Monday, 30 March 2015

Game Review: Star Wars Armada



Unveiled last year it has seemed an intolerable wait for Star Wars Armada. Due in January it has been delayed a couple of times now and we've had the unprecedented event of a second wave being previewed before the core set is even released! Indeed i was starting to fear it might not appear before Star Wars day. Thankfully though, it has at last been released and i can finally see if it lives up to the hype.

And such hype there has been! Ever since the release of X-wing people have rather been clamouring for the larger ships in the Star Wars universe to be featured. The problem is at that scale a Star Destroyer would be in the magnitude of several meters long and entirely impractical in game. The most Fantasy Flight Games were able to do was come up with some roughly scaled medium size ships such as the Rebel Transport and CR90 Corellian Corvette, and even then these ships required a different rule set so far removed were they from the agile dog fighting depicted in X-wing .In addition, games of X-wing were becoming somewhat bloated, with large scale games involving more than half a dozen ships per side becoming somewhat unwieldy and cumbersome.

Enter Armada.


Star Wars Armada is FFG's answer to all the above, a completely different game at a totally different scale.  Based around capital ships, it finally gave the gamers the Star Destroyer they had been demanding. Well Kind of. More on that in a bit.

We'll discuss the game and first impressions of the rules in a bit. First lets look at the box. The first thing you notice is that it is substantially bigger than the Core set for X-wing, the box is comparable to the box for Imperial Assault though i'm not sure it needs to be, especially the depth. Still, it does set it aside from the MUCH cheaper X-wing (we'll discuss price later too) and it does look FANTASTIC. The models are presented much the same as X wing at the bottom of the box and i must say the Star Destroyer in particluar does look impressive. Most impressive..


The box may be oversized but it contains ample goodies. 
Upon removing the lid and getting to grips with the ships you can see the detail is pretty fine, its certainly up to par with the X-wing models though the paint is lacking a little in places. Still quite a few people actively repainted their X-wing ships and i don't see it being any different here. They are certainly serviceable enough for prepaints and STILL light years ahead of the Star Trek Attack Wing equivalents. It is worth noting that there are a fair few more fragile elements to the ships though, care will need to be taken to prevent breakage of antennae and the like. This fragility is extended to the Squadron ships which are by necessity a lot smaller. These are not prepainted and are instead coloured plastic with much reduced detail though i'm sure they can also be improved should someone feel the need to apply some paint. Be careful when putting these into their bases as too much Force (sorry) could see you snap them.

Finally, a Star Destroyer, albeit only Victory Class. .

And there is a fair bit of assembly required overall with much more involved than X-wing. Shield facings have to be attached to bases and the Squadron bases are pretty complex due to their many features, though of course everything is up to the usual FFG quality and slots together nicely. Once its all together it looks mighty impressive and its clear there is a lot more plastic in Armada than X-wing. The fact that moving dials and tabs on the base mark activation and remaining hit points is very cool and makes book keeping much more simple.

The Rebel Ships are also rather nice. 

Other than the ships its the usual cards and tokens and such, though you get the sense they have tried to keep the tokens to a minimum compared to X-wing which could often become cluttered with effects tokens and maneuver templates. For example commands and maneuvers are now dealt with by a dial, which adds more plastic to the deal. Also worthy of mention is the maneuvering template, Rather than use the set templates from X-wing to represent fighters sharp turns and loops, a bespoke plastic template has been designed around an impressive movement system designed to emulate the movement of capital ships. Again, we'll get to that in a sec.

Tiny little fighters, not to scale but then how could they be?


Cards wise, Armada does feel a little light. there are a few upgrade cards and ship cards and of course the ubiquitous damage deck but you'll have to wait for more expansions to build up decent decks. There are cards for upgraded versions of each ship in the box though so a bit of variety is imparted and unlike X-wing there are objectives rather than scenarios, these also are presented on cards and you choose one of 3 to complete should you be playing that kind of game. The Dice also differ from X-wing as the core mechanics for combat are vastly different.

So that's what you get in the box and its all really rather nice though it does seem expensive for what you get. But how does it play? Well i'd hardly let the day pass without getting a game in so i dragged the space board out and Lee and I had a game. I took the Imperials and Lee was to command the Rebel scum. I didn't take notes for a full battle report so think more of this as a rough idea of how the game went with a rules review for added flavour. First up we had to choose our commands. This is one of the rule mechanics that make Armada a much more tactical game than its fighter based cousin.

In the command phase you choose what special tactics your capital ship is going to use. The great thing about this is that you have to plan ahead, some ships you'll be choosing what you will be doing a turn from now and in the case of the Victory class Star Destroyer (not a full Imperial Star Destroyer im afraid, though that is in wave 2) you have to plan even further in the future! Basically you have a stack of command dials and when you choose your command you place it at the bottom of the stack. Its an intriguing mechanic and adds a lot of strategic depth representing the reaction time of different ships extremely eloquently. There are four different commands you can choose from and ill get to them all in turn in a bit.

'Aaah, our first catch of the day'

Once command dials have been chosen you reveal them alternately firing and moving each ship in turn starting with whoever has initiative which switches players turn to turn. It is important to note that you shoot first and THEN move. Of course this meant that the first turn Lee and i both picked the NAVIGATE command for our ships as we knew we'd be out of range. this allowed us to increase or decrease speed and perform an additional turn. Lee had initiative and so moved his nimble Rebel Corvette. He hadn't moved in range of my Star Destroyer and the Imperial ship was already at its maximum speed of 2 so i couldn't do a great deal this turn.

After you attack and move the capital ships you take turns activating up to 2 squadrons at a time. These can either move OR attack  not both and have a very short range. As you activate each one you push a tab through to indicate that it has taken its action. /its a great way of keeping track of what you have done and who you still have to move. Once all the squadrons are moved you reset any used tokens and its the end of the turn..

The second turn things finally started to happen! My Imperial Star Destroyer chose the CONCENTRATE FIRE command allowing me to add a dice to my attack pool. Now the way shooting works in Armada is also completely different from X-wing. Each facing of a ship has attack values be they red blue or black which represent dice. How many of these you will get to roll will depend on range. At close range all three colour dice are used, at medium red and blue and at long range only reds. My Star Destroyer only got to fire its reds but it was enough to strip the shields of the Imperial Corvette on the front (Shield values are also per facing)

Things heat up as the Star Destroyer takes a battering before obliterating the Corvette. 

Lee's return concentrated fire stripped down a couple of shields from my Star Destroyer,and such was the positioning of his Corvette he then dealt damage too as he was able to hit it with two facings worth of attacks! Rolling accuracy results  on the dice meant i couldn't use my defence tokens. (there are no defence dice in armada, instead you use tokens to mitigate the damage, but if you use it again before the end phase you lose it) In one thing that IS like X-wing  critical damage cards are dealt face up losing me a defence token permanently as my crew suffered the brunt of the Corvettes fury.  The Squadrons buzzed round each other, blasting chunks out of one another, the X wings on top.

With the initiative back with him in turn 3 Lee had chosen ACTIVATE SQUADRON for his frigate as his command allowing him to activate an amount of squadrons equal to his ships squadron Command factor  early, The X wings blasted one of my TIE squadrons to pieces and put even more hurt on my Destroyer. But figuring by this point i would have taken damage i had chosen REPAIR as my action at the start of the game which gave me engineering points i could use to recover. Plus my Star Destroyer had ended up more or less nose to nose with his Corvette. I unleashed the full firepower of its prow weaponry (3 red and 3 black) utterly destroying the rebel ship. Knowing my destroyer had taken a bit of a battering i moved it away from the remaining rebel frigate.


With the Star Destroyer completing a leisurley circuit of the board corner, Lee tries to finish off my TIEs

The next turn i repaired as well (again chosen three turns ago) as Lee did his best to take out my squadrons. However the TIEs were coming out on top, even though i was still losing squadrons. Lee tried to use his frigate to help but it was of limited use.

As my Star Destroyer kept moving away it became clear i had to worry about going off the board so i put a NAVIGATE command at the bottom of the stack. Thinking so far ahead was proving a real novelty and he game had got very tactical. Lee had managed to get round the back of the destroyer but at long range wasn't really doing damage. It was up to the squadrons to provide entertainment and their numbers dwindled still fewer as they continued to battle.

this was pretty much the way of it for the next couple of turns as i JUST  managed to keep my Star Destroyer going off the edge of the board (and losing me the game) with my well timed Navigate options. By the time my Star Destroyer completed its circuit it had also managed to repair much of the damage done to it, We had lost time of how many turns we had played but agreed the game was probably over as Lee had little chance against my Star Destroyer coming up behind his frigate. The squadrons were also all wiped out except one stand of TIEs. We called that it and agreed a lot of fun was had.

So that was our first game of Aramada. Verdict? Its VERY good. More depth and a far more tactical game yet somehow STILL quicker and easier to play than X-wing. FFG have totally nailed that capital ship feel and this new ruleset would be much more suited to WizKids Star Trek Attack Wing than the system currrently used (a rip off of X-wing's). This is not just X wing with different ships, the whole system has been overhauled. The Movement is great and the new template a thing of wonder. The models are solid and look fine without being spectacular and the way the shields are represented on the base is a masterstroke, doing away with tokens on cards and other such record keeping.

Wave 2

The way shooting works is also great, with the reduced dice at each range step proving a major factor when allocating your attacks (you only get two per ship activation and they must be from different facings). It all just WORKS and i cannot find a damn thing to fault with the rules or the balance of the game after this brief taste. Everything is different without a vast variation in stats too The ships just FEEL different from one another, from the lumbering, three turn in advance command, slow Star Destroyer to the nippy, quicker to react, smaller rebel ships. X-wings are slower but stronger than TIEs but are much better at attacking capital ships. I cant wait to see the rules for dedicated bombers when they show up in a wave one expansion. It was almost like playing BFG all over again and i cant wait to get more games under my belt and pick up some more ships. We played a very basic game with no upgrades or hero squadrons (you can use Luke and Howlrunner as elite squadrons) so there is even more depth to be explored at a later stage. More ships would have prevented the slightly less dramatic end stages but i don't feel that this is a game that will work with massive fleets. I really would say that 3-4 Capital ships per side would be ample. Especially when you factor in the Squadrons that you would accompany them with.

In fact the ONLY bug bear i can level at the game is its price. at nearly 3 times the cost of X-wing it is a substantial outlay for a core set, Yes it is a much bigger box (something i think FFG have done on purpose as it doesn't need to be quite so deep) and yes you do get a lot more for your buck. The Corvette and Frigate are about the same amount of plastic as the three fighters you get in x-wing and when you factor in the additional plastic in the command counters and the bases and also the squadrons then the deal you get does seem to get a fair bit better, There is no arguing you get more of an idea of the full experience with the Armada core set than X-wing but i still think that £80 is too expensive. 50-60 seems fair. Of course there are a number of potential reasons for this inflated price...

1: Imperial Assault. As i said in my review of this excellent Skirmish Combat game FFG lost a court ruling regarding board game licencing and have to pay a levy to Hasbro for each copy sold. It could be that Armadas higher cost is designed to mitigate this loss.




2: Decreased additional sales: I don't think  as much will be spent expanding fleets in Armada as it was in X wing. As i said 3-4 Capital ships and a dozen squadrons either side seems to be the most i can see being comfortably fielded. I shudder to think how much i spent on X- wing over the years but i don't think ill be dropping quite as much on this game (or at least i wont NEED to) certainly in getting duplicate ships. this may explain the increased buy-in cost. I certainly wont be picking up multiple copies of the core set to bolster my forces..

Wave 1. But mostly more of the same. I'll have the squadrons but other than that its Wave 2 for me. 

3: Because they CAN: X-wing is HUGE, much bigger than anyone expected. It is a very popular game and FFG  have struggled to keep up with demand leading to several shortages (Millennium Falcons were going for frankly silly money not long ago... )  Armada must have seemed like a licence to print money. Maybe FFG finally succumbed to the Dark Side.

Also wave 2: spot the Falcon!

In the end i suspect it might be a combination of all three. Nonetheless there is no denying Star Wars Armada is a fantastic game. An amazing effort that really drives home the feel of capital ship combat. The two expansion waves announced thus far will surely not be the last, though i don't recall there being quite as many capital ships as fighters to choose from in the Star Wars universe. Though its high price point may dissuade the casual fan and prevent the impulse buys that X-wing enjoys, it is giving the fans what they want albeit at a premium price and lets face it, Games Workshop created an Empire from that.

Price aside its a 5 out of 5 game for me.



Saturday, 28 February 2015

All the Millennium’s a Stage: Codex Harlequin Review




I haven’t purchased a Codex in a while but I bought this. GW’s release schedule for sixth/seventh edition has been insane, it feels like a new release every month. Having worked through most of the major Codexes GW is running out of armies from its regular stable to get onto the market. Because of this it has gotten too expensive to own every Codex but as an avid Eldar collector I had to have this book. More than any edition seventh embraces its legacy and all the seemingly forgotten corners of the Warhammer 40,000 universe seem to be erupting into the mainstream.
When Games Workshop let the Codex supplements peter out our dreams of books for Genestealer Cults, Madmobz, Legion armies or even Harlequins were done with. Thankfully that has not happened. However, Codex Eldar Harlequins is not a supplement it is a full blown Codex that contains a self-contained army that requires no units from other Codexes in order to function but which, thanks to the ally matrix, is able to join up with either Eldar or Dark Eldar armies.

Harlequins pre-date Craftworld Eldar as we know them, being the next type of Eldar created after the original Eldar Corsairs. Codex Apocrypha in White Dwarf #57 reprints the epic introductory tale of a Harlequin’s troupe’s performance of the fall that was originally printed upon their release. I highly recommend you check it out if it is something you have not read before. Also, you can find out more about Harlequins in part 2 of my history of the Eldar Line at Beasts of War http://www.beastsofwar.com/warhammer-40k/empire-fall-development-eldar-part-2/



The book itself is beautiful. It is full of art, new full colour art. I do not remember a Codex that has had so much effort put into filling the pages with original artwork. One reason for this is that there is not much new art to fill a Harlequin book with, the majority of Harlequin art is black and white hailing from Rogue Trader days. Despite this the glut of pictures in the book really do a good job of showing off the fast and dynamic action of a Harlequin force at war.



To go with this new art is an expansion on the lore of the Harlequins. Again, this is necessary as to provide Harlequins with a purpose in the current era they need to be more than wandering travellers of the Webway. Cegorach the laughing god is most definitely not the Deceiver, he is a true living god with followers who enact his will and he has plans. Within the Black Library a crystal tome said to hold the writings of Cegorach has opened and the prophesies on its pages begin to come to pass. The Harlequins erupt from the Webway all across the galaxy to enact Cegorach’s plan, a plan to destroy Slaanesh and restore the Eldar and their Pantheon to their place in the galaxy.


This thread was first explored in Codex Iyanden and is followed here. The Craftworld Eldar may manipulate the various races of the Galaxy for their own benefit but they have nothing on the Harlequins who are now bigger players on the galactic stage than previously alluded to. As an Eldar player this is a good thing as there is hope of a future beyond a slow decline.



The format of the book is the same as was seen in Codex Necrons, lots of the line art figures that are used to show off uniform colour schemes, each with a blurb explaining the troupe it belongs to and their history which does a good job of differentiating the styles of these groups within the whole. There is a lot of fluff on show which helps fill the spaces where the bestiary section would go. With only seven units in the book there is room for this but it does shine a light on how thin on the ground these sections are in books that have to provide rules for a normal amount of units.

To fill out these areas you are presented with an abundance of formations which give you a ready-made force to include in your Eldar or Dark Eldar army. However on its own the Harlequin force is fast, elusive and hard hitting. There are no high strength low AP weapons you can rely on to win the game for you, instead there are a lot of exploding six effects that will cause a lot of damage to whatever they are aimed at.



This is a good book, as a creative effort and as a new army to add an extra dimension to the Eldar line. Unfortunately I cannot offer kudos to anyone in particular as the book’s writing and art is attributed to no one. I realise that they are trying to protect their staff from Matt Ward levels of trolling but it is a shame that those responsible for the work cannot be given their proper dues.

Lee

Thursday, 19 February 2015

Horus Heresy Novella Review: Death and Defiance.




Another Heresy Novella review for you here from the Conclave of Har. This time it is Death and Defiance, a collection of the E-books that The Black Library have become so enamoured with lately. So while this is not necessarily new material if you are an avid reader of these bite size stories ill not have read them before, and whilst I would obviously much prefer to see them in a normal anthology format if memory serves this was originally an event exclusive so i'm pleased to finally get my hands on it.

Black Library sure do love their E-books/shorts, and why not? Infinitely cheaper to produce and distribute, selling them at a couple of quid a pop to content starved Heresy fans is probably a pretty good way to fill the coffers. Its not like they take ages for the authors to produce either. Plus they have the advantage of being able to request them adhoc, theming content and releasing appropriate stories alongside model releases having them serve as a literary advert (a problem I perceived with Vengeful Spirit).

Of course this can make it very hard for the average reader to stay on top of the Heresy, missing tidbits that can be referred to in later novels. Seriously, if you have a look at the Black Library website it’s a mess, they even have a reading order list of the heresy with novellas and audio books there to try to make sense of it all. And the E-books aren't even featured there! Look at any given title and you’ll often see a multitude of ways to purchase it, Hardback, paperback, premium paperback MP3, E-book and so on. It’s madness (Madness? THIS IS THE HERESY!)

Anyway I digress, lets look at the stories within Death and Defiance. 

Imperfect by Nick Kyme:

Nice little story here, subtle with a few clues thrown in as to its true nature. We get a nice bit of development between Ferrus Mannus and Fulgrim as they play games both tactical, psychological, metaphorical and literal. Not a great deal happens in all honesty but it is an intriguing tale nonetheless. Its difficult to say much more without spoilers but more dedicated readers might spot the twist before casual ones. The story covers past, present and throws a few tantalizing glimpses into the future. I will say that this one short story is also the most I have ever cared about the Iron Hands Primarch, Kyme managing to somehow render him less unlikable than previous iterations. That in itself is impressive if not somewhat ironic (read the story and you’ll find out why). Apart from the game of Regicide between the two Primarchs there is also a little bit of Fabius Bile thrown in and its nice to see Kyme's talents put to something other than Salamanders. A strong start to the collection with some good work on characterization on the two lead players.



Howl of the Hearthworld By Aaron Dembski-Bowden:

Possibly one of the shortest entries in the book, none the less sweet for it. This story has ADB tackle the Space Wolves which if memory serves he hasn't done in the Heresy so far, multi talented bloke that he is. Carrying on with Dan Abnett's take upon the Legion, again very little happens in this extremely short story. Heavy on character and dialogue it tells of a unit of the Fenris Vylkra being tasked to spy on Rogal Dorn back on Terra, Malcador has decreed that the Primarchs are watched following the Emperors edict at the Council of Nikea and has chosen Russes legion to do it. (it's not mentioned who will be watching the Watchers) Obviously the Wolf Pack this duty falls to are none too happy about doing so and at the start of the story are actually preparing to be killed by Russ for their disobedience. Stubborn is always a trait you could ascribe to the Wolves and here that is bought to the fore. The fact that the rest of the legion are off to Prospero in order to chastise Magnus doesn't really help matters. It’s a great character piece and so much is done for the wolves within the half dozen or so pages. Insights into their nature and hierarchy rituals and customs, total fluff stuff. Self contained and short but very sweet. Not much else to say, should Dan be unable to continue the story of the VI legion for any reason they would be safe in ADBs hands.

A Safe and Shadowed Place By Guy Haley:

What is this? Share your Legions day or something? Guy picks up Aaron’s beloved Nightlords (though he is smart enough to stay away from Sevatar) in a tale set parallel to events in Unremembered Empire. A trio of Night Lord vessels skulk high above Sotha licking their wounds after their ill fated battle and subsequent flight from the Lion and his Dark Angels detailed in Shadows of Treachery. Problem is in the meantime a few of the Traitor Marines on board have gone stir crazy. With emphasis on the crazy. Bat Sht crazy if you will! Anyway, a great deal of the narrative is given over to just how nasty this bunch of traitors is but sadly it does nothing except make them seem a little bit cartoony. Evil and sadistic they might be but I can come across a little tongue in cheek such is the lack of finesse used in their portrayal. Still there is a little good characterization, shallow as it might be, here and there and the concept is quite interesting if half finished. There is some half decent combat too as one particularly insane Astartes has to be subdued by one of his Brothers. Overall not bad but not a patch on the previous work done with this legion. This said the end of the short makes one believe that Guy has more plans in his head and this is but a prequel. Though as I have said previously I cannot see anyone but ADB doing the first Night Lord heresy novel. Competently written but just a bit lacking in areas, something seems a bit off about it.

Virtues of the Sons by Andy Smille:

This is a Blood Angel tale so who do you think wrote it? Well its not the person who did the Blood Angels Horus Heresy novel! (though his is the last entry in Death and Defiance) Instead the sons of Sanguinius are handed over to Andy Simile, another author who’s work I am not overly familiar with but that I believe I have enjoyed what little I have sampled. Certainly Virtue of the Sons is a well crafted piece, dealing with the dual (and indeed duel) nature of the Blood Angels. As Sanguinius anguishes over the flaws that are becoming apparent in his sons we are treated to a couple of Duels. Basically Sanguinius decides that outside influence is required and thus favoured sons Zakaellon and Amit are sent to other chapters where they engage in duels with their respective champions (sometimes I don’t think the Legiones Astartes have any other way to integrate). Zakaellon, the Sangiunary guard, draws Lucius of the Emperors Children who is as arrogant and loathsome as you may expect. Meanwhile Amit, The Flesh Tearer is pitted against Kharn of the World Eaters, each a perfect foil for the others savagery. Its another great story and Andy really gets to grips with all the characters, delightfully bringing certain facets to the fore and fleshing out the characters nicely. A pretty good story with some visceral action and combat, this was a fun read and I look forward to more from Andy soon.



Gunsight By James Swallow:

Hang on, there must be some mistake! An author tackling the same subject and characters as before? Not borrowing someone else’s Legion? Surely not? (though there is no Legion in this story)

But no that is the case as we get what is essentially either a sequel to Swallow’s previous book Nemesis or at least a bridge to something new. I rather enjoyed Nemesis for what it was, although it was almost certainly filler and little else, the idea of a group of Assassins trying to murder Horus was pulled off pretty well and it is definitely one of James Swallows better books. (I cared not for his Blood Angel 40k stuff and Fear to Tread was just silly) It picks up the Story of Kell the Vindicare assassin that tried to kill Horus. He has managed to make it onto the Vengeful Spirit and is basically lining up for another crack at the Warmaster. Unfortunately he’s been bitten by some fairly nasty critters, and the venom is coursing through his system making him a bit incoherent and disorientated. Part of the narrative is told through fevered dreams and it can be difficult for the reader to actually establish what is real and what is a product of the demented fantasies he is engaging in. Some pretty good characterization ensures and we really get into the depths of Kell's mind as we see the extent that the failure to complete his mission drives him. He is weakened and operating at far from his best but he is a Vindicare Assassin and he will keep going till the job is done.

The story only features one other character and that is a cowardly Loyalist left on the Vengeful Spirit, skulking in the shadows. We get a fascinating insight from this character of just how the great ship has been perverted since the fall of Horus, although admittedly he does seem somewhat well versed in the activities of the Warmaster for a lowly sub deck hand. His place in the story is to provide exposition and a focal point for Kell's journey. As to whether or not he even exists, that is something that is left up to the reader. Is he real or just a product of Kell's deranged and drugged psyche? It’s never clarified one hundred percent and in all honesty you have to wonder how much of it is real in general, especially given the ending, which I wont spoil here. The narrative also makes reference to several other books and seems to be taking place at the same point as the Novel Vengeful Spirit.

I really enjoyed this story, Kell’s plight is well conveyed and you are placed within his head quite adeptly. You get a good idea of what is going on from the perspective of the normal man, with no marines to skew or distort the narrative. Overall Swallow has done a great job here, descriptive, insightful and well crafted. It is also grounded (for the most part) and thankfully this has stopped his writing getting a bit silly and bombastic in the past. With the promise that this particular arc may not be over quite yet, I look forward to seeing where this might go. This is also the only entry in Death and Defiance that feels like a suitable length, more than a bitesize sample. A strong end to the book. 



So that’s Death and Defiance; on the whole a rather strong slice of what is going on in the Heresy, nicely balanced and varied with a reasonable consistency of quality if not length. You do feel it is over a little quickly, it by no means sates the appetite, but you will enjoy it while it lasts even if you wish there were a little more of it. If nothing else it shows the versatility of the Authors as they work with legions that are not their usual poison and often bring a fresh perspective to matters. Recommended but bear in mind this is an expensive way of obtaining these Horusey snippets compared to the next proper Horus Heresy Anthology book Legacies of Betrayal which I should be reviewing in a month or two. Next up though i continue with Gav Thorpes Legacy of Caliban series with Master Of Sanctity.

Al

4/5


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