Gavin’s 3 Questions Regarding
6mm Sci-fi Miniature Wargames:
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Gavin’s Background:
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Much of my gaming experience is with the 28mm, typically in the
Skirmish genre. However, as more and more smaller-scale miniatures began
showing up on news sites such as Tabletop Gaming News (TGN) and The
Miniatures Page (TMP), I became enamored with how much detail some of the
figures could possess, and so I began my foray into games of a larger scale
but using smaller scale miniatures. This was near the end of 2008 or so.
I quickly settled on 6mm, and in my search for a rule set to use, I
came across “Epic: Armageddon.” There were a few competitor rules I looked
at, but at the time, Epic suited all my wants.
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What do I like so much about
Epic?
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Epic had a few things that I have since included in my definitions of
a perfect game:
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So why didn’t I keep playing
Epic?
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Honestly, it isn’t so much that I stopped
playing Epic as it is that I just haven’t gone back to it yet. I still feel
it is one of the best, most elegant rulesets I have ever played. However, as
I started collecting more and more models for my different armies, I started
looking at them and wishing I could use this
unit with that army, and my hunt
for new armies revolved around unit types rather than tactical
considerations…and so I began the hunt for a ruleset that allowed me to “Make My Own Army,” or even, in some
cases, “Make My Own Units.”
I also really wanted just a tad more
in my games. I wanted a rocket battery to feel just a little different than
an anti tank missile, or to have a unit that had a cool defensive measure or
little extra that might make it more unique than another, similar unit on the
opposing side. A few extra special
rules wouldn’t be too bad, and if done properly, could really add some
extra flavor to the game.
As an aside, my gaming time and availability of viable opponents has
dwindled to the point that I rarely get the chance to put lead on the table
any more. This has much more to do with my lack of playing Epic than any
other decision.
SEEDS OF WAR: Once I realized I wanted to “Make My Own (MMO)”, I stopped considering rulesets that had their
own universe (“Seeds of War” by Dark
Realm Miniatures, for example, no matter how good the ruleset was
supposed to be) and started really examining the rules that let me MMO. There
weren’t many.
FUTURE WAR COMMANDER: The first I bought was “Future War Commander.” When
considering games that cater to the “collector”, ie the gamer who buys
figures “just because” and then wants to use them all in a game, FWC is the
current leader and has quite a following. I admit, I wasn’t thrilled by what
I saw, but couldn’t put my finger on exactly why, so it gathered dust until
Aron ran it one weekend for his birthday. I did, however, get a chance to
play “Warmaster” with him, and this was my first experience with the “Command”
system.
I hated it. I wanted to move my units as I saw fit, and have them
fail to accomplish their shooting, or armor saves, or Morale Checks, but not just to do something! Epic had
Activation Rolls, but if you failed the roll, the unit could still do something, just maybe not exactly what
you wanted, or maybe it would just suffer a penalty as well as the blast
marker. And more importantly, failing an activation roll didn’t end your
turn. This goes back to my dislike of IGOUGO, but I just don’t fancy games
that don’t allow me to marshal my forces how I want (in board game form, this
is the “Battle Lore” system by
Richard Borg – it’s just something I don’t enjoy).
The other small thing that bothered me about FWC was the stat lines
of units. Often times, special abilities are represented by “#” or other
symbols. I prefer a Notes section
on my unit that has an entry there to remind me; nitpicky, I know, but there
it is.
STRIKE LEGION: The next ruleset I found that let me MMO was “Strike Legion.” The more I read it,
the more I saw potential in it. I felt that it was like “Battletech” – it had so many options, and picking and choosing
what to use was half the fun. I even ran some games with friends, just to get
the feel of it.
I really loved how the game seemed to encompass all the stuff I was
looking for. Missiles and Rockets and Electronic Warfare were all really
represented well. Field Guns looked and felt like they should, and offboard
artillery and ortillery was quite a reality. However, the execution just fell
a little flat in my opinion.
LACKING SHOOTING MECHANIC: For one thing, the shooting mechanic was
anything but elegant. As mentioned before, in Epic, my unit of 4 tanks firing
at your 4 tanks was a pretty straightforward affair. In SL, it wasn’t. I had
to declare each of my tank’s targets, and then make separate rolls for each.
Your tank 1 might have been hit once, tank 2 was hit twice, tank 3 was
missed, and tank 4 was hit once. Not only was dice rolling not quick, but you
had to accurately mark who got hit and with what.
In addition to this, SL added Hit Location, and differentiated
between Hull and Turret, so now you have to denote that Tank 2 was hit once
in the turret and once in the Hull (or what have you), and remind me when it
came time to inflicting damage where it was that I hit. In a game that should
be streamlined at the regimental level, this wouldn’t fly, and this is why I
believe that SL is more of a battalion-sized game and not the large-scale
combined arms regimental combat I want.
EXCESSIVE COMBAT TABLES: The other thing about SL was that it had
tables to refer to in combat. Once I hit and rolled for damage, I had to see what I hit. I imagine that in time I
could memorize the tables (two, since there are different locations for hull
and turret-ish), but that isn’t the speed of play I am looking for. Combine
this with unit cards for each unit, complete with hit points and hit
locations and expendable munitions that need to be tracked, and it just slows
play down.
STRIKE LEGION’S GOOD VARIETY: I do,
however, really like the way SL uses different sizes of dice, and I do
appreciate the different weapon types. Having an Armor value work against
ballistic/gauss weapons, and Shields work against Lasers or energy weapons,
was kind of cool. If the to-hit process was more streamlined, it could have
been a winner. I’ll revisit this later.
DIRTSIDE II: I admit that this is pretty much my experience with
rulesets at this scale. I have read, but not played, Dirtside II, but can’t
stand the idea of chits for combat.
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What else do I like?
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Dice: As mentioned before,
I like different types of dice. I like them representing troop quality and
shooting values, I like them representing different weapon strengths, and I
generally prefer anything to the bog-standard d6. I just don’t like the d6 as
a randomizer, and the d20 is way too generalized. The d6, d8, and even d10s
all can work in concert together, if done properly. I feel that SL got a lot
of this right.
I DON’T like weapons that cannot damage a potential target. This could
lead to something running rampant and without consequence. There are many
ways to represent a horribly tough unit, such as incredible defenses,
multiple wounds, etc, but weapon strength to armor strength tables (as seen
in both “Warhammer 40K” and “Dropzone Commander”) have at least a
few situations where something cannot hurt another unit. I think, in general,
this should be avoided.
Bases: How a unit is based
is important to me. Having a unit based for one game, which then does not
work for another, pretty much defeats the purpose of having a generic game
that works with everything. Epic did this really, really well: it stated that
there are minimum measurements for basing, but that “almost anything goes”.
Tech Levels: I like the
fact that not all armies are created the same. I like the concept of defining
different technologies and assigning them to Tech Levels. I think that when
building an army, taking the TL of the units should be a major consideration,
and should affect cost of the units in general. I think Strike Legion did
this pretty well, but his unit building computations got so insane that many
of us tried to write a “Unit builder
spreadsheet” and failed. I hear buzzers going off in my head at the
thought of this, showing just how wrong this is!
TECHNOLOGICAL COST EFFCIENCIES: I also think SL did it right by
allowing a unit at a higher level TL to buy a lower level tech item and get
some savings from it. My TL 10 tank with TL 10 gear and an average crew
should cost slightly more than your TL10 tank that is running TL8 gear and an
average crew. It might be minimal, but I think it should exist. It could be
even just that a d6 gauss weapon requires one tech level, while a d8 is
slightly higher, and a d10 is even higher still. This is, in my opinion, one
thing SL did really well. If only the author had the foresight to then print
the TL of the unit on the unit card! This is such a major considering while
building the unit, that it should be shown to the world during game play.
Close Combat: Who doesn’t
like the idea of sword-wielding tanks?! This is one of those philosophical
issues that is almost too scary to touch, but that I feel both “Epic” and “Dropzone Commander” got right:
Again, this is a touchy subject, and making CC too hard to manage
would really be eliminating or penalizing an “Aliens-type army” maybe too
much.
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So what do I wish I was
playing?
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Epic, with build your own rules. Seriously. Add a bit of meat from SL
and you could have a perfect game. But how do you marry two differing game
concepts:
Man, isn’t that the million dollar question?
Again, if SL had simplified its to-hit system, and then had a
competent unit builder that didn’t require calculus, I’d be all over it.
How do I think it should run?
Let’s say I have a unit of 4 tanks, each with a burly gauss weapon
and a smaller laser gun. Your 4 tanks have medium armor and medium shields. I
roll my 8 attacks: 4 gauss and 4 lasers. This is probably done with one die
per attack, which is based on my Quality (like “Tomorrow’s War”). Maybe in my case, I am veterans and am throwing
d8’s. Three gauss and 2 lasers hit (maybe the formula is similar to SL: base
range gives a to-hit, modified by what, armor, special defenses, your skill,
terrain, Electronic Warfare?). I roll my 3 gauss versus your armor and get 1
hit, and roll my 2 lasers versus your shields, and get 2 hits. Now you assign
3 hits and be done with it.
Maybe these tanks are 2 wounds per, and one is knocked out right
away. Maybe the extra wound, if it just “sits” there until the end of turn,
is discarded like it is in FWC – not sure. I typically prefer higher defenses
rather than multi-wound models, to ease record keeping, but certain circumstances
like ‘War Machines’ in “Epic” might call for it.
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What will I play in the
future?
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I’d play most anything that let me play with anything from my
collection, and would really love something that let me build my own units. I
think keeping a Force Organization in play is important, otherwise I could
really take a 100% air force army and mob an unprepared enemy with it (even
in Epic, taking 2 units of flyers versus someone with little to no Anti-Air
is a train wreck waiting to happen). Maybe giving three or four doctrines to
choose from, which defines how many of any given unit type you could take,
wouldn’t be amiss…but that’s another hard call.
I wouldn’t play anything that made me roll to activate my units, “Warmaster-style.”
I wouldn’t play an IGOUGO system, and in the vein of my first point, might
buy the rules for (but not play) rules that wanted me to own proprietary
models.
Why do I write all this? Do I have hope for the future of my own wargaming? Yea, I think so. I think I am desperately hoping that Polyversal is the next "big thing". Commercial games are important to me because they bring people together (just look at the Epic community over at Tactical Command and how massive and international it is) and can be easily shared and played with other people. If it isn't the "one" (and let's face it - many of us gamers suffer from the "looking for the next big thing" syndrome), then maybe I'll need to embrace FWC, or SL, regardless of their faults, or just get used to forever proxying in Epic. Or maybe someone else will bring out "the next big thing" and it'll be something I feel comfortable getting on. Or...I'll just be stuck daydreaming and not actually playing. Wow, what a sad waste that would be...and something I should really be conscious of and avoid!
I know this was a lot of free-form rambling, but I wanted to get this
down while I had the creative juices going. I hope this helps, and I would be
certainly willing to expand on any point I made here, or on any that I
missed.
Thanks,
Gavin McClements,
February 2013.
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I happen to be in the same boat as you. Same games and everything. I do happen to think that Dirtside2 with dice is good but needs to be massaged
ReplyDeleteIt sounds like you'll enjoy HorizonWar...
ReplyDeleteHavent heard of Horizon War, and it didnt come up on Google. What is it?
Delete"ea, I think so. I think I am desperately hoping that Polyversal is the next "big thing"."
ReplyDeleteYou and me both, Gavin.
We are working on it, and I believe it will hit many of these boxes for you. Variable Multi-sided dice? Check. Regimental Scale? Easily. Alternating actions? Yes, but not necessarily predictable. Ease of gameplay? Oh yeah. I want to kill things, not account for things. Make your own? Absolutely. There will be individual rolls for each attack, but they resolve quickly and easily. (one roll, not rolls to hit, save, and damage).
Anyway... hang in there. Polyversal is coming. Like a superheavy tank.... slowly, but you'll know when it hits.
Ken Whitehurst
Thanks, Ken! Its hard to hang on when no news is forthcoming...but really glad you stopped by!
ReplyDeleteHave you heard of Prophecy of War? Free rules with a bit of a following. Never tried them but they looked like a fun time.
ReplyDelete