Introduction
I have just
gone mad and splashed out €80 (that’s about £50) on the “initiation set” of Rackham’s new sci-fi game AT-43, called Operation Damocles.
I have read
a couple of magazine reviews (in Battlegames
and Wargames Illustrated),
but they said very little about the game itself, instead they were mainly
concerned with the implications for the industry of the first game with
pre-painted miniatures that you can start playing right out of the box. I will
concentrate here on the meat: i.e. is it any good?
Value for money
I don’t
really have a problem paying €80 / £50 for a new boxed set. By comparison, Games Workshop’s starter sets are
typically £40 or £50. Of course, the huge attraction is that it is literally
ready-to-play, with pre-painted miniatures and terrain, rulebook, dice, even a
Rackham tape measure.
Now I quite
enjoy painting miniatures, but that really means the occasional model, or
occasional bit of scenery, maybe a squad here or there, or doing something
special on a character model. However, painting whole armies can be a chore,
and I end up spending too much time painting and not enough playing.
For example,
I also splashed out on Starship
Troopers a couple of years ago but never got to play the game. The
miniatures were relatively easy to assemble and paint, but the sheer quantity
of them, in combination with all my other painting commitments (this was always
going to be a “side” project) meant that I never finished painting more than a
dozen Arachnids before I ran out of time, and I ended up offloading the game
when I realised I had too much stuff and had to concentrate down my collection.
Am I making
the same mistake again now? Well, I think no, because I am ready to play
straight away. Playing is what gets you hooked into a system.
I can still
spend painting time on my Seven Years War figures or even my Warhammer 40,000
collection, but it doesn’t stop me getting into a new game system. Of course I
am hoping that this will replace W40K, because although I’ve had a great time
with W40K over the years, I’m ready to move on.
No, hats off
to Rackham for doing something new, giving people what they want, and moving
forward.
Initial Impressions
Well, the
initial impression is very good. All the components are of high quality, and I like
the overall ‘look and feel’, which is very important for a product like this. I
was most impressed with the terrain pieces.
It’s a
multi-language game. The rulebook is split into language sections, so you don’t
have to worry about getting the English language version, and in my case it
means I can buy it from a local game shop here in Madrid without getting a
Spanish version (my Spanish is still very basic).
Of course
English speaking people are normally spoilt, since most wargames seem to
originate from the UK or USA, and so one downside of a product like this is
that it is clearly translated from another language (French in this case). The
text is not very slick and you get a few language errors on top of the expected
occasional rules “bugs”. Non-English speakers will no doubt be used to that, in
the same way as they are used to watching badly dubbed movies!
One of my
“Combat Striders” had a broken leg, which I will have to repair with some
superglue, but otherwise everything is pretty solid. Some parts are moveable,
others not. The painting standard is good, at least good enough for me, with
particularly nice weathering effects. I don’t have any desire to get my
paintbrush out. If I did, it would only be to paint face detail on the human
models.
The box
comes with a set of cards with the stats of the miniatures on. I am fairly
ambivalent about whether this is a good thing or not, but I will say that the
cards are of very high quality and it does permit things like sophisticated
unit activation which is otherwise hard to achieve. Whether it is any different
to consult troop stats from a card or from an army roster sheet I don’t know.
The Rules
OK, so
after a bit of drooling, we get down to the important bit, and in my experience
the bit that companies find hardest to get right (my own area of “expertise”):
the rules.
Now I must
confess that I can be really picky. I am a stickler for detail. And hence we
should not be surprised that I can find things to criticise. Most people
probably wouldn’t even notice some of the things I will point out.
The artwork
and graphical presentation is as you would expect from Rackham, to a very high
standard. The words are not so hot, I guess because of the translation from
French. Plus there is the very occasional typographical mistake.
There is a
short introduction to the background, which is as stupid as you would expect,
quite similar to the premise of Starship Troopers. I think that’s fine,
I like the simple goodies versus baddies and it gives scope to create your own
scenarios. However, later when I came to actually play the game, it suddenly
became obvious that I knew almost nothing about the protagonists and their
motivations, which detracted a little from the playing experience.
They make
it clear at the beginning that this is just an introduction and not the full
rules. Straight away I was a little disappointed with this, and it turned out
to be the set’s biggest weakness. The reason is that the game did not really
play all that great, and so you are left feeing unsure whether the whole system
is good or bad, or whether it is just the starter rules?
I am
nervous about paying a lot of money for a badly worded source book for this
game system, any source book. I think Rackham have to take this seriously if
they want to crack the huge English-speaking market.
Anyway, the
rulebook presents some basic rules, then a series of missions which each
introduce new rules gradually. These extra rules are summarised at the end,
together with a couple of interesting, more advanced rules under a heading New
Rules.
The basic
rules essentially taught me about two things: squad coherency and squad
activation. Strangely, they do not include movement or shooting, which are
introduced with the first mission. Furthermore, the first mission is a fight
between two Combat Striders, i.e. it does not use squad coherency or squad
activation.
The basic
rules for moving, shooting, damage, line-of-sight are all fairly standard stuff,
based as they are on a stats line/stats card and D6 dice. It is clearly
designed to be a unit-based battle game, not a skirmish game. This fact became
apparent playing the missions.
I skipped
ahead to read all the rules before playing my first mission. After navigating
past the occasionally clumsy wording, I was left with quite a warm feeling. The
rules are basically simple, and not vastly different to W40K, but with some
nice aspects that I expect to add some depth, like Leadership Points and Unit
Activation. These should add some more ‘realistic’ elements which I’m
definitely keen on, after playing a lot of W40K.
There is a
simple 5+ cover save which applies regardless of the weapon and no equivalent
armour save, meaning that troops should want and need cover in a realistic way,
rather than standing around in the open. Another big difference with W40K is
that range to target has a big impact on weapon effectiveness, with range bands
every 10cm.
By the way,
as you would expect from a French company, all measurements are in the European
standard centimetres. This could be a shock to American players used to inches,
but at least you get a tape measure included in the box.
First Games
I have just
come back from playing four basic games of AT-43 with the starter set. I played
with a friend who is another W40K player, in the shop in which I bought the
game (Excalibur in Madrid, nearest metro Diego de León).
The verdict
is inconclusive, I would say, although a little disappointing. The game played
“ok” but was not particularly exciting.
Firstly, it
was difficult to relate to the protagonists because we know very little about
them. I played the Therians but I didn’t know what comical things to say to
goad my enemy, like you do (yes, I know I’m a big kid!). Should I be making
alien sounds or animal sounds? Do they make sounds at all? Are they organic or
machine? No idea.
The
tactical choices seemed relatively limited, but you have to realise we had very
few units. Some rules issues arose, and some of the rules didn’t ‘feel’ right.
And overall it felt a bit like a dice rolling exercise, a bit boring.
Now, the
big question is – was the game boring because we needed more units, because we
need the full rules, were we playing the rules incorrectly, had we failed to
grasp the subtleties of the game, or is it genuinely boring?
It is
difficult to give a fair appraisal, because we played very small games on a
small board with the starter rules. But even so, I had got the impression that
the starter box was self contained, i.e. it was possible to have decent games,
if limited scope, with just the box contents. In fact it seems that this is a
game designed for battles with lots of units, so the whole idea of a self-contained
starter set with just a few units is a bit of an anachronism.
We played
the first three AT-43 missions, then got bored and decided we would have a
better game if we just faced off using all the models over a battlefield where
we placed our own (urban) terrain. We did this for the fourth game and it was
our best game. Tactics were just starting to emerge in my mind (for the
Therians, concentrate on trying to kill the enemy Missile Launchers, which are
a big threat to the Golgoth, and move the Storm Golems into contact as quickly
as possible, using all available cover; for the White Stars, try to protect the
Missile Launchers at the same time putting them in a position to shoot at the
Golgoth, keep the Storm Golems at arm’s length, don’t commit the Fire Toad to a
one-on-one with the Golgoth, instead consider using it as a reserve).
Maybe we
would get a better feel for the game after another battle or two, but we have
lost some of our enthusiasm already.
From
memory, the following issues arose:
- Is it right that the Golgoth
can target infantry with what I would call its ‘anti-tank gun’? At close
range, a hit is automatic and damage is also automatic, but it feels
wrong, like a Tiger tank blowing apart a single enemy infantryman with its
88mm gun.
- Is it right that troops can
shoot, then move into contact, then close assault all in one activation?
And all without the enemy fighting back? And in the next round, if you
activate first, you can get another round of attacks in, with the enemy still
not fighting back? Surely that can’t be right.
- Is it right that an Engaged
unit can simply disengage, move back and then shoot at their former close
combat opponents? Imagine doing that with a Missile Launcher? Well, it
seems to be legal.
- The cover and casualty removal
system felt a little strange in practise. For example, the rule that says
if more than half a unit is in cover then the unit counts in cover, and
vice versa, sounds good on paper, but in practise it feels weird when you
have half a unit invisible behind a wall and the other half completely in
the open in front of you. Obviously you fire on the men in the open, but
do they count “in cover”?
- The idea of measuring distance
from the unit leader sounds good on paper, but in practise it is just a
pain to keep swapping the leader for another model to make sure the unit
always has a leader, not helped by the fact that the models do not include
any obvious leader figures (especially for the Therians), so it becomes an
arbitary convention who is the leader.
- The unit activation sounded
good on paper. In practise, it seems pointless for just one to three units
a side, which is all you get in the starter set. And how do you
differentiate between two separate infantry units when the models and the
cards are identical? I think the answer is that in this case you can
choose which actual unit of that generic type to activate, but I don’t
remember it saying that in the rules.
The mission
with the Workbots seemed to be flawed. Only one can be activated in a turn
(sorry, a ‘game round’), but the White Stars start right next to them, so in
the game they simply destroyed all of them before they could be activated, or
immediately after activation.
It was hard
to get a feel for the different weapons. They all seemed to involve rolling a
few dice with slightly different odds, they all felt very similar. In the
starter set there are no area effect weapons, no laser designator-type weapons
and only one multiple shot weapon. Even the ‘aliens’ don’t seem to have
anything exotic. And when you hit a Combat Strider, all you did was use a die
to mark damage until enough was done to destroy it (I used a die to mark the
model, I don’t remember the rules saying what to do). There is no
immobilisation or weapon damage, no weak armour at the rear, nothing with any
‘flavour’. I know this is the starter rules, but it would add very little
complexity and tons of flavour to say roll for damage caused to the Combat
Strider.
It became
clear that the Storm Golems were slightly better in close combat and slightly
worse in ranged combat. But it would be nice to have some background text to
explain the relative strengths and weaknesses of the different troops choices
and weapons. They all seemed too similar.
Sometimes
it seems that there are rules missing, e.g. Locked Shot weapons just means that
they have a standard to-hit irrespective of distance, but surely there should
be more to it than that? What about concepts like pinning and covering fire?
What about grenades? etc.
Oh boy, I’m
being really critical now! I hope I’m being fair, I desperately want the game
to be good (especially after investing my €80).
One more
thing – the rules really need to be more specific with definitions, and ideally
change some of their terminology. Personally, I prefer the term ‘Infantry’ to
‘Soldiers’ (strictly, Soldier is a profession, not a class of battlefield
unit), and I don’t like the general term ‘Fighters’. The rules mention ‘special
weapons’ but don’t define what a special weapon is. Likewise we assume that a
Combat Strider counts as an ‘armoured vehicle’, but the rules don’t actually
say.
I ignored
the starter ‘easy to use’ special tables at the back of the rulebook and just
used the Universal Resolution Table (in fact, quaintly translated as “Universal
Table of Resolution”) for everything – it seemed simpler and more elegant to me
(although I’m slightly concerned by the ‘linearity’ of the system, e.g. weapon
effectiveness should fall off sharply with range according to an exponential
gradient, not linearly).
Now Rackham
will probably argue that this is just an introductory set primarily aimed at
non-wargamers and children. But I think this target group will have exactly the
same problems as I’ve described, probably moreso because a lot of wargame
concepts will be new. Experienced wargamers like me are more likely to persevere
with the game, despite flaws in the starter set rules, but novices may not
bother.
Conclusion
Well, I
can’t help feeling a bit disappointed. I love what Rackham are doing and I
support them. The package is great, the minis and terrain are great, but the
rules are not well translated into English (maybe they are that bad in French
too?) and a little clumsy and overly simple. In particular, they lack flavour.
The starter set games are a little bland, and you are left hoping that the full
rules will be better. I’m not sure I can be bothered to play any more games
until I have the full rules. I just pray that they get someone to properly
proof read the English version.
Addendum
There are
some interesting issues raised in the AT-43 forums, which shows how ambiguous
and sometimes unrealistic the rules can be. Here’s a good one:
…a pair of units moving in columns
could bring a lot of fire power to bear in an enclosed space:
Unit A: A
Unit B: B
Target Unit: T
AAAAAAA-----------T
BBBBBBB-----------T
T would be subject to fire from both A and B in the corridor
or tunnel but the troops within in A and B would not be in a zone of fire from
their own people.
It is
interesting to read complaints similar to my own about the over-generalisation
of the rules, to the extent that some people have put off buying because they
really need to see the full rules. The implication is that unless the rules are
changed, they don’t want to buy.
|