s very different to any game system I’ve previously played, so it helped to actually see it in action during the first play.

Under the basic rules two players involved in a conflict choose, defender first, one combat card from their available choice of two. The cards are chosen face down so that the exact effects of the card are unknown, but an estimate may be made from the icon on the card back which identifies it as being mainly defensive, attacking, or balanced in its effect. The cards are then compared, hits are doled out/defended against, casualties are removed, and if one side is completely eliminated, the territory is held/taken by the remaining units. Command cards can be played in any order as long as resources to pay for them are available, so for example a second attack could be launched to finish off a weakened foe or reinforce a newly taken territory.

After a predetermined number of turns (eight in the basic rules) the game ends victory points are totalled up for:
Territory held by each faction
For destroyed Reich units
And for VPs shown on the blitzmeter on the side of each continental board (a very clever concept, which I liked a lot that determines resources per turn as well as end-of-game VPs).
The Reich player gets awarded the VPs from this scale according to their strongest moment of
The UWC player receives VPs for their end-of-game position. 
It may pay the Reich player to hit very hard and fast, even if subsequently some of the territories so gained are lost.

There are optional rules that add powerful use-once-and-discard command cards, secret personal objective cards for additional victory points at game end, UWC Special Forces units (expensive to recruit, very resilient but grant the Reich player bonus VPs if destroyed) and a couple of options to reduce the randomness of the combat element. The unknown game-length rule is a must include in my opinion to avoid the last turn all out syndrome. The optional rules aren’t complex, and I would suggest most should be included once a player has learned the basics of the game.

Before heading into a conclusion, I have to say that I’ve only got this to the table as a two-player game against my partner. With more players playing each faction and with more map-boards in play, the chance to aid and be aided by your allies exists; as well as the threat of the highly mobile Reich saucers zipping along the orbital zones at the top of the map, suddenly turning up where least desired, would increase the challenges and tension.

Once we’d got to grips with the rules in action, the game played very quickly.

Our first play used only the basic rules, but using the optional ones didn’t really add any noticeable time to the games, which is less than an hour per play. We were a bit disappointed, because we both wanted to enjoy the game as much as the movie, but the two-player game felt rather thin, basic and a bit small. There’s only one map-board with seven locations to fight over. There’s an artificial, but workable mechanism to represent the ability of the other continents to provide aid while they fight their part of the war off-screen, unseen. The theme was there, but it didn’t capture us.

The biggest game issue we had was with the combat resolution via the combat cards.

Even having (theoretically) a rough idea of the nature of the card you were choosing, the effects could still be arbitrary and unexpected. This is particularly true when playing the basic rules; the optional rules (initiative & controlled combat) give more control and flexibility in combat, and do improve the game-play, but a significant random element remains.

I’d love to be writing a more positive review of the game than this. Being a fan of the movie I naturally hoped for the game to be good. Would playing the game with four or six players make it significantly better than with only two? A bit, probably, if the other players were also into the film.

Sadly, the theme doesn’t feel integral to the game, and with such a vivid concept that’s a missed opportunity. There’s not enough meat to the game to make it a solid wargame, and the theme isn’t strong enough within the game to enable me to overlook the weaknesses. Described on the publisher’s website as a middleweight strategy game it’s actually fairly light; at least for an experienced gamer, even though first glance at the rulebook may seem daunting!


A sequel, Iron Sky: The Coming Race is slated for 2015/2016; we can speculate whether this may bring about a reprint or improved edition/sequel of Iron Sky: The Board Game.
   

Thursday, 31 July 2014

Military SF Relationship to SF Wargames

   

I like playing games for many reasons, like they are fun.  Also, play is the foundation of learning.  There's lots of research supporting play as being one of the ways people learn new things.  It keeps your brain active to learn new things, which will help you live longer with all your senses remaining intact.  I'm going to be on a panel at the this years Worldcon, which is being held in London,  called LonCon3.  You can read about the panel on military SF I'm on here.

I thought it was as good as time as any to now talk about a few of the military SF books I've read over the years here.

The genesis of the military SF as a sub-genre of SF can arguably be traced back to G. T. Chesney’s seminal novella The Battle of Dorking, which was published 1871.  This tells the story of the successful German invasion of Britain from the deployment of a wonder weapon called the fatal engines; a plot McGuffin that once mentioned is then passed on by.  This novella is seen as a precursor story that influenced H. G. Wells’, in both his well known novel The War of the Worlds that appeared in 1897, and the his later short story The Land Ironclads of 1903.  The latter story has a description of a vehicle called a Land Ironclad, which the modern reader will recognise as a tank, which were invented, and first deployed during the First World War.  Of interest to me is the fact that Wells also went on to write what is arguably the first set of rules to play wargames with toy soldiers, called Little Wars, which I have the pleasure of owning a first edition copy of.  

I am not going to make the argument that SF is in anyway predictive of the future, only that writers were thinking about the future, and the possible changes that might come from the introduction of technology.  The truth is that writers mostly get this wrong, and when they do get it right they often fail to imagine what are called the second order effect of technology.

For example, Isaac Asimov, had one of his characters using a mobile phone in his robot detective stories.  There is a description where a character answers a call, only to reply that he can’t talk right now, because he will causing a disturbance in a public place (oh how we laugh).  While the social change that leads to that may yet arise, the complete lack of ring tones was another thing that was missed.  This isn’t to rain on Dr. Asimov’s abilities as a writer, but merely serve to illustrate that no matter how carefully one thinks things through, one is highly unlikely to get all the details right.  

When authors do predict the future, with what appears to be uncanny accuracy, it is probably a serendipitous outcome, arising from the synergy from the process of research and speculative writing (that's fancy speak for making a good guess).


Probably the most influential military SF novel written in the history of the genre to date is Robert A. Heinlein’s seminal 1959 novel Starship Troopers.  The novel discusses military service and citizenship.  Heinlein sets the story in a future where soldiers don power armour to defend the Earth, from alien bugs.  I believe the story is inspired by the history of the birth of democracy in Greek City states, which were protected by citizen soldiers called Hoplites, who went to war with their panoply forming up in phalanxes to fight; the Sixth Century BC  equivalent of power armour.  

Arguably the biggest influence for the ideas that Heinlein espouses, come from the works of Rudyard Kipling.  In Starship Troopers Heinlein uses his story to have his characters discuss the morals and philosophy of waging war, capital punishment, civic virtue and juvenile delinquency.  When described like that the book doesn’t sound like an exciting read, which only goes to show how good a story teller he was.  

The weaknesses of the story is that while Heinlein introduces power armour for his soldiers he doesn’t foresee the second order implications of the technology.  Therefore he fails to account for the lack of combined arms; in particular the use of close support orbital artillery fire, which would be a no-brainer in the setting.  He also ignores the wider context of waging war by focusing on tactics, and ignoring strategy and operations; this is very much the purview of the amateur military enthusiast.

Finally, while Heinlein may not have written a set of wargame rules, like Wells before him, his story has inspired a board game from Avalon Hill, a tabletop miniatures wargame from Mongoose Games, and a first person shooter to play on the computer.  Not to mention several live action movies, and several animated series too. 

At the same time as Starship Troopers came out, Gordon R. Dickson’s Dorsai! series was first serialised in Astounding Science Fiction magazine, which told the story of a genetic super soldier whose story is about what it takes to command troops in war.  The genetics under pinning the novel are simplistic, which is not Dickson’s fault, as our understanding of how genotypes are the expressed in a person’s phenotype is far greater now than it was then.  The only reason I mention Dickson’s novels is because they were eligible for the Hugo award for best novel in 1960, which was the year that Starship Troopers won it.

From a military perspective there are many things that Dickson omits that would be present in his future, and the genetic stuff is outdated, though at the time I imagine it was thought provoking.  This series had a role-playing game supplement in the Combat Command series of rulebooks.  However, it lacks power armour, or any other mecha; as the Japanese refer to machines like the ones that Gerry Anderson put in his TV shows.

Also, for some reason, Dickson has his troops wearing synthetic leather uniforms, in field grey.  I wonder where he got the colour from?  If you have ever done any physically grueling exercises you will appreciate how inappropriate leather would be for doing said activity.  Unless stinking all the time is good for morale (this is a real problem when wearing NBC uniforms called Noddy suits in the British Army).


Keith Laumer was also writing military SF, and showed that he was capable of extrapolating technology, with stories about cyber-tanks called Bolos.  These first appeared in the 1961 short story, originally titled Frozen Planet, but later changed to Courier.

Laumer’s stories centre on huge sentient tanks that are portrayed as valiant heroes who will sacrifice themselves to protect their creators.  My only comment here is that he didn’t write enough, as I would have like to have read more stories set in the Bolo universe.  The stories are what I would describe as deeply rooted in the high concept of artificial intelligent tanks, but Laumer doesn’t go beyond the basic idea and tell stories about how the institution of war were changed from the introduction of the Bolos.

These stories, along with Colin Kapp’s Gottlos short story, inspired a board game called Ogre and a sequel called GEV from Steve Jackson Games, which feature combat between conventional forces having to face giant cyber-tanks.

I will mention in passing Bill the Galactic Hero by Harry Harrison, published in 1965, because it was written as a direct response to Heinlein’s novel.  It is the antithesis of Heinlein’s work, as Harrison despised the ideal presented in Starship Troopers, and deliberately set out to write a satire of Heinlein’s novel.  Harrison wrote from an unapologetic anti-military perspective from his experience of military service that made him anti-violence and distrustful of authority.

It’s a funny book, and a good read, because Harrison shared with Heinlein the ability to tell stories, but it only exists to counter-point Heinlein.  It describes military life from Harrison’s own perspective of experience of being drafted.  However, the novel fails to address any real implications of the military technology portrayed.  This is to be expected given that it was a subversion of Heinlein’s discourse, rather than a military novel per se, which is probably a reason why it has no board game or tabletop wargame.


The first novel to directly challenge Starship Troopers dominance in the military SF genre is arguably Joe Haldeman’s 1974 The Forever War story, which has two thematic sequels.  The Forever War tells of a war between us and the alien others, using the author’s experience of the Vietnam War for its themes.  Some reviewers like to set this book up in opposition to Heinlein’s, but I think this is a false dichotomy for what can be better explained by the differences in social reactions to the respective wars that the novels draw upon.  

Heinlein is talking after the Second World War, where the struggle was seen as necessary, and broadly a right thing to do.  Whereas Haldeman is writing after Vietnam war, where the struggle was seen as not only unnecessary, but also as wrong.  The Vietnam War was also the first war in history to have real time news footage aired on television, which in and of itself has coloured the public’s perception of war, and resulted in the military’s response to manage information where public opinion can directly effect political opinion.  Something that neither Haldeman nor Heinlein foresaw.

The Forever War book has also inspired a board game.  Given the limitations Haldeman creates in his future setting, from a military perspective The Forever War is also notable as it does introduce the problems of logistics on waging an interstellar war.


Then in 1979 David Drake’s short story collection Hammer’s Slammers was published, which became the first book in a series of short story collections, novellas, and novels that share with Haldeman the post-Vietnam sensibilities of The Forever War.  Drake uses the Hammer’s Slammers series to tell stories showing the effects upon his characters, as they become tools of war.

While I don’t enjoy Drake’s stories as much as I do Haldeman’s and Heinlein’s, what I do think he does through his work is illustrates the effects that the institution of war has on people.  He also shows how technology changes how wars are fought; in this case the deployment of blowers, which are effectively flying tanks.

Besides that, there is a rather excellent tabletop miniatures wargame called The Crucible, written I will add by two friends of mine: John Lambswood and John Treadaway

I have a particular interest in what happens to people when one puts them into armour that enhances their abilities, so John Steakley’s 1984 novel Armor, is important to the military SF genre for its depiction of the psychological effects that comes from doing so.  The extrapolation of the technology takes second place to inner turmoil of the main character.  The latter half of the novel takes place after the war, which serves as background for the events that happen on another planet.  So, Armor, as a story doesn’t fully explore the implications on the way wars are fought, or their impact on society.  However, it still remains one of the seminal power armour stories in the genre.


Robert Buettner’s 2004 novel Orphanage was the start of what is now called the Jason Wander Series.  The books explore the war against the alien others, with troops encased in power armour in a setting that features space and brown water naval action.  The follow-on sequel series features tanks, so Buettner is trying to write stories that cover the whole spectrum of war, and reasons why wars are fought.  The logistics and operational aspects arising when one wants to compel an opponent to stop doing what you don’t want them do is very much at the heart of the Orphanage setting.  All it needs now is a games company to produce a game for people to play in the rather unique setting that Buettner has created.
  

Friday, 27 December 2013

Dalek Invasion Earth



Well today I managed to persuade my beloved non-wargaming spouse to play a game of Risk: The Dalek Invasion of Earth, which I had been given for Xmas.  In the excitement to set-up the game board and play I had forgotten that there were already rules for two player games; after I had dealt three factions out, with the third being nominally controlled by the plush toy kitten's.  They represented a neutral Dalek faction that would attack with each of us controlling their forces on alternate moves.

What is nice about the new editions of Risk is that there are ways to end the game in a reasonable period of time.  In this case the game ends on the eleventh regeneration of the Doctor.  You track his regenerations by using a Clara token that progresses each time a player's turn begins, with some of the slots making you roll a D6 to see if he takes another regeneration if you fail the roll.  So games can theoretically be much shorter than eleven rounds.  Ours was over in two hours, which was mostly down to having to read the special rules, refreshing my memory on how the game plays and taking the pictures for the blog.

The other twist to this version of Risk is the TARDIS moving randomly around the board and wherever it lands no movement or fighting may occur.  Other bits of chrome are the Mission cards that give one bonus Daleks for conquering certain territories, and Power cards that can either reduce or increase the number of Daleks one gets at the beginning of your turn, on top of the usual amount that one is entitled to.  One of the Power cards allows you to move the TARDIS to another territory.  However, after counting the cards at the end of the game the odds are you will lose Daleks more often than you will gain them.


As usual every territory you successfully invade gets you a card that you save up and cash in for more Daleks, based not on sets, but on the number of stars on the card.  More stars equals more Daleks.  Our game ended with the plush toy kittens having the most territories, but if the Doctor hadn't regenerated then my partner was about to hand in a heap load of cards and sweep all who stood in their way off the board.

Of course I know that the rabid Dalek fans who are reading this really want to know if the miniatures in this game fulfill their need for 15mm scale Daleks for wargaming.  The answer is yes, but I would want to replace the plunger arms with pins as the moulded Daleks do not have plungers on the end of the arms.


As you can see above the small Daleks are very compatible with my old white metal ones from thirty years ago.  The mid-size ones appear to be a good match for 20mm games, and the large for 28mm wargaming.  However, do note that two of the five factions are mouldings of the New Paradigm Daleks and they suck.  More details on contents here and where to buy it here.
  

Tuesday, 15 October 2013

Risk Does Daleks



Oh boy, oh boy, oh boy.  Now if only the miniatures are halfway decent and a usable size for wargaming.  Even if not who can resist?  Resistance is futile.  Link here, list of contents as follows:

-5 different Daleks Armies to control (Classic Bronze, Silver, Black) and New Dalek (Yellow and Red)

-10 Mission Cards

-15 Power Cards

-42 Territory Cards

-1 Board (49cm x 75cm)

-1 16 page rules booklet

-5 Dice

-1 Clara Token

-1 TARDIS Piece

-315 Dalek pieces – each army has 42 small, 15 medium and 6 large

Three hundred and fifteen Daleks, they must be mine I tell you.  They will be mine.  With them I shall conquer the world and the Daleks will reign supreme.  Exterminate, exterminate.
  

Sunday, 6 October 2013

Gruntz

 

Last week I received in the mail a copy of Gruntz.  Some of my readers may remember I reported playing Gruntz at last years SELWG, which you read about here.  I enjoyed playing the game, helped by the fact that I won, and receiving the prize of the day and have been wanting to review the rules for Henry for some while.  So now that I have a copy of the rules in my grubby paws my plan is to start work on the review at the end of the month; this down to being in the middle of finishing a novel, which you can read about here, and wanting to play another game or two to refresh my memory of the rules next weekend at SELWG.  I've been following the development of Gruntz over the years (scroll down for picture) and have to say this is one fine looking rule book where I know for a fact has been extensively playtested and revised in light of feedback from the players.

Look, I'll let you into a little secret now.  Promise you won't tell anyone.  It's going to get a good review from me, so go buy a set now and then read my review later.  You'll be glad you did.

I will also be putting a game report and overview as a follow up on here, once the review has been published in Miniature Wargames, along the lines of my Heavy Gear review game I've played.  Though be warned, I will be playing my games using 10mm figures, because that is what I have, and to show that one can do crazy things like that.  So more to come.
  

Sunday, 25 August 2013

The Chains of Command



My copy of Chain of Command arrived earlier this week and has that lovely new book smell when I opened it to read.  Now some of you may well be asking why I bought a set of WW2 rules given that this is not one of periods that I play?  A good question indeed, and my answer is that I'm a rule junky.  I like to read wargame rules that challenge my preconceptions and stretch my imagination and Too Fat Lardies publish fascinating rule sets that do precisely that.

My intention is to use these rules for Inter War games say for the Spanish Civil War, which I do have an interest in, or adapting them for WW1 games, and even stealing the mechanisms for Vietnam era games.  Somewhere deep and dark I have an idea about using the command and control aspects of the game for a near future SF game involving power armour, drones and cybertanks etc.  Muwuhuhahaha!

Anyway, after reading these, watching some games being played and hanging around with disreputable people talking all things Lard, I recommend that you just go and order this set of rules today.  The book is just so chock full of ideas that it ought to have a waning label that says full of addictive fun rules that will make your head explode.
  

Monday, 13 May 2013

Dropzone Commander



Been a busy week writing, or should I say wresting words out of my skull and typing them one at a time onto a screen as I recount on my writing blog.  What I've been doing gaming wise is getting myself into Dropzone Commander from Hawk Wargames.  I'm currently writing a review for Henry at Miniature Wargames.  What I'll say is that the miniatures are sexy and that 10mm is the new 6.

It has been noticed by one of my readers that I've not posted anything about BattleTech recently, and where is the missing battle report.  I will try and find time to write up the notes I made from the last game sometime before the heat death of the universe.  I promise, okay.
  

Monday, 17 December 2012

200 Posts Blowing My Own Trumpet



It was just back in August that I was celebrating the third anniversary of this blog. Oh how we whooped it up in the Paint it Pink household, and now I find I've reached two hundred posts too! Will the partying ever stop? I've even gone through the 40K of pages read milestone too, which slipped by mostly unnoticed by me.

No matter how hard I try to be a good girl and do some more historical wargaming, I inevitably find myself painting up more SF stuff. Especially if that SF stuff happens to be mecha from Japanese anime shows like VOTOMS, Fang of the Sun Dougram, or even Gundam Universal Century timeline stories.

Now that TooFat Lardies have released Quadrant 13, any discipline to maintain forward momentum on my Charlie Don't Surf army, or my Through the Mud & the Blood army is rapidly dissolving in a sea of frothing Q13 frenzy. My recommendation is that you all go buy the bundle right now. Just throw the money at the computer screen.

Other than buy Q13 what else can I say about my 200th post? Well, who would have thought I could write so much? Not me, but there again one can't always see the bleeding obvious when it faces one. My only problem with writing more is discipline that and keeping myself motivated to work. I'm trying to developing my writing skills, so as to be able to have a better understanding of what makes good writing? As I would like to be able to write better stories too.

Other than that, we played a game on Sunday, which while a bit stressful for me, turned out rather well. The rule modifications are starting to really gel for the players and as one of them said "it really felt like a combined arms game, with everything having its part to play in the battle". Expect a report and photographs later in the week. So I all hope you had a nice weekend, and of course we are counting down to Xmas festivities.
  

Monday, 15 October 2012

SELWG 2012: Crystal Palace



Well another year and another SELWG, and as usual another nice day out for me, Trever and Oliver. Of course I forgot to take a camera, but I'm not going to let that get in the way of mentioning a few games and products in passing.

Lets me start with the easy stuff, what I bought. I bought one pot of Earth colour paint and two packets of GZGs not Fatties to go with the not Scopedogs. Talked to Jon and Mel about the conversions I did, and the feedback that I got. As a result Jon is going to consider doing weapon packs, or he is going to ask me to send him my conversions for casting. So watch this space, as they say. No doubt his interest in doing said project would increase with being sent emails from people who would want these done.

Trevor and Oliver played in the Climb Mount Nittaka' run by the Staines Wargames Club. this was a WW2 Japanese airstrike against USN Pacific fleet assets, which they enjoyed, and the game got first in show for best participation game. They then went onto to play South East Essex Military Society's game The Restless Dead, which you can all guess was a zombie game that had lots of kids playing it, and all having a whale of a time while doing so.

I spent sometime schmoozing around the show, looking at new products, and being taken aback by how many new SF rulesets and ranges were out there. Speaking of which brings me to Gruntz. First disclaimer, I quite like Gruntz, and I'm predisposed to like the game as I have been following it for several years.

So, I got to play my first game of Grunts at SELWG. Yay! Boy does it play fast and furious. Robin umpired the game, which was a good thing as I was completely at sea with the stat sheets, and game mechanics having not read the rules in a very long time indeed. Jonathon was my opposition who I guess had played before, or who had a better understanding of the rules than me. He was playing defender with a couple of APCs, infantry and two heavy weapons teams. I was the attacker with a squad of infantry, three small mechs and a large mech.



Jonathon then proceeded to own me by destroying my units one after another, while I failed to roll the numbers I needed on the dice to return the favour. It looked really bad for me, but I very cheekily snatched victory from the jaws of defeat by occupy the base, and asked if this made me the winner? Robin said yes, I had achieved the objective and so I won, getting a GZG prize for doing so, in fact the big prize for the day. I felt quite guilty about this, as Jonathon clearly bested me on the combat side of things, and had the  game gone on another couple of turns would have assaulted his way back onto the base.
  

Wednesday, 28 September 2011

IABSM 3 Teaser




Breaking news just in from TooFat Lardies...

The rules are 104 pages long, full colour. The contents are as follows:

1. Introduction
2. Contents
3. Playing the game
4. The basics
5. The Game Deck explained
6. The Rules
7. Optional Rules
8. Aces
9. Recruiting Your Force
10. Normandy Handbook (Brits, Germans and US for Normandy with orbats, stats etc.
11. Random Scenario Generator; 6 types of random scenario, infinite variety of games
12. Historical scenarios, how to write them and balance your forces
13. Two starter scenarios
14. Two historical scenarios

Richard Clarks said "The cards arrived from the printers yesterday. The tokens are being made, and Hugh Jarce is being cast."

I can't wait to see these rules, just feels so exciting. Previews of the layout look really polished and I think this is going to be the must have WW2 rule set, and I hope to steal loads of ideas from it for my own games.