Thursday, 12 February 2015

Horus Heresy Novella Review: Tallarn: Executioner By John French



After the nonsense of reprinted anthology novellas as premium books we finally get to another proper slice of the Horus Heresy. Previously an Event Exclusive book released a few years back it is finally time for the common man to get his mitts on a copy of Tallarn: Executioner. I’ve been looking forward to this one, Tallarn is a fairly large event in the Heresy as the once verdant world is outright murdered by traitor forces, necessitating the transformation of the populous into hardened desert fighters. Obviously I’m not expecting a great deal of that to be covered in a book that spans barely 100 pages but it should serve as a tantalizing hors d'oeuvres for the main course to follow. It’s another book by John French and I have rather enjoyed his work thus far. He has a habit of peppering his tales with suckerpunches and writes a pretty bleak story so I am expecting a respectable body count and a few shocks by then end. It should be interesting to see what he does with this brand new Theatre of War…

Considering the scope of exactly what is going on in the narrative it is perhaps surprising then that John decides to write a small contained piece. There are no grand sweeping battles and the like here and this is about as far from Bolter Porn as you can get (actually i'm not sure a bolter is ever fired). Also considering it is the Iron Warriors laying siege to (actually just outright killing) Tallarn they are barely mentioned. All the elements of the book that deal with the invasion and the decimation of the planet are doled out in detached impersonal mini chapters of a couple of pages each, interspersed throughout the main narrative like an observers footnotes . Indeed the Iron Warriors arrival and subsequent assault is all dealt with in under two dozen pages, not even a quarter of the total page length. Now this is perfectly adequate, you will be fully aware of what is going on but it is a departure from the norm nonetheless. In lieu of the larger narrative the Author decides to focus on a subplot revolving around a battered tank squadron that forms part of the resistance for the survivors (all underground – the surface of Tallarn is rendered completely uninhabitable by virus bombs) as they venture back up to the surface in the only way they can, in large airtight vehicles and wearing radiation suits. Thus the Tanks of Tallarn: Executioner become more than just weapons, they are their occupants only hope for survival, the only way they can conduct themselves when they are not huddled underground. Not even knowing who has attacked them, the action in the book is told in a series of gripping tank battles fought in the fog (or at least dust) of war on the devastated surface. Against overwhelming odds the Tallarn strike back against the Iron Warriors fighting a guerrilla war
where they can in the name of vengeance.

Being a john French book its not all action and there is some strong characterization here as well although in all honesty the character templates have been seen before many a time and we aren't really getting anything new. There are a few nice touches though and although the dialogue can sometimes be a little stilted the actions and experiences of the people in the story hold our attention. You do genuinely feel for them even if some are not all that they seem as John seems to takes great delight in revealing later. (nothing like finding out you’ve been rooting for the wrong guy all along!) Astartes? Forget it, the Dramatis Personae includes NO Space Marines. Not one, nada. No named marine characters and I’m not even sure that one speaks in the book… There is a half glimpsed description of one and a brief scene where a squad of Iron Warrior terminators engages a tank after their Land Raider is immobilized but all elements including the Astartes are told from the perspective of mortal humans. This lends a grounding to proceedings that pulls in the reader, placing them more squarely in the action. Humans are much easier to characterize than marines and therefore there is a sense of gravitas when the character list starts to be cut down even if they are not doing anything particularly heroic. The book is stark and unflinching in its horrors with the virus bombing and subsequent calamity particularly graphic.

Overall Tallarn: Executioner is a story about survival and determination and redemption and also… well I cant really reveal that in a spoiler free review! Nothing presented is particularly original and there is barely anything tying this into the heresy apart from the setting. That said what is here is very well written and the introspective nature of the narrative and focus upon a small group of characters pays dividends with this size of book. It doesn't feel stretched or light. However, the author does throw one hell of a curveball towards the end, setting up the very bleak ending although that is something I expect from John French by now. In fact the ‘twist’ as it were does feel a little forced and doesn't sit easily with the rest of the story. It doesn't derail what has gone before, just overshadows it and it feels a bit superfluous. Certainly I felt enough good work had been done by that stage that I would have been just as happy if the twist had not been present. But I think Mr French has done a good job here, His refusal to allow the Astartes centre stage is to be commended and I have to say I thoroughly enjoyed the book and ploughed through it pretty quickly. Of course this is but a taste of the Battle of Tallarn and the next installment has just been announced in Tallarn: Ironclad as John French returns...

In the first Ltd Edition Full Length Horus Heresy Novel....

Sigh.

Al

score: 4 Vanquisher Tanks out of 5

Tuesday, 10 February 2015

Horus Heresy Novella double Review: The Crimson Fist and Prince Of Crows

I wondered for a long time what the straw that broke the camel’s back would be regarding the Horus Heresy and Black Library. In this age of exclusive short stories, Event exclusive books, Ltd edition Novellas, countless audio stories and a noticeably reduced volume of actual novel releases that actually deal with the main thrust of the story, I have been patient, I have been quiet. I have continued as a loyal reader since the days of Horus Rising, I have even adopted the large format paperbacks with a sigh of resignation as I gave up waiting 6 months to get my latest fix. But this? No, just no. This is not on, and I am about to tell you why.


As time has gone on, one of the main points of contention has been somewhat negated. The Ltd Edition Novellas have, after an age, been rereleased in a still premium but more accessible format. I have reviewed a fair few of these now and for the most part they have been pretty good, offering an insight into a few of the background machinations of the Heresy and its Characters that cannot always be gleaned elsewhere. So when I saw that Crimson Fist was to be released I was a bit taken aback. I was sure I had already read that story somewhere before. A quick perusal of the Shadows of Treachery revealed I had, it had just been reprinted as a standalone premium novella and released. not cool BL. Not. Cool. So, this was one Horus Heresy Novella I would not be picking up. Good excuse to reread the story in Shadows of Treachery again for the review though!


The Crimson Fist is actually the first story in Shadows of Treachery, it’s a pretty fine story too. Rogal Dorn has sent a rather large chunk of his Legion to go give Horus a smack for daring to turn against the Emperor, not knowing the full extent of the Heresy. Unfortunately the Fleet lead by Captain Pollux has been somewhat waylaid by a warp storm and is cut off and stranded. Awaiting an attack that they know must be coming we get good insight into the Fists discipline and martial attitude as they do what they do best, prepare for war. Back on Terra, Dorn finds out the reason his chosen son Sigismund elected to return to Terra with him rather than commanding the fleet as he was instructed. The action, when it arrives is punchy with some of the Horusey’s most memorable void battles and the reader is invested in the fate of the beleaguered Imperial Fists as they battle to overcome their attackers. The Crimson Fist is a story about battling against impossible odds, about duty and honour and fealty and perceived betrayal.

 Though it will never be regarded in the same circles as the classics it is a strong straightforward punchy story written by John French full of grit, blood and shattered ceramite. Not at one point does the prose descend into wanton Bolter Porn, the focus kept firmly upon the fight against the odds that Dorn’s legion find themselves embroiled in a battle against. French is also not afraid to leave a REALLY bitter taste in the mouth of the reader as Duty and Honour war with each other with crushing and injust consequences. The only weak part of the story is that which is away from the action, that which deals with Dorn and Sigismund on Terra. The nature of Sigismunds secret feels somewhat underwhelming and a bit rote, though I can certainly understand what John is trying to convey. It feels overwrought and a bit bombastic for what it is, taking the focus away from what is really going on, though it certainly serves a purpose and there are some insights into the mind of the Imperial Fists Primarch which we haven’t really got elsewhere. Rogal Dorn does some across as a bit unlikeable but I suppose a Demigod of War is not going to be the most gregarious of individuals after all.

So overall a decent story. Worth reading. And if not for the fact it was released ages ago in a normal priced normal sized novel probably worth the buy. Right, what’s next? ‘Prince of Crows’ hang on………….

SERIOUSLY?!?!

Prince of Crows is the final story in Shadows of Treachery. I’m not even kidding, that is a full half of a book that has been released separately in a premium format afterwards. I mean come ON. I have no problems with these books making it to anthology format later. I even had no problem with Heresy content featuring in generic compliations like Hammer and Bolter (as short and sweet as that was) I DO have a problem with books that have previously been released in a cheap and convenient format THEN being released as a premium novella. People may not be aware of this option, especially if they dip in and out of the Horusey and only pick up the major books. I can handle books like The Imperial Truth being Event only in the knowledge that EVENTUALLY they will be rereleased to us normal folk who don’t wish to pay obscene amounts on Ebay. But this? This just seems cynical and greedy. Sigh, lets take a look at Prince of Crows.



I’m not sure if half the reason this was released was the Author you know, Aaron Dembski Bowden is a very bankable name for the Black Library. The First Edition of Talon of Horus sold like hotcakes and he is more proficient than Dan Abnett these days with Dan lured to Hollywood (and why not) pushing The Warmaster back again and again and again. Now we need to get one thing straight. Aaron IS the Lord of the Night Lords. His 40k Trilogy (featuring many of the same characters) is very highly regarded and when we do eventually get a full Night Lords Horusey novel (im sure its coming) it will be Mr Dembski Bowden who writes it.

So it should come as no surprise that Prince of Crows is also rather good. Set after the Night Lords are attacked and forced into retreat by the Dark Angels, Konrad Curze lies in a critical state after having the snot beaten out of him by Lion el Johnson. Sevatar, firm fan favourite, takes it upon himself to lead the Night Lords in his absence, something that doesn’t go down so well with others. As Sevetar wrestles with his detractors we get a fascinating insight into the early years or Curze as he develops on Nostromo. This is something we haven’t really seen elsewhere and whilst other Authors seem content to have Curze be something of a boogeyman in the Heresy, Aaron at least lends him some gravitas and substance with some poigniant writing that will allow you to empathise with the Night Lords primarch even if you still detest him. Other than Curze though the real star of this story is Sevatar. The pages positively sizzle with his presence and he is at once witty cruel and devious. As a character he has got a bit of a divided reception amongst readers but there is no denying that this is actually his story and HE is the Prince of Crows (wait till you find out why) As Sevetar and his Kyroptera (yes ADB Knows the scientific term for bats! ) struggle to retain control of a legion threatening to tear itself apart whilst still strike back at the Dark Angels the machinations within this Traitor Legion are laid bare. The book also ends promising that full length night lords novel (come on ADB we know it’s coming!)


Thus Prince of Crows is also a very good read. I therefore find myself in something of a quandary. The quality of what is on offer here is very good, Prince of Crows probably just about comes out on top as the characterization is so very strong, but they are both fine reads. Were these novellas the only way you can obtain the stories within then I would likely have little issue in recommending them even at the premium price point. Unfortunately you can pick up Shadows of Treachery which also includes a handful of printed audio stories which tie into the theme of the book for a quarter of the price of these two so just buy that instead. Hopefully this will be the end of this kind of release and I am greatly looking forward to the next few novellas (both previous event only exclusives) time will tell. 

Do yourself a favour and buy this instead....
In short don’t buy these two novellas and justify this bizarre strategy from Black Library. DO pick up Shadows of Treachery and enjoy two finely written stories that way instead, anything else would be Heresy.

Al


Saturday, 31 January 2015

Guest Review: Necron Codex Cryptek Edition by Mauler.






It's been a while since I've written anything proper so while I've (appropriately) got October Tide playing and it's snowing outside (think of it as ash, then its appropriate too) I figured I'd do a sort-of mini-review of the nifty Cryptek edition of the new Necron codex. This is not a codex analysis but rather a look at what you get.

First off, this is my first collector's edition codex for 7th edition, my others (Dark Angels, Tau, Farsight Enclaves, Eldar, Iyanden & Tyranids) are all the previous edition releases: smaller but cheaper with just a natty cover and numbered owner's certificate. The current edition's collector's releases are significantly more expensive at £100 vs the old £60 price, so what extra did I get instead of a box of Tomb Blades and the C'Tan that I want to get my hands on? Well these releases are a lot more involved than the previous edition's; with the Cryptek edition your £40 above the 6th edition's offerings gets you an additional "book" containing a Necron galactic map/Decurion detachment poster, six metal objective markers, a whole bunch of datasheets with a unit from the codex on each side as well as the codex with an awesome cover, all wrapped up in a fine black and gauss-green slipcase.







Is it worth an extra £40? Well, that depends. Most Necron players would say yes seeing as there's only a thousand of this release in the world and you get cool stuff specific to your army. By GW's standards it's reasonable; the metal objective markers would probably retail for £10-15 as would the poster (which is still cheaper than their artwork available at Warhammer World but the artwork IS generally far nicer) and the datasheet cards. Looking at the individual items and adding their estimated value to the old cost of a limited edition book then yes, in that context it's a reasonable deal...if you consider Games Workshop's prices to be reasonable. Otherwise from a non-hobby perspective you're paying £100 for a book in a slipcase with some extras thrown in which is somewhat...steep. Still, books are valued by the wise and the Cryptek edition sold out on the evening of release so GW still have the scales weighted in their favour with pricing.



Once the slipcase is slid open a gauss-green inner edge is revealed with the pack's #xxxx-1000 ID number printed on it. A nice touch, while not as personal as the certificates accompanying some of the previous edition's collector's books this is much harder to misplace or get damaged. Within the slipcase is the codex with it's unique Overlord artwork on the front cover and a second "book" or case containing the extras with new Cryptek artwork on show.

The codex book itself cuts a fine, fine figure of a tome in that it's flat and pretty. A subtly mottled matte black background surrounds an embossed gauss dakka green Overlord wielding a warscythe and resurrection orb. Necron glyphs & circuitry edge out of the picture which lacks any form of title but Codex: Necrons is printed on the spine as usual, embossed on the matte finish in a gloss black. Betwixt the covers is the standard codex on 120 black-edged quality pages with an electric neon yellowy-green marker ribbon. The brightly coloured ribbon I find oddly excellent, it makes a change from the usual black ribbons in some of the other codices.


The second "book" has a pocket for the poster on the inside front cover, opposite this is black foam-like material with a recess for the datasheet envelope and six cut-outs for the objective markers.

The poster doesn't need much describing really, on one side there is an org chart of a Necron Decurion detachment with every unit depicted which I find rather dull personally while the flipside is a galactic map overlaying awakening Necron tomb worlds and associated Dynastic territories onto the standard Imperial galactic map that we're used to seeing. Very cool if you like your background and lore as you can see exactly which sectors (and associated Marine chapters) are about to have their danglies grasped by the cold necrodermal grip of a robot hand.


There was some confusion initially between the Necron datacards and the datasheets contained within this release, but they are indeed two separate things. The datasheets are double-sided A5 cards containing the codex's unit & formation pages scaled down and are absolutely not the much smaller C'Tan powers & mission objective cards found in the Necron datacard pack. Those still have to be bought separately if you don't want to use the powers & objective lists found within the codex. This is the first time I've seen unit datacard pages scaled-down in an official product and I think it's a really good idea. Once you're familiar with the general & weapon special rules for Necrons (some are the same, some aren't) all you need are the cards for just the units you've fielded and the back page of the codex with the unit & weapon summaries. Obviously not as handy as just searching a digital codex for keywords but still less effort than flipping through a book.

The objective marker tokens are great. While not as splendid as they would be if polished, the tokens are coins with the Necron ankh rune on one side and a number on the other with a brushed metal finish. As someone who has zero proper objective markers these are far nicer than anything I could've made myself so they will see plenty of use no matter which army I'm fielding. The brushed metal feels suitable for the faction, lacking the brilliant shine of a metal newly polished and, yay, they're not plastic. I'm impressed, grimly, of course.


Overall I think that this release is a job very well done by GW, despite the fairly high price tag. The poster, IMO, is of questionable use but the other items certainly are practical and will be useful for most players. The quality of the package is of the usual high standard throughout and it feels like a premium product.


As for the codex itself from what I've gleaned so far it's a step up from the old book with a more resilient Resurrection Protocols mechanic, some wargear improvements and a fair few points drops for units that seriously needed it. Lychguard & Praetorians got significantly cheaper even with Dispersion Shields bumping up to 3++ from 4++ and Rods Of The Covenant getting their range doubled to 12" so expect to see more of both of those units. Gauss weapons went back to their old mechanic of glancing/wounding on rolls of To Hit of 6s instead of "just" glancing. Wraiths got a sideways move from Jump Infantry to Beasts, trading HOW for a constant 12" even before charging. Some utter psycho also bumped them up to T5 now while keeping their 3++ save for only 5 points more, which is kinda baffling. All Destroyers are now Jetpack Infantry which means they lose their unused HOW in exchange for more mobility and a further move on average. They also gained a wound. Scarabs had their Entropic Strike changed to be a melee version of Gauss (damages everything on a 6) but no longer lower a vehicle's armour value.

 


A fair few other things got changed, mostly for the better due to lower costs, better rules and/or more wounds/power. The C'Tan are now absolute monsters with two new (but random) shooting powers available per shooting phase, some of which are proper nasty. Flayed Ones became a LOT less LOLworthy and over 25% more killy thanks to being armed with a pair of claws now for an extra attack and AP5 Shred. It's not all dark sunlight and rainbows of death for everyone; if you're a bit of a cheesemonger and like to spam units like either Scythe and Annihilation Barges you're going to be gutted because Tesla Destructors no longer arc into adjacent units and on top of that ABs and Night Scythes both went up in cost by 30 points (so you'll have to put some real thought into your lists for a change :P). Cryptek wargear got stripped right back to just five items and HQ characters no longer get widespread access to cheap Sv2+. Mindshackle Scarabs got a proper stamping, down to a simple 3D6 Fear check. Warriors are now 10-models minimum and a Ghost Ark still has a max cap of 10, making it impossible to attach a character and embark a full squad. I said this wasn't really a codex review and I guess that was half a lie. I like this codex, it got the work it needed to be more flexible and balanced. That's pretty much it. Thanks for reading if you made it this far! M.

Monday, 5 January 2015

Game Review: Star Wars Imperial Assault


I've been looking forward to this. – warning, this review will be FULL of Star Wars quips and quotes, I am ridiculously excited about this release and now I finally have my mitts on it (I have you now!) I can tell you all if it was worth the wait. This will be a day long remembered…….


It started a Long time ago (ok August) in a Galaxy far far away (somewhere in America) at Gencon 2014. More or less announced out of the Blue (Harvest) Imperial Assault is a Star Wars themed spin on FFGs established Descent system. They were demoing it at Gencon alongside the X-wing Fleet spin off Armada, which is the game that was generating the most hype at the time and another we hope to have reviewed soon). Then the covers were whipped off this miniature combat game in a blaze of fanfare (Probably not the 20th Century Fox one but that would be cool). Ill be honest, I was sold pretty much without even knowing anything about it. It was always going to be a day one purchase for me, I mean it has an AT-ST in it! Fantasy Flight are at the top of their game at the moment and pretty much a safe bet, and to anyone who disagrees I can only say I find your lack of faith disturbing! I checked out a few Youtube vids from Gencon and became more and more excited about the game and its potential. Expected in January, FFG pulled their own Kessel Run and released it a month early (right on top of Christmas, gah!) still, I was committed so grabbed a copy. I’ve had a few games now and though I am itching for many more i'm also eager to review the game.




That's no game, it's a space station:

Actually no, it is a game but the box is HUGE!!! Taller than any other FFG game box that i recall seeing, its impressive, most impressive. It should certainly grab the attention of causal browsers on the shelf. It is thankfully not particularly hefty however (although it looks like it should be) so you wont have to be strong enough to wrestle a Gundark to get it home. Upon opening the box you are greeted by the usual shrink wrapped tiles and counters. These are of typical FFG quality, which is to say very good. Similar to X-wing components in thickness and detail they will not be troubling Space Hulk anytime soon for best game components ever but are perfectly serviceable and in the upper tier of component quality and all detach from their card housing without any problems. But don’t get cocky....






These are not the Tiles you are looking for

There are 59 double sided tiles in the box with environments that vary between Jungle, Desert and Death Star along with a few other environments, not many of these are rooms so you will not be able to build massive maps but to be honest most of the games i have played thus far have only required a dozen or so tiles anyway and i am sure that you will be able to create a sufficiently impressive arena for the inbuilt skirmish mode, were you to utilise them all. Finding the right tiles can be an absolute bastard though and i will have to find some way or organizing them that eliminates the 10 minutes or so searching for the right one especially as they are ALL numbered, even the very small connecting pieces.

‘No, This one goes there THAT one goes there!’



I’ve made a lot of special modifications myself

Beneath the Card you will have, well cards. Lots of cards in fact, some large some small, split over about a dozen decks. Not all of these are used in each game mode so you wont be drowning under decks but there are enough cards to suggest the complexity behind the game and they can seem a little daunting at first. They are nicely designed and the artwork within is original and of varying quality but nothing stands out as particularly poor. You will probably want to get some of the FFG card protectors to keep them pristine and you will need a fair few packs. There are upgrade cards, mission cards, side mission cards, agenda cards, event cards. Strategy cards equipment decks, Lots of cards. More than enough to provide a unique experience and allow you to tailor your character.


He's more machine than man now...



Aren't you a little short for a Stormtrooper?

So to the miniatures (an important distinction from playing pieces –more on this later). These are the among the finest figures that FFG have ever produced. Far above the likes of Talisman, they are well detailed and look like they will be fun to paint. Obviously they ARE still gaming pieces so don’t expect super fine detail and they are a little bendy in places like weapons and lightsabers but nothing too deal breaking. They are made out of the same plastic that all other FFG figures are but they certainly look the part and are all one peice figures apart from the AST which requires a minimal amount of assembly (although the turret gun is a right pain – a bit of trimming is required to get this to fit and you have to be careful not to break it). Overall the miniatures are very impressive. Dont take my word for it, look at the pictures! The core game also comes with the expansion packs for Vader and Luke (more on these in a bit) so that’s a nice glimpse of what lies ahead for the game. The imperial forces comprise of, Stormtroopers and officers. Imperial Probe Droids, Royal Guard and E Web blasters. The E-webs in particular are very nasty and clever use of them can decimate the heroes in no time. The only bugbear is that they are all monopose so all the models look identical but this isn’t a massive problem.

The Models really are very impressive


Bounty Hunters?! We don’t need their scum

Other than that it’s an assortment of mercenaries (bounty hunters and mercs are a separate faction which as you would expect ally with either side) Particularly nice are the Nexu which, once the mould lines are taken off will look fantastic. Im sure more scum and villainy will be announced in course. Droid bounty hunter, IG88 is one of the upcoming expansion packs and i would be astonished if a certain Mandalorian didn’t turn up sooner or later....

You’re a member of the Rebel Alliance and a Traitor!

Speaking of the heroes, 6 are included in the game, each has different abilities and characteristics and play styles varying from the tank Wookie to a spy sniper the mandatory Jedi Exile, a Rebel General and a couple of others. Despite the 6 available heroes the game is 2-5 players with one player always taking the Imperial Forces. This player acts as the GM and the other players work as a team to achieve the objective which can vary greatly. Some missions are on a turn or time limit but if they are not then the onus is on the Imperial player to keep pressure on the Rebel Players. There is a Campaign mode in which you will partake in a selection of around 30 missions, incorporating a branching structure but even after that is exhausted there is also a skirmish mode, to prolong the life of the game. The game is largely based upon the Descent game system with a few tweaks and scales rather cleverly with the heroes receiving upgrades and bonus activations if they are less than 4 in number. With staus effects and special damage rules adding a bit of spice to the pot the opportunity for tactical play is huge and co-operation and forward thinking is absolutely critical if the Rebels are to emerge triumphant.

Mark my words, that precise strike is NASTY

You’ve taken your first steps in to a larger world.

One thing that really impresses is the attention to detail and the authenticity of the product. This is not just a Star Wars skin on an existing product, this IS Star Wars, the setting, the characters, the missions and the events all feel firmly imbedded in that universe which allows for some wonderfully narrative and personal feeling scenarios. Already in the handful of games i have played there have been some memorable Star Wars moments that feel just right. With the addition of skirmish mode the potential for this game is very high. You will be able to create bespoke Star Wars experiences at will and i think the longevity of the game will be substantial even if you choose not to pick up any of the expansions. It will take you a long time to exhaust the potential within. The campaign has replayability as it is branching and won’t play the same every time with the mission order changing dependant on the victor. 



 


“Boba Fett? Boba Fett? Where?”

Of course it wouldn’t be FFG if there were not some expansions on the way and the first wave of character packs is already announced. One of the pleasing things about these is that they are designed to replace tokens already in the set. So they are by no means necessary. Of course they do come with additional missions and upgrade cards so there is worth in picking them up, and of course who isn’t going to want the Han Solo and Chewie figures? BUT they are not a necessity and you can use the characters as they pop up in the game with the tokens provided. Of course as mentioned you do get Luke and Vader in the core set to let you know what the expansions are like. Vader has cropped up in one game already and the Sith Lord is as deadly as you would expect. As i have already said i would be astonished if Boba Fett did not also turn up in a future wave.

The first Wave of figure packs, Expect many more

General Solo is your strike team ready?

Of course the main draw of the expansion packs will likely be for the skirmish mode of the game where you choose points and go at it in battle with balanced forces. For this you will be able to field small units of rebel troopers, spies and other mercenaries. There would therefore seem to be an almost limitless amount of expansions that will be released although i would be suprised if anything other that infantry made an appearance from this point on. A bit further down the line a Hoth Expansion would be ice. But until then i guess FFG are just Taun-Taun us with the possibilites. Nonetheless the scope for expansion here would seem to be limited only as far as the license and as FFG have already demonstrated with a BRAND NEW to Star Wars Imperial ship, they have a lot of sway with Lucasfilm in this regard. I would expect a great deal of support to be put into this game over the next few years. I mean lets face it, X wing is about to get its SEVENTH wave of expansions and there are a lot more characters than ships available in the star ship canon.

Do you NEED another AT-ST? No. Are you going to get one anyway? Probably

How hard can it be?

So as a package its all very nice. Good quality and it continues the standard that you expect from Fantasy Flight products. But how is it to play? Well, a lot of fun to be honest, easy to pick up the basics but with hidden depth…as with all new games there are elements that require a little more thought and possibly some FAQing but in general the ruleset is rather robust and concise. Alternate activations ensure tactics remain forefront of the players minds and as each turn progresses the Imperial Player gains Threat which he can use to reinforce his squads or even bring on new units. Each activation consists of two actions so players have to calculate carefully in order to give themselves the best hope of victory. Thus far i have only played the tutorial and a couple of campaign games but flicking further through the book i can see the complexity of things will increase greatly with more rules and ideas being introduced as the stakes are raised. The size of the maps also gets quite a lot biger as more models come into play and although the few games i have played thus far have been very swift (between 60-90min) i don’t think this will be the case towards the end of the story.

 In my experience, there’s no such thing as luck
Combat is done via bespoke dice in a clever system. Rather than different stats for combat each model rolls different coloured dice in order to calculate attack and defense. Each dice has different ranges and damage output and amount of ‘Surges’ which are used to activate special conditions. Defence dice can cancel surges, block a number of hits or even in some instances dodge the attack entirely. Its a system that works really well and ensures a fast paced and exciting experience. By using the dice in different combinations all sorts of different weapons and powers can be replicated. A long range blaster might have high accuracy and range but do less damage so uses 2 blue dice. Whereas something less accurate with a shorter range may well a different combination. There are also ways of boosting your dice rolls via special abilities or Focus which adds a green dice to all rolls. For example, some heroes can use Strain (another stat) up to their limit to enhance rolls or debuff enemy rolls.



“I want them alive — no disintegrations!”

Once your hero has taken its maximum amount of wounds you flip its card over, the reverse side of the cards typically features reduced stats and special abilities, the wounds are wiped and once you have reached the maximum again then you are out, but only out of that mission. You’ll be back for the next game. Imperial units are dead however once they leave the board. The Imperial player will have to hope for reinforcements. But then the imperials do not gain Experience, only Influence to bolster their forces.

“Adventure? Excitement? A Jedi craves not these things!.”

Speaking of experience, the Heroes level up as time goes on with XP points granting access to upgrade cards and improved weaponry, the imperial Player gains INFLUENCE which can be used to hire bounty hunters or curry favours from certain Sith lords. Creating bespoke campaigns is also well within the scope of the game and one could easily see a string of missions revolving around Vaders hunt for Luke (the game is set directly after Episode IV) or whatever else gamers fertile imaginations can come up with. As i said, even with the limited amount of games i have had there have been some very cinematic moments and i am itching to be able to give the rebels a go and forge my own narrative. With each expansion pack coming with an extra mission which you could incorporate into a campaign im sure the games will continue for a long long time.

So all in all Imperial Assault gets a VERY high rating from me. In fact i would struggle to really indentify any problems with it at all. However, in a attempt to prove i am not being paid by FFG i will address one or two issues that i came across in a summary of lightside and Darkside points.

Lightside:

· It looks great, the box looks impressive and upon opening its the typical FFG high end components and card.

· The models are a step up from anything that has been attempted previously, not far off miniature company standard. They will be a joy to paint.

· The game has massive potential for replayability and expansion

· It is fast paced and easy to pick up but with hidden depth and complexity added as the campaign progresses using the myriad of additional decks of cards.

· It feels 100% like Star Wars, so much so that i almost expect George Lucas to announce a special edition with a bunch of unnecessary changes.



Darkside:


· The Box may be great, the contents may be great but the inlay? What the Hell FFG? Its awful, it actually prevents putting the components back in the box easily and it’s just generally a pain, i'll likely wait for KR or one of the other foam companies to produce a bespoke inlay.

· The AT-ST is a lovely model but getting then nose cannon in is a real struggle, i was worried about snapping the barrels off as the fit was that tight (i actually had to trim the plastic)

· The rules, although fairly tight are not waterproof, i feel there may be a few areas where a FAQ would be beneficial as a few areas are open to interpretation and there certainly seems to be a couple of exploits that the Rebel players in particular can take advantage of all too readily. I have read far worse rulesets though, and again it is typical FFG quality which is to say very high.

· The components layout is also a little cumbersome. Tiles are a nighmare to find and tokens litter the board. One would think there was a slightly easier method that could have been adopted. Good housekeeping during gaming sessions is essential


Finally perhaps the biggest issue, cost. This is not a cheap game. With an RRP of £80 it is a substantial outlay. Not to say that it is not worth the money, there is a large amount of hig quality components within and lets not forget you effectively get two expansion packs for free. But is it a high price point and it is about to get even higer. Enter the Beuracrats (the only Prequel quote!) there has been a bit of a legal tussle recently with Hasbro over Imperial Assault. Essentially, the rights for Star Wars BOARD Games lies with Hasbro. FFG hold the right for Star Wars Miniature games. This is why you’ll find nothing referring to Imperial Assault as a boardgame anywhere. It is sold as a tactical game of miniature combat. To be fair i see their point, tiles do not make a board and they are certainly miniatures as opposed to playing peices, BUT would you call Space Hulk a boardgame? It seems that the powers that be do and have sided with Hasbro. Hence FFG will have to pay a levy or royalities to Hasbro for each copy sold. I can only see this making a costly game even more expensive. Whether or not this puts buyers off will remain to be seen. This is an exceptional product and pretty much a dream for any Star Wars gamer. The miniatures are really nice, the tiles/board is of good quality and there is a HELL of a lot of replayability and expansion potential. The rules, although not watertight are robust and the game experience is a lot of fun. More importantly the whole thing positively REEKS of Star Wars, it feels authentic and right and sometimes to get something that good i guess you have to pay a little more. The Force is Strong with this one....

Al

4.5 Death Stars out of 5

Monday, 8 December 2014

Horus Heresy Book Review: The Damnation of Pythos by David Annandale.





What makes a Horus Heresy novel if not the name? Damnation of Pythos is easily the most ‘filler’ book in the series so far and yet it is one that despite a few major flaws I really rather enjoyed and respected too. It is credit to David Annandale (in his first full length Heresy novel) that he has managed to address hidden depth and moralities in a series that has all too often become action orientated if not outright degenerating into Bolter Porn.


However, before we get to the real meat of the book let's have an overview of the narrative. Much as the last few books have greatly expanded upon Ultramar’s role in the Heresy we have had a large amount of focus poured into the shattered remains of the victims of the Istvaan Dropsite Massacres, no longer just a footnote in the annals of the 31st millennium, now the Iron Hands, Salamanders and Raven Guard have added influence in the greater narrative. Damnation of Pythos deals SOLEY with these three (traitor legions notwithstanding) as their ravaged forces look to make a meaningful impact on the Enemy in the wake of their catastrophic defeat. Coming across a mysterious beacon on a forgotten world they are beset by horrors both tangible and ethereal (much of the book is Marines VS dinosaurs) and as their human counterparts start to unravel before them they must make a meaningful stand against the Damnation Of Pythos.


Roles are by no means equal within the book Indeed the vast majority of page space is given to Ferrus Manus’ legion alone with only a few supporting cast members from the Raven Guard and Salamanders making an appearance. This however is a good thing as the vastly reduced Dramatis Personae (even within the ranks of the Iron Hands there are only half a dozen named characters) means that the author has time to explore some refreshingly complex ideas.


And of course being the Iron Hands these ideas largely revolve around the most established of Sci Fi tropes, Man Vs Machine. As the Iron Hands continue their quest of the abandonment of the Flesh do they grow more detached from what the Emperor planned for them to be? Even the fact that Manus was still largely flesh is addressed and this is easily the most in depth and detailed look at the nature of the … Legion, what they have gained and what they have lost. The token presence of the other two Legions only serves to put these elements in stark contrast as well as provide a Foil for the dispassionate and mechanical Captain Atticus. His approach to War is methodical and efficient and brutal, thinking nothing of civilian losses in his mmilitary pursuits. Despite all of this Atticus is quite admirable if not readily likable or even identifiable. Indeed The Salamander Kidhem is the link
between the excessively weak human elements of the Story and the totally inhuman Iron Hands.










So whilst we have the bionic Marines and their counterparts on the one side the book is balanced by a large human element with the non astartes serfs and another introduced factor that appears a bit later in the book (fear not these reviews are spoiler free) These parts of the cast give Annandale the opportunity to explore another of the books main concepts. Faith. With the horrors of Pythos proving too much for many of the humans to take the Leticus Divinitus takes hold and the worship of the Emperor provides their only means of solace. With the Emperors divinity being embraced by lesser mortals the Astartes are forced to question what they know time and time again as the Damnation of Pythos becomes more apparent.


And later events in the book are suitably epic and dramatic, beliefs are shaken, heroes die and this more than any other is a book that truly brings home the grimdark nature of its setting even if it has little to do with the heresy overall. In fact The Damnation of Pythos feels distinctly old school in scope and subject matter. This may also be the first Horus Heresy book to have NO primarchs in it, at all, indeed that may be what makes it feel so detached from its series counterparts. Apart from mentions of the recent massacre and the Astartes ignorance over the true nature of the warp this book could have been set at anytime in the last 10,000 years of the 40k timeline. Its is testament to Annandales skills that even without the #Primarchs he manages to create several multifaceted, memorable and strong characters


BUT, The Damnation of Pythos is not perfect, in fact in places the narrative stumbles quite badly. Split into three uneven parts the tone of the book alters drastically and at times seems almost schizophrenic. The pacing is also a little off and although I am pleased the author has restrained from resorting to Bolter Porn the action beats in the middle third are stilted and oddly placed. This is more than made up for in the last section of the book however. The other failing that I would have to lay on the book is that some of the writing as regards to the motives and actions of the protagonists is a little clumsy or at least out of place. Put bluntly it is hard to believe that the Emperors finest warriors can exercise such poor judgement as can be found in this book. Deaths are easily preventable and overall the Marines just come across as incredibly naive and done. None of the actions make sense, things are done and indeed not done against all reason. It’s a bit jarring when even the reader is second guessing Astartes judgement or foreseeing an obvious trap. It’s all the more out of place as supreme military brilliance is displayed earlier on in the book in some sublime space battling.


Another problem that Damnation of Pythos has is it really doesn’t need to exist. Although some worth is to be gained from the reading, overall it is more or less entirely pointless. A non event in the larger scale of the Horus Heresy that barely manages to justify its own presence a sidestep in the Heresy narrative Though it is laudable just what Annandale has achieved one cannot help that feel that such a throwaway narrative may have been best reserved for a Novella rather than taking up a full novel (few and far between as it is) release. Of course were that to be the case then there is a good chance that the aspects of the book that I am congratulating in the first place would not exist!


Not enough happens and it feels like often events happen only to justify events immediately before hand as if the author had an idea and then the narrative just ran away on him leading to some writing that is very hard to comprehend leading to the reader becoming more and more bemused, never a good sign. Overall the book gets a pass from me, it is far from the worst book in the series and although it has some problems justifying its own existence there is merit within and some refreshing character development and advancement of the moral scope and some of the more philosophical aspects of the universe. The book has some juicy morsels within but unfortunately the stew on a whole is rather bland and thin.

Al

3 rampaging Suarians out of 5

Wednesday, 20 August 2014

Horus Heresy Book Review: Vengeful Spirit, by Graham McNeil



It's weird having to wait for Horus Heresy books again, now while i wait for either the next limited edition novella to be mass released or the next entry in the series (Damnation of Pythos by David Annandale) i find myself even more looking forward to the continuation of the story even though i know 80% of what happens!
Still this means i get to get some other reading in, i am still wading through the molasses that is Malodrax and i have Thorpe's latest Dark Angels book to read, i also have the Tome of Fire omnibus sitting on my shelf so you could say there is plenty to keep me occupied but always my mind keeps coming back to the Heresy.

Much of this i put down to the high quality of the books of late, aside from a few noticeable exceptions the titles most recently released have been very good (Angel Exterminatus almost single handedly galvanized my interest in the series after it had been sapped by endless shorts and novellas. Of course that book was written by Graham McNeil, certainly one of the finest in the series it was the veteran author in top form and i loved every single second of it. Now McNeil returns, a scant 6 books later with Vengeful Spirit.

It has to be said that although there has been a cameo here or there, Horus has been somewhat absent from his own heresy. Of course this is understandable given that there are 18 legions to cover and even now some of them haven't really had their moment. Still it's nice to see the Warmaster take centre stage again even if he is not the only Primarch to be featured. Here it is Horuses attack on Molech that is under the spotlight as his legion return to the very world they bought to compliance so many years ago.

Now i will say that i don't really care for the reasoning behind the Warmaster's return to Molech, a hackneyed plot regarding seizing the power of the Emperor that He had for some reason left there. In general i feel far too much is being attempted with  the Emperor. I preferred the mystery, He is diminished and made to look like little more than an opportunistic trickster by events here. I can see on one hand why they are doing it this way i just don't think it is to the Heresy's benefit.

Horus himself is also starting to grate ever so slightly, although he is still well written and rounded he actually comes across as more humane and gregarious than many of the loyalist primarchs. Now i know that Horus is meant to be charismatic and likable but i am having a few problems reconciling the Horus we are seeing now with the monster that will assault Terra and destroy his father. Still there is still time for this transition i suppose, at the moment im just wondering when the real Horus will stand up. One thing that is very well portrayed is how Horus feels towards his fellows. In this book more than perhaps any other i really got a strong sense of brotherhood that has not always been prevalent in this series.

There was only one other thing that really bothered me about this novel and that was the blatant plug for Imperial Knights. Now i guess we will never know whether Graham just wanted to write about the Knights because they are awesome or he was instructed or pressured to do so in some way. But the way in which they are shoehorned in is pretty shameful and superfluous. Now in fairness Graham does do a pretty good job of integrating them into the plot (even if it is something we have seen MANY times before) it just feels a little forced on the whole.



So what DO i like about Vengeful Spirit? Well there is some great Nurgle stuff in here although on the whole Mortarion takes backseat for much of the book. Fans will cast a knowing nod as one of Grandfather Nurgles favoured scions makes a reappearance on these pages. Also pleasing was the reintroduction of some characters that we had not seen (i have not indulged in a great many of the Audiodramas yet) since the early days of the Heresy although their role in the book seems largely designed purely to have them in a set place at a set time and makes very little sense overall.

In fact there is a pervading sense of a return to the opening books of the series, be it returning adversaries, the Mournival, or just echoes of events of Istvaan III it is pleasing to see in a series which has arguably become too engrossed in breaking new ground. Ironically it is Vengeful Spirit's insistence on trying to do too much of both though, which really proves its undoing. There are far too many different plots and sub plots going on for this to be a coherent narrative. I've not even mentioned the plot thread about yet ANOTHER perpetual. Overall it means that things get a bit jumbled and this is why the addition of the Knights feels even more superfluous than it might have.

Of course the action is very well written as you would expect and there is a fair bit more carnage in this entry than there has been in many of the recent books in the series. It is also probably worth mentioning that this is by some way the most substantial book released of late. Giving BL an excuse to raise the price by a couple of quid notwithstanding this is a mighty tome indeed. Weighing in at over 500 pages there is a lot of story for your money here its just a shame its not more coherent. It's almost the opposite of Unremembered Empire. That felt like half a book, this feels like 2 books crammed into the space of one large novel with the narrative suffering as a result.

So that is Vengeful Spirit, thanks to Graham McNeil's talents it is still a pretty good read though by no means his best work. It certainly pales in comparison to Angel Exterminatus. It suffers from a bad case of bloat and far too many disparate nonsensical plot threads all going on at once. It does have some superb battle scenes and yet again finds a way to cram Ultramarines into the narrative as their profile in the Heresy is raised still further. It has a pleasing tendency to refer back to earlier books in the series and if you have not read at least the opening trilogy of the Heresy i would certainly advise doing so before picking this up. For all its failings it is by no means a disaster but one is left to wonder just how much better a more focused and coherent story would have been. At the end of the day i finished this book in less nights than there are knights in the book itself so i guess it cant be all that bad.

Al

3.5 Knights out of 5

Saturday, 16 August 2014

Kickstarter review: Battle Systems Sci Fi terrain

Kickstarters, we all know about them, many of us have even backed some. Crowdfunding is a big thing now and possibly nowhere more has the impact been felt than in the hobby we all love. Hundreds of small companies and even one man bands with a great idea can now launch those ideas without having to take out a potentially crippling loan to raise the required capital. Of course this has the double effect of saturating the market with lots of alternatives (no bad thing) whilst eating away at our hobby budgets all the more. From there being just three or four options we now have potentially hundreds of different games and systems to choose from. 

The picture that sold me on the Terrain


So what makes a good Kickstarter? Well, an original idea helps, well presented with decent stretch goals. Delivering it on time (or at least with minimal delay) is also a bonus, albeit one that fewer and fewer manage these days. Keeping the backers informed is also a massive thing, after all these people have put their cash into your idea, they are essentially investors. And of course you have to deliver a quality product at the end of it that matches what you promised in the first place. Some KS do very well at some of these things but I’m not sure I have seen one that delivers on all fronts until now. Step forward Battle Systems. Surely one of the best run KS campaigns I have seen to date and one that will take some beating. 

Plenty of Stretch Goals will always help a project along


The product was simple. A stunning looking terrain set made from cardboard that could be assembled in a variety of different ways and had the capacity for multi level builds. It was something that hadn’t been offered before (the closest would be the Terraclix stuff but that was largely Fantasy based) and presented in a very exciting way. Stretch goals in the forms of unlockable add ons and free extras combined with the great updates and obvious enthusiasm from creators Colin and Wayne ensured the project was funded in short order and ended up generating a great deal of interest. It raised £219,000 from a £21,000 goal so was  extremely successful. The fact that it was released (coincidentally or otherwise))) alongside Prodos games’ AVP probably helped no end. Certainly the two seem to go together perfectly and have already been featured together at several open days. 

Really fantastic looking stuff, this is exactly what we ended up with


Now as many people know once you have funded the project quite often it will go very dark with sporadic updates from time to time usually informing of a delay of some description. As I write this it has been well over a month since I had an update on three of the five KS I backed at the end of last year. This is nothing unusual, sometimes there is nothing to say, the production of the goods is underway and until they are actually shipped the companies involved are often far too busy to do much in the way of updating. However some would argue that these parties have a duty to keep their customers/investors informed, after all its our cash that they have and Kickstarter firmly removes itself from any responsibility meaning that that money is essentially lost should things go tits up (just ask the backers of the recently cancelled Altfest) 

Which made it all the more pleasant that Battle Systems embarked on a sterling campaign of updates and communication. Be it little previews of artwork or updates on the design process, we never felt neglected. Production updates followed along with assembly videos and tutorials on everything from care to storage to tips on improving the durability of your scenery. It was exceptional and added a personal touch that many Kickstarters lack. It was clear that they were just as excited about the project as we were and I am very pleased to say that the Conclave will have an interview with these most excellent chaps soon. Any problems (and to my memory there was only one, involving the clips) were revealed upfront with no subterfuge and a revised shipping date was revealed and met. They even provided the name of the ship transporting our goodies so it could be tracked every nautical mile of the way! Absolutely flawless and a benchmark for every other Kickstarter out there. 

So after a superlative campaign I finally have the scenery in my hands, and after pottering about with it for a few days (closer to a week) I’ve finally assembled most of it, got it all off the cardboard sheets and can tell you all about it. 

We all tracked it every inch of the way thanks to Colin and Waynes updates. 


Firstly it looks GREAT, the design work that has gone into it is truly excellent and I envisage a great many games being played over this stuff as it looks stunning with a lovely high quality finish. Now I will say it doesn’t work out particularly cheap, I paid around £150 to cover a 3x3 space which admittedly is pretty much standard these days. But when I see the amount of actual product that I got for my money I in no way feel short changed. Not only is the look of it fantastic, much thought has also gone into variation with many of the components designed double sided so you can have pristine or damaged looking items. It’s another nice touch that helps you mix things up a bit or change things up mid game (though ill discuss that a little later). Even the floor tiles are double sided. Its things like this and other little touches that add so much character to the set. Battlesystems have provided everything you could need to build a multilevel Sci Fi interior and designed it in a way that makes assembly reasonably easy if not necessarily quick. 

Pretty much everything comes off of the sheets nice and easily, with only a few of the gantries tearing and requiring a little repair at some point so I would advise using a knife on these. Assembly is also for the most part pretty easy and intuitive although there were a few bits that flummoxed me somewhat. Thankfully Battle Systems have a series of assembly videos that will have you covered, showing you not only how to put it together but also where you may need to make adjustments to make up for imperfections in the cutting tools.

Ah yes adjustments. You will be making a great deal of these to your set. Now to be fair Battle Systems have never shied away from this, being totally up front about the fact that you will need to take to the set with a knife from time to time as minute variations in cutting are inevitable. Their reasoning is that it was better to make the slots err on the thin side rather than be too large as you can always cut a little out. In practice this does mean that a SHARP knife and cutting mat is utterly essential in the assembling of this set. Failure to do so will result in you having to force parts and that is where you will damage things. In all honesty although the percentage of adjustments required was pretty low (maybe something like 20%) it was still far more than I had expected and greatly added to the time required to get this thing together and thus write this review!

Can't wait to get some games in on this!




Another unfortunate side effect of this is that extra strain is placed on the card and sometimes your adjustments (particularly to smaller parts will cause the cardboard to fray. Now again Wayne and Colin have been up front about this and did do a video advising that you can use liquid superglue applied with a brush to the edges which will essentially coat it with plastic making it much more durable. It’s wonderful advice but my experience is that this is in no way an option. It is MANDATORY, it’s not that the card quality is crap or ill designed it’s just something that is always going to happen with card scenery of this ambition and complexity. To be honest there are many parts that you will probably glue together anyway as you will be unlikely to take them apart again. 

At the moment none of this is glued but it will be, things like the turbine will never need to be taken apart. 


So that’s a knife and superglue that you will need to assemble all this stuff (and there is a lot of it!) Thankfully 80% of the stuff went together absolutely fine, the elements that caused a little hair tearing were the doors (the surrounds require adjustments EVERY time – make sure you watch the vids!) the struts for the docking bay (an add on so not many of you will have to worry about that but I nearly lost my shit) and the crates.



Oh the crates! One of the main issues with card scenery is anything bent in a U shape, basically as you make the bend the tension on the concave part of the card will cause it to try to come away and fray. Certainly I encountered this problem on more than one of the crates I assembled. No adjustment will prevent this you just have to be VERY careful when you bend the card. Grip it tightly and bend it slowly and hope for the best. Thankfully this will be on the inside of the crate where you’ll likely not see it but it is there nonetheless and could impact the durability of the item. Again, just glue it, you may as well and these are one of the few bits that are non-reversible. In face even with many of the parts that ARE reversible, I’ll likely be gluing them anyway. I don’t really see this a set where you will constantly be able to switch stuff around without damaging it anyway so likely much of it will remain semi assembled for me. 

Dynamic and multi leveled. Pretty easy to assemble too


Now if it sounds like I am being overly negative about the terrain please be assured that is NOT my intention. I love this stuff, I think it looks great, it is designed around the gamer and you can do a great deal with it. Zone Mortalis, AVP, Infinity, Sedition Wars, the list of games that this could be utilised for is massive and I can see it getting a great deal of use. It is a quality product which has been supported and delivered in an amazing way. With the Fantasy/Dungeon equivalent soon to be unleashed I can only see this getting bigger and bigger and it should put Battle Systems on the map in a way that they absolutely deserve. 

The set does require a little work from you then in order to get the most out of it. My recommendation would be to use the superglue edging (after you have penned any sections you want to) otherwise the set may well not bear up to the rigours of regular gaming and assembly. There are only a few bits here and there you will need to worry about though and due to the inventive design you can easily store much of the set at least semi assembled. Plastic tubs are my own method and should keep everything nice and safe. 

Storage is a piece of cake... much of it is still assembled. 

and plastic tubs for smaller parts. 


Summary:

So I have rambled on long enough about this wonderful terrain set, im sure you will all agree. As a kickstarter its was beyond my wildest expectations. First to arrive out of all the ones I backed (and by some time by the looks of things) and a quality product to boot with great communication and post campaign content. From care to storage to even using pens to colour in the exposed edges Colin and Wayne have gone above and beyond the call of duty on this one and I greatly look forward to their future projects. 

As a retail product I am not so sure however, the product is certainly of a high enough quality for general distribution and there are no obvious flaws with it that I can discern but the amount of preparation work needed may dissuade some. I cannot honestly say that Battlesystems is ready to assemble out of the box. Certainly its not suitable for the young due to the amount of cutting that is flat out required. Whether or not Colin and Wayne can find a way round this for the eventual retail release or whether the issue is insurmountable time will tell I guess. Even in the event that this issue cannot be overcome I would still readily recommend the terrain set, just be prepared to put some time into it before you can use it. I also am unsure about the durability if it is constantly taken apart and reassembled but as i have said you can get round this by gluing some bits together and storing it semi assembled. 

Made for each other?


So that’s Battlesystems, it’s a great set and a shame that I have to wait for the other KS to turn up so I can get the full use out of it. With loads of potential and possibilities in set up it’s a set I can see being utilised a great deal and as much of it can be stored semi assembled it should be reasonably easy to assemble. Its a great product that has been produced with a lot of love and enthusiasm and i cant wait to get some games in on it. If you missed the KS experience (and I would recommend it) then the Dungeon version should be launching anytime now. …

Next up from Battle Systems......