As a matter of principle I pride myself on the fact that I’m a diverse gamer who always keeps an open mind to any game, but for the past 15 years since Twilight Struggle released I have resisted it simply because I honestly have no interest in the cold war at all. Having lived through the tail end of it myself, even as it was happening I barely understood it nor cared to know anything about it.
Yet I find myself somewhat obligated to try it as a writer for a gaming blog to play games like Twilight Struggle that are universally hailed as masterpieces, in particular a game that held on to the number one spot on Boardgamegeek for years and still ranks in the top 10 today 15 years after its release.
Finally after years of avoiding it I gave it a try, first by playing the digital version and now the physical version. Today we review Twilight Struggle, 15 years behind schedule!
Overview
Final Score: (3.35 out of 5 Stars)
Designer: Ananda Gupta, Jason Matthews
Twilight Struggle is thematically a game about the cold war in which players via for power over a map of the globe in a “struggle for global supremacy. Always on the brink of nuclear war, players manipulate and maneuver the abstracted concept of influence on the board as they try to dominate entire regions from the America’s to Southeast Asia and everything in-between.
In more practical terms its a game about victory points, scored through a wide range of methods but most notably through the scoring cards that reward control on the map. Each round players can play only a single card at a time from their hand in a back and forth battle to manipulate the board and events on the global stage in their favor. This process is further complicated by the fact that there are American friendly cards and Soviet friendly cards in the single deck from which both players draw cards. Hence as an American player for example you will at times be forced to execute events on cards that benefit your opponent and vice versus, leaving much of the games strategy to timing. Any given card can be super powerful or super weak, depending on when it is played and much of the strategy and sort of high level thinking behind the game lives in this space of assessing when exactly that is.
The game largely comes down to who can best balance the benefits and drawbacks of the cards, timing of when they are played and smart positioning of your influence. There is some luck to the game as players take some of the more riskier moves like waging mini wars in different regions, performing coups or trying to win the space race, but there is absolutely no doubt in my mind that a skilled player will always win against a lucky player, hence the luck can be mitigated entirely through tactical and strategic game play.
Twilight Struggle is an award winning game and I have no trouble understanding why. Its a game that is incredibly simple to learn how to play, yet bottomless in terms of depth of strategy and gameplay, it is very much like a game of chess where learning the rules of the game is just the beginning of what is a much larger world that surrounds the mechanic.
There is of course more to it then this brief description but it suffices to say that the game looks far more complex then it is, though it has the look of a war game it most certainly is not one and the basis of its duel use card mechanic is a tried and true one responsible for some of the best games on the market today in the genre of historical war games.
The only question that remains is does Twilight Struggle really earn its keep with me, or is it like many of the top 10 contenders on Boardgamegeek overrated?
Components
Score: Tilt:
Pros: Its a beautiful game, plain and simple, capturing via colors and art perfectly and the innate feel of the cold war.
Cons: Like most GMT games, the cards are of such high quality stock that they are almost too stiff to shuffle.
GMT games is probably not known for high quality components, though it should be! In fact they should be famous for changing the reputation of historical simulation games and war games in this regard, as the more commonly known “chit games” have always been notoriously poor quality. Back in the day when a lot of these types of “token based” war and simulation games where made they were known for having really shitty components, poorly written manuals for really complex games, lack of “color” and artistic style. They focused on gameplay but never components. GMT has changed all that and shown that you can have the best of both worlds.
In fact, some of the GMT games on my shelf like B-17 Flying Fortress Leader and Empire of the Sun are among the most beautiful table decorations I own, with some of the highest quality components I have ever seen in a game. Twilight Struggle (current printing) benefits from this change and GMT provides truly high quality, gorgeous components for the game with an artistic flair that just fits. Yet their wise enough to understand that I want to pay for a game, not fancy miniatures, something that has grown incredibly tiresome in today’s gaming market where games are five times as expensive then they need to be just to have some plastic representation that serve no purpose in the game-play at all. This annoys me to no end and I’m glad GMT understands that good components does not mean wasting my money on pointless and usually unnecessary plastic sculpts while simultaneously ugly components devoid of any art or style, are just as distracting and disturb enjoyment of the game. The middle ground they found is exactly what I like to see in games today.
The mounted gameboard is astonishingly colorful, wonderfully illustrated and incredibly useful (for gameplay) in terms of organization and layout. It makes playing the game easier, faster and makes grasping its concepts simpler, serving not only the aesthetic but practical purpose for the game. I love that and GMT should be commended for how well thought out the game-board is. Somehow they managed to capture the color theme of the cold war as one might imagine it with the deep dark blood reds of the Soviets and the cool, clean blues of the Americans. This is a game-board you will just love owning, giving you that warm fuzzy feeling of money well spent.
The cards and tokens in the game are also of the absolute highest quality you can get, truly made to last with a lot of thought going into the legibility and usability of both, not overwhelming them with art and color but ensuring that each component has thematic weight and recognizably. In fact after a few plays of Twilight Struggle I can tell you what each card does just by the picture and I have the memory capacity of a goldfish. Unfortunately GMT has a tendency to make the card stock too rigid, they are actually difficult to shuffle.
I would not consider component quality a huge must for a game like this, but the fact that the components are great is a huge boon for the game, I love being surprised and impressed by something unexpected, it carries a lot of weight with me.
Theme
Score: Tilt:
Pros: Its difficult to imagine a game capturing a theme better, this is the cold war in a box.
Cons: Your interest in the theme will have different mileage, its not exactly the most interesting of subjects.
I walked into Twilight Struggle with very limited if any understanding or interest in the cold war, yet after playing the game I have found myself engrossed in the subject going so far as reading books on the topic. To me, when a board game not only teaches but creates interest in a subject, its an automatic win in the theme department and Twilight Struggle has certainly done that with a very large, nuclear bang.
Twilight Struggle does an amazing job of creating that anxiety of the cold war in which there is a constant move and counter move as was often the case historically between the Americans and the Soviets. That feeling of being limited to what you can do out of fear of the ultimate consequence. There is a kind of sense of scale as well and the weight of players actions create a constant re-assessment in trying to understand the “why” of each play. Every card play, reveals something about your opponents strategy, yet you can’t help but imagine the world in which these events take place thanks in large part to the clever way in which cards and history are linked.
Because each card represents an actual event in history and the draw deck is broken down into early, mid and late war cards gradually shuffled into the main deck, their is a kind of progression through history that you feel through the cards as they are played. Even the focus of what regions are important, the fluctuations in where the influential political battlefields are and the places were it all takes place breathes life into the thematic and often historically accurate feel of the game, yet it is not scripted and each game you play you get a truly unique alternate version of history.
I think Twilight Struggle has done an incredible job of bringing the theme of the cold war to life, in particular in making you feel that anxiety of the era. Its truly an amazing sensation that even now I find difficult to describe but as I write I can’t help but to nod my head in agreement and understanding of why this game was both so popular, highly rated and won so many awards. Its a beautiful coordination between theme and game-play deserving of all its accolades.
Gameplay
Score: Tilt:
Pros: The card mechanic is brilliantly done, with lots of difficult decisions and interesting strategies to explore while being relatively easy to teach the rules.
Cons: The game favors the soviets and the game suffers from an overwhelming expert syndrome problem that can make it difficult to induct to players.
Twilight Struggle is hardly the first game to make use of the card driven “operation costs” mechanic we see in the game at its core, but what is surprising is that a game with this mechanic could become such a hit with the general gaming public. Topping the charts on BBG (boardgamegeek), Twilight Struggle has achieved considerable acclaim considering its historical war game roots.
We see this mechanic in classics like For the People, Washington’s War and Empire of the Sun, attributed largely to the wonderful designer Mark Herman. Yet Twilight Struggle somehow manages to improve on the concept mainly by simplifying it down to its basics and implementing it in a simple way mechanically while gripping tightly to the reason for its existence, that deep strategic core that drives paralysis analysis. I think Mark Herman is a great designer but he designs games for war gamers and it really took someone more in tune with the general board game culture to understand how to leverage this mechanic in a way that it could be absorbed by more casual gamers which make up the vast majority of people out there rolling dice. I really think its this leveraging of Mark Hermans great revolution in game design that has produced a game like Twilight Struggle, yet Ananda Gupta and Jason Mathews also really opened the door into some interesting elements of play that don’t really exist in the Herman design on which Twilight Struggle is based.
This is a mechanic you will be thinking as much about during the game as between games, as its a an endless well of potential and its why so many of Mark Hermans games are so highly regarded among war gamers, yet Twilight Struggle in my eyes simply does it better than all of its predecessors in many ways. Not necessarily because it goes deeper but rather by making the experience far more palatable, approachable and easier to absorb. Twilight Struggle is a game you can teach in 10 minutes flat with few “exception based” rules that can make so many historical war games difficult to manage at the table and while a novice opponent may struggle to beat a more experienced player speaking to its depth, it won’t be the result of not understanding how to play. This is a vast contrast to most games that use this card driven mechanic that really require considerable amount of study just to play correctly. One exception might be Washingtons War which I found had a very similar feel, yet lacked the depth of card play that Twilight Struggle has.
More than that however, Twilight Struggle creates a sort of static zone of gameplay. There aren’t infinite possibilities and combinations and though from play to play you will always be surprised by the way cards and situations combine, there is a tone to the game, a strategic playing field that a single person can absorb, understand and work within thanks to the fact that in playing the game your not constantly trying to remember the many rules and exceptions to interactions as is the case in so many of the games where this mechanic appears. Its why I say its a better version of the game as it has considerably fewer if any “gotcha” moments in the rules, yet has them in immense quantity in terms of game-play.
Don’t get me wrong I love Empire of the Rising Sun, Washington’s War and even Paths of Glory, but I never feel comfortable pulling these games out with a friend and saying “hey lets play a fun game” even though I desperately want to play those games with someone because they really are amazing. They just require a lot more explanation and understanding of rules to really play even remotely competitively and really the first few games of these great titles are going to be very much learning the rules games. Even after playing them many times, it still can feel like a bit of a grind to get through them. Twilight Struggle is the first game in this vein I have seen that I really believe anyone can learn to play in 10 minutes from opening the box and that just makes this a gem among gems.
Twilight Struggle gameplay is all about subtle plays and I have to admit the first few times I played it, even though it always drew me back, I felt helpless and limp. It was easy to learn how to play, but learning to play it well really required some study, understanding of the cards, the subtle interactions of those cards and the importance of key locations and most importantly paying attention to what has and hasn’t been played. In a sense this is a drawback of Twilight Struggle. It suffers from what I like to call “expert syndrome” where new players don’t have a prayer in hell winning against someone who has a few games under their belt, which notably is not an uncommon phenomenon among strategic war games, but at least the cause is not the lack of understanding the rules which is more typically the case with all other games I have played in this vein.
When it comes to the road to experience mileage will vary, I have found some get it right away, others struggle with the subtle way the game is manipulated card play to card play. In fact I have found that non-gamer or casual gamers tend to pick it up faster then veteran gamers that enter the scene with a lot of expectation and assumption from the genre. This may explain why its so popular on boardgamegeek.
Still I found that when I teach the game I spend as much time explaining the rules as I do giving strategy tips and advice. Most players become competitive only after many plays and only IF they like the game initially which filters out a lot of people, in fact most people. If you can manage to find someone who sticks with it during this learning the strategy curve, the game not only becomes absolutely amazing, but extraordinarily diverse.
You will never play the same game twice especially since every opponent will ultimately develop their own style and approach to the game. That is assuming you can hook them which is a iffy proposition. The subject matter and the complexity of the strategy that really favors expertise can be a real turn off in the initial plays and it will take many plays for a player to really become competitive against someone who has already gone through this cycle of learning and developing their skills.
I do find some flaws with the mechanic as well. For one, its clear to me that the Soviet player has a significant advantage. This is not just a sort of personal opinion but a fact based statistical reality. No matter where you turn for these statistics, tournaments, online play in the digital version of the game or personal experience the win rate of the Soviet is ALWAYS much higher then the Americans. I think this is mainly because the turn order does not change and the Soviet Player starts with that powerful China card, but it could be a other subtle elements combined that drive the results.
This can be a deal breaker because all things being equal the Soviet player will win more often than the American player. An American victory is a far more respected and coveted thing in my eyes, but it does not change this simple flaw in the game.
At its core, Twilight Struggle is a game of chess, a battle of wits in which you analyze your opponents plays to asses what he may or may not be after and I think really experienced players will make intentionally misleading plays to try and trick their opponent into believing in certain assumptions. This of course assumes that both opponents are experts, so when novice players who don’t know the cards are involved this tends to carry considerably less weight if any, but I suppose to some extent this is always true about strategic war games.
Which brings me to my point. Twilight Struggle may indeed be a much simpler to absorb and understand game rules wise but it is no less deep and strategic then your typical high level war game which kind of creates an unusual circumstance in the hobby. Here is a game anyone can learn to play but it exists in that same plane as Empire of the Rising Sun or Paths of Glory. Removing the complexity is ingenious but it does result in this weird space were highly experienced war games playing casual gamers creates a very wide gap of gaming results.
I can say already now that I have a grip of this game that 95% of all people I play against I beat by the 3rd or 4th turn definitively in what can only be described as a crushing defeat. Its rare that I run across a player who has studied the game enough to really give me any semblance of competitive play. It did not take long for me to get here, but it did require a much bigger effort then simply a few plays. Reading and understanding the cards, the structure and format of the game where key to bringing me up to this level. This is the main distinction between war gamers and casual gamers, one studies games the other plays them, however when you make a game like Twilight Struggle that is interesting and simple enough for casual gamers, yet is very much on that higher plane of war gaming two worlds collide.
Replayability And Longevity
Score: Tilt:
Pros: The various interactions of the cards and situations on the board can make this a puzzle to solve every time you play.
Cons: Strangely enough, it takes repeated plays before you really learn how to play well and once you do, the game starts to feel a bit scripted.
Twilight Struggle has been a top ten contender on boardgamegeek for over a decade and this comes to no surprise to me, however I personally believe that it can act as an entry point to a much larger world less visited by the casual gamers out there for which I appreciate it a lot more. Twilight Struggle can act as an introduction to the concept of true war high level war gaming and I think its a great place to start if you have interested in exploring this very different type of experience in the world of table top games. Washington’s War, Paths of Glory, Empire of the Sun and We The People are just some of the amazing games that use this core mechanic and are absolute gems worth your time to expand to.
That said, I do think that Twilight Struggle can become a bit scripted after sufficient plays, in particular if you are playing the same opponent repeatedly. I find most players find some rhythm to how they approach the game and so will you, so games can start to sort of meld together into a single memory.
Still I think there is definitely enough replay-ability to warrant a purchase of this game, I think I may have been spoiled by the digital version where I have already clocked over a 100 games. That is not something you are likely to do with the table top version.
Conclusion
What can I say about this game that hasn’t already been said by countless fans, its a gem worth your money. I would only caution those with no interest in the sort of historical war game genre that while this game is certainly not a war game, it definitely has that “history genre game” feel to it and that may be the reason I love it and someone else may not. It also requires repeatedly plays before you will really understand what to do and how to win, so you will loose a lot at first and there is no shortcut to that as the subtle ways the cards interact and what they can do needs to be nearly memorized to really get to that fundamental core strategy that fans of this game love.
At its core there is an amazing mechanic here and even if abstracted outside of the theme there are some amazing puzzles to solve generated dynamically through game-play. The game is full of really tough decisions, its over flowing with amazing “holy crap” swings and there is no such thing as a game you can’t come back from. I have one games where I’m at -19 points during mid war, so there is this really amazing “there is always a way to win” feel to it.
When it comes to the genre of historical simulation war games, I’m definitely an outsider looking in. While I have a fairly healthy respect and desire to learn about history, this genre has historically not really been my thing (pun intended). Historical simulation war games is really a world in on itself in the board game space and when it comes to this genre there are few subjects explored more exhaustively than World War II. In Mark Hermans Empire of the Sun this exploration is of the Pacific Theater, arguably one of the bloodiest but oft less known about theaters of the war.
Empire of the Sun however isn’t your typical historical simulation war game even within the genre, it zooms out from the field of battle and functions on an operational level where you make large scale decisions launching vast military operations with sweeping consequences, any one of which can have tremendous impact on the war at large. Whether you are playing the aggressive Japanese trying to expand their empire, or the righteous Americans seeking an end to the conflict, Empire of the Sun takes you through the whole pacific war from 1941 to its conclusion in 1945. Covering in some form or another every aspect of the conflict.
It’s a game that is more than just a tactical game of moving military units around and it’s this particular concept that really intrigued me enough to pick it up. When even within its own genre a game is considered to be “unique”, that is something that peeks my interest.
Using a very clever card mechanic for which Mark Herman is notably quite famous for in war gaming circles, on a subject oft less explored, this award winning game becomes one of my first real deep dives into the genre. I chose it because Empire of the Sun is hailed my many as Mark Hermans crowning achievement in a game designers career that spans over 70+ games according to boardgamegeek. As something of a game design aficionado, I felt an almost natural draw to find out what all the fuss is about!
In this review we will explore Empire of the Sun, but I think I have to offer fair warning that this will no doubt be one of the longest and most exhaustive reviews I have ever done simply because of the depth and complexity of this game. It’s impossible to do it any other way and remain fair and impartial. It’s also the only review I have done that includes a first impressions section. Finally as are all my reviews, it’s absent of a gameplay description (click on Rating System link to find out why I do this). I think it’s such a critical component to this review to understand the difference between having played the game for a week and having played it for several months.
I have also done something I think most reviews of this game don’t do, which is judge it based on modern game design standards and the standards of other game genres outside of the of historical war game simulation. Perhaps it’s unfair but as I researched the game I found that most reviewers where veterans of the genre with a certain level of expectation that I don’t share and though they were clever and well thought out reviews they did not speak to me as a new comer, not just to the game, but to the genre itself. Still this game is considered a classic by fans of the genre so I felt it important to give it a few months and many plays before I come to any conclusions, while simultaneously I felt it important to capture the first moments with the game as well.
Enjoy the review!
First Impressions
I wanted to write a first impressions article for this game because of the enormous disparity between how I felt about the game in the early days of playing it and how I feel about it today, several months and many plays later . The change in perspective is something I feel is significant enough that it really warranted explanation and I suspect that that many will run across a similar experience given this games general level of complexity. There is a wide range of cause and effect for this discrepancy between early plays and later players however that go beyond just complexity and I feel strongly that it’s important to explore and understand in the review of a game like this.
When I first started looking into Empire of the Sun I have to admit I felt excited, I was almost a fan boy before I even got the box home. The game was certainly intimidating and the word “complex” was thrown around a lot but I was intrigued with the concept and when I get on a thing, I go all the way. I have found over the years that this idea of complexity being a property that defines whether or not you should play a game is rather overused and fairly inaccurate. Besides, anytime I venture into new territory as a gamer and expand my horizons I find the experience refreshing and in a way I pride myself on the fact that I’m a versatile game able to appreciate a wide range of genres of games. I really wanted to prove that you can love Euro games, Ameritrash games, Abstract games and historical simulation war games and still be just one person.
I want to be clear on this point, It wasn’t the complexity of the game, at least not directly, that formed my poor first impression of the game. I knew it would be a complex and long game, so a fact being a fact, did nothing to sway me or affect my expectations. I went into it with my eyes and mind wide open.
There are a number of hurdles to entry that have to do with how the game is presented and I have to say, even now, though my impressions of the game have changed since those first few weeks with the game, I still find this to be true as I try to teach others. The hurdle to entry, even through knowledge and understanding doesn’t make it any easier for existing players to teach newcomers trying to grasp this games many in depth concepts. There is a steep learning curve that is demanding, which is fine but I think the issue is that it very easily could have been avoided in my opinion.
For starters the game fails to create a presentation suitable for new players. There are many rules in the game and they are sometimes complex, or at least difficult to remember as a result of the sheer number of them, but not all of them should have been necessary to know to understand and play your first few games. There are many mechanics that could simply be removed for a “basic” or “light” version of the game and I really wish this approach was included as part of Empire of The Sun tutorial process. This is definitely a game that could have benefited from a Basic and Advanced rule system break down and a more intentional approach of teaching players how to play it. Also, If there was ever a game that should have a playbook, its Empire of the Sun.
This practice of having basic and advanced versions of a game and including a playbook to help walk you through the game step by step is seen in many more complex games today, it helps new players to learn to play and experienced players to teach the game to new players. Instead I found that even with the rulebook in hand, examples of play walkthroughs in the back of the book and tutorial videos straight from the designer did little to create sufficient clarity to play the game properly the first few times (about half a dozen). You had to struggle and fight for your right to that Zen moment. In fact, some of the video tutorials and examples of the game made things even more confusing as they are clearly made for people already familiar with terminology and concepts of simulation war games which is kind of a game culture driven hurdle that adds to the confusion. Acronyms are thrown around as if the average gamer is a US marine and we all live on a military base. This is made worse by the fact that even in the tutorials most of these guys made errors as well, so you know there is a problem in learning the game when even the guys teaching it can’t get the rules straight.
In a sense what I discovered is that there was a learning curve to the learning curve. In order to play Empire of the Sun, you have to know all of the rules before you start your first turn, as well as many of the nuances of the ambiguous concept of military and what comes in the box seems to steer you clear of the approach you should actually take to learn the game, namely, by playing the South Pacific scenario (more on that in a minute).
The other issue that you run into is that there are tremendous amounts of rules exceptions scattered throughout the rulebook, the classic “this is true except in these five circumstances”. While much of this is covered in the reference cards, and is important to the design, there is so much of it it can be painful to try to remember everything. I found that some rules and terminology aren’t even defined sufficiently to understand certain concepts until you read some of the Italic designer notes from Mark Herman. Now everything you need to understand IS in the rulebook, this thing is clear as night and day once you understand the game but every printed word is important and skipping or missing even the tiniest of details can create confusion later when concepts, terms and rules are referenced. There really is little in the rulebook to indoctrinate players, its written in a kind of matter of fact way that becomes an extremely reliable source of information once everything clicks, but not before then.
Finally and this was the real killer is the opening plays of the game. When you play the 1941 scenario full campaign, and you will if you want to follow along the only examples of play in the rulebook, the Japanese player must execute two operation cards as a sort of semi-scripted start. These operations (and operation cards) are a principal start of the war and explain a core concept of the game, in essence they are the cards you play that define the way you execute your actions on the game board known simply as “Operations”. In one way this is really great, in that there is a lot of instructions and examples on how to execute these two specific operation cards in a clear and efficient manner. On the flip side these examples are a walkthroughs without any rules explanation as to why certain things work the way they do as it assumes you have read and absorbed the entire rulebook cover to cover by that point. The icing on the cake is that one of the two operation cards that you start the game with is hands down one of the most complicated in the entire game. An operation that requires you to activate 26 units at once launching the biggest and most complex offensive in the entire game with tons of decisions to make all of which will impact the real start of the game in the first turn of 1942. The walk-through example makes all of those decisions for you, holding your hand through the process but doing it on your own is daunting, even if you get some games under your belt. More importantly these examples are kind of out of context, they don’t really explain how to play, they just show you an example of the procedure.
What is worse is that these operations function without certain key rules which gives you the impression about some of the things you can do in the game, but because this operation card ignores rules such as zones of control and reaction actions that would typically be made by the defender it does very little to actually prepare you for turn 2 when all of these rules will be in effect and you are on your own executing other operation cards without walkthrough examples. Now there is a turn 2 example section as well and it was probably the most useful teaching aid in the entire game, but it still does stuff like place X unit in Y spot, without explaining why that is a legal move and what rules are in effect when taking this action.
I think when you get right down to it, the introduction is on its best day very intimidating, one based on some of the most complex events that transpire (most complex operations) in the game. In a sense it just makes learning the game way more complicated then it should be. Given that now I do understand the rules and the game as a whole, when I teach it, it’s definitely not how I would do it, quite to the contrary, the example it walks you through is precisely how you should not go about teaching this game. A 1942 start should be a default and actually using the South Pacific scenario on the smaller map would have been an even better introduction and a place to start your induction into the game through examples, which notably should have been covered in a detailed step by step playbook.
The South Pacific Scenario first off plays on a much smaller map with fewer units, fewer card and cuts out several mechanics like China and India stuff. It’s exactly what you want, a sort of basic version of the game that does not require you to know every rule in the game. This is where the walkthroughs and the introduction to the game should be focused, it’s here you should do your induction to the game. Starting with the 1941 large campaign, or really any of the full map campaigns as a starting point is quite literally the last thing you should be doing as a newcomer, yet this is exactly where the instructional stuff pulls you.
Suffices to say my first impression of the game was that it was very unfriendly to new, inexperienced or even veteran players who might want to induct someone new into the hobby. The complexity of the game is high and this is a fact with which I have no problem, but Empire of the Suns presentation of the material really raises the bar of that complexity unnecessarily. It’s almost like a kind of hazing of new players as if to say “yeah this isn’t for you little buddy”. This is made worse by the fact that hidden in that box is actually a much easier way to do it that really should have been the focus of the games new player education.
Its clear to me how easy it would be to create an even “lighter” scenario version of the game for the purposes of learning to play. So many rules could easily be cut out to thin the required knowledge to play your first few games and you have to wonder why after almost 15 years and several editions this has not occurred to the designer and publisher to change that introduction. In particular since the 3rd edition comes with the aforementioned South Pacific scenario that is played on a smaller map with fewer rules in play, hence much of the work is already done for you.
The whole experience was a struggle and after having learned the game finally after weeks of effort, I came to the stark realization that had I ignored the examples of play and “this is how you learn” direction the rulebook was giving me and simply started with the South Pacific scenario this entire process would have taken half the time and been considerably less painful.
Well that was my first impression and as you can see, it was a rough ride for me. There is however a light at the end of this tunnel and though we have started off a bit negative, as I learned more about the game, became comfortable with the rules, things began to change. That Zen moment was right around the corner for me and this review, I will focus on what happens, how your perceptions will change as the light comes on and you start really playing the game.
Components
Score: Tilt:
Pros: Beautifully illustrated and designed game board and high quality components, plenty of great player aides.
Cons: Chits are tiny without replacement parts. While the reference guides provided are great, a guide that explains what each token/unit is for and what it can do is missing and seems critical as a gameplay reference. A much needed playbook is missing.
It’s unclear really for me what the expectation for components is in a historical war game simulation like this, what the norm is exactly. My only real exposure to games from this genre is with B-17 Flying Fortress Leader and in that case I was very pleasantly surprised because I sort of expected it to disappoint me.
With Empire of the Sun, I wasn’t sure what to expect but I would quantify the components quality over all as very good by any standard.
The big map game board, the centerpiece of the game is absolutely stunning and is easily the most impressive and high quality piece of the game. Notably the mounted board only comes with the latest printing of the game, which is the one I got. Beautifully illustrated, thoughtfully laid out and structured in a way that even a novice like me could figure it out. Its one of those game boards that is wonderful at the start and becomes even better as you become familiar with the game and catch on to the many nuances of what is on it to facilitate play. More than anything though the map itself is a foundation of the theme of the game, you are meant to feel like a strategic general of a great war theater and this map really gives you that sensation. Some of the most difficult decisions will be made by reviewing this map and the pieces on it in great detail and because its so well illustrated the amount of times you end up asking “what is that mean” is rare even if your a beginner which is a great tribute to the cartographer. It also includes some of the most frequently used tables you need to play the game, well chosen additions to the map.
One complaint I do have about the map is that in the game some nations will surrender when certain hexes are claimed by the Japanese player. It would have been nice if those where highlighted in some clear fashion so you didn’t have to reference the index card to find this information. Its fairly confusing yet a critical element of victory conditions to know which hexes are part of these surrender conditions for which countries.
The cards are of extremely sturdy, glossy finish quality, I’m not sure the quality could be improved to be honest. In fact, is there such a thing as too good? The cards are so stiff they are hard to shuffle. The art work is black and white on the cards reflecting the thematic way we imagine World War II and the card text is clear, easy to read, easy to understand with all the information you would need to reference very accessible. Clearly a lot of thought went into making these cards which you will be agonizing over during game-play as much of your strategy in the game is built around these cards.
The “Chit” tokens are tiny and I suppose they need to be, but they are hard to handle with my big clumsy fat fingers and because tokens are stacked up on top of each other you end up having to handle them quite a bit. I had to get a pair of tweezers, which helped, but I think this is just a normal part of these hex based war games you have to accept. The tokens themselves are of good quality and will clearly last, but that is assuming you don’t accidentally lose any. There are no extras of anything in the box and given their size, losing some seems inevitable and the way the game is designed even a single missing chit will impact your ability to play the game and potentially the balance of it. I think given the expense of the game, it would have been nice to include a couple of extra sheets of everything. Fortunately chits are relatively easy to make yourself and there are contact sheets available online to make replacements yourself so you do have that route to solve the problem if something gets lost.
The rulebook itself is what I would call overly efficient, yet difficult to absorb. Strictly speaking everything you need to play the game is there, I found no question or problem I couldn’t solve/answer without the rulebook but its 50 pages and you will rifle through that thing constantly during play, reading, re-reading and reading it again. I became so intimately familiar with that rulebook over time that I could practically write it at this point, yet I found it physically impossible to play the game without constantly referencing it and even after dozens of play throughs that has not changed.
Suffice to say however I think the rulebook is a bit short on examples. It gives you examples of the first turn and the first part of the second turn of play in great detail but very little else. There are certain aspects of the game that have unique rules, special circumstances and procedure that don’t function in a kind of natural or organic way. These things often sound more complicated than they are when structured as rules in the rulebook, compared to their actual implementation and I think that sort of confusion could be easily alleviated with more examples. In fact I would have thought given the complexity of the game, a whole book (playbook) dedicated to examples of play that cover every faucet of this game could be extremely useful and should have been included. In fact, given Mark Hermans affinity for taking up space with designer notes, I would have thought this a natural document to write.
Generally however the rulebook is extremely efficient, after a play or two you will come to appreciate the intricate style of writing that is clear once you understand all of the terminology and nuance of the game. Getting to that point takes time and you really need to have the game map in front of you when you read the rules as the rules very frequently reference hexes and locations on the map. The game also comes with a lot of useful reference guides, though there are some omissions here as well I would have liked to have seen. For example a clear guide on what each type of unit can and can’t do as there are many special circumstances and rules for individual units that can be hard to remember.
As a whole this is a high quality production, historical simulation war game or not. Considering its size and scope of the game, it is relatively compact and a modestly sized table to play on will do.
Theme
Score: (5 out of 5 Stars) Tilt:
Pros: Between the interaction of the operation cards, the gameboard and its many units, this game tells the story of the Pacific War in a way that must be experienced, it’s a masterpiece.
Cons: Before you can enjoy the story of this masterpiece, you must traverse this tough learning curve and one cannot be enjoyed unless you suffer through the other.
A game about World War II is definitely going to be very much about the theme, but even more so is that the case in a game that has such an incredible focus on historical accuracy and attempts to really tell the story of the war.
Empire of the Sun is populated with countless intricate details that will have you googling to find out what the significance of these different events were in real historical terms and it’s an amazing way to experience the game to have that reference of realism and history. When you have done this enough times you start to realize that not only is Empire of the Sun uncannily thematic, but extraordinarily historically accurate. In a sense the game is designed in such a fashion that if you put all of the strategy cards in a specific order and played the game out with fixed results of the real war, you could replicate the historically accurate results in game form. It’s quite extraordinary.
Now of course simply replicating history is not what a game like this is about, in this game you are in charge of one of the two factions of the war and will make the decisions your own and the game is really about how you change the history of the Pacific Theater, how you do it differently and the impact of those choices.
With the exception of the opening turn where the events of Pearl Harbor unfold, the rest of the game is up to you. From the initial offensive perpetrated by the Japanese in the south pacific, every tactical and strategic decision is yours to make as you re-write the history of the war. Throughout this game you are treated to microcosms of information about what really happened and how your own war differs. This nuance of the game in the context of real historical events is absolutely fantastic and will have any history buff smiling from ear to ear, while potentially turning you into a historical buff if you aren’t already.
The theme in Empire of the Sun comes through in a number of important ways, but I think the organization and structure of executing the operation cards is the greatest connection to the theme here. These cards are based on historical events that you will use to re-write history as you execute them to tell your version of the story of the many battles in the Pacific. I love how they range from small skirmishes to major operations, from well organized tactical maneuvers to wildly risky almost fantastically sounding epics, yet these things all really happened at some point. Each card feels like it represents an amount of time, both in the size and scope of the operation. There is just so much going on in these cards and they breath life into the theme of this games in ways that its difficult to describe and is simply something one must experience. In 30 years of board gaming I have never seen a single play of a card, have such a huge impact on the theme of a game.
The map too is a core that sort of rounds out the story of this game. The placement (position) of units is such a fundamentally critical component to the strategy in which one hex can mean the difference between success and failure, but this too is very crucial to telling the games story. The map is laid out in a way where you can see the depth of the strategic possibilities wherever you look not to mention coming to an understanding of the historical significance of these places. The flow of the game is such that it’s really difficult to predict everything your opponent will do and as they execute actions you can’t help but smile about all the cool stuff they came up with. It’s an action and counter action story, where each players turn, each card that is played is as engrossing and thematically rich as the next, but both players are always involved in every card played so there isn’t this thing happening where one player acts while the other play waits. It binds the game together and results in a story, one that is unique to that game and will never be repeated, keeping both players engaged at all times.
I can’t imagine the story of the Pacific Theater being told any more masterfully then in Empire of the Sun, it does not surprise me at all that Mark Herman is hailed as a genius and Empire of the Sun as one of his definitive masterpieces. From the perspective of theme, this game is indeed a masterpiece, worth stumbling over the learning curve to get at it. This is one of those games that you will use as a reference and marker for what it means to be a thematic game.
Gameplay
Score: (4 out of 5 Stars) Tilt:
Pros: Ingenious card mechanic creates a visceral highly asymmetrical yet balanced experience that is unmatched. The gameplay is diverse and the strategic options feel endless despite the subject and premise of the game being static.
Cons: Not for the uninitiated, this is a game for veterans and it remains difficult to comprehend no matter how much you play it, always seemingly just out of reach of retention.
This is a historical strategic war game about the war in the Pacific, I can imagine it must have been quite a challenge for the designer to come up with a way to replicate this historical war in a board game and make it both fun and fair. To understand why that is you have to understand a bit about the history of the Pacific Theater, but at the most high level, the short of it was that this was never a particularly fair war and Japan losing the war was kind of an inevitable thing. This presents several fundamental challenges to the designer in making Empire of the Sun. How do you design a board game where one side is definitely going to lose and has a clear disadvantage? Especially since the part of the goal for the game is to keep it historically accurate.
Mark Herman re-defined the concept of victory in Empire of the Sun and it is here where much of the games historical premise converts into being an exciting game for both US and Japanese players. The historical reality is that Japan can’t win the war and this is not your goal. In Empire of the Sun, Japan, attempts to instead force the US into a negotiated settlement rather then an unconditional surrender that they demand. The result is a game where Japan aggressively pursues US allies and tries to deter American commitment to the war, resulting in an accurate historical portrayal for story purposes and a great set of victory conditions for the purpose of a board game. This objective turned victory condition for Japan, solves the core issue of coming up with a historical simulation of the Pacific War, while being a fair game, a fairness that becomes balance mechanically thanks to the clever cards and starting conditions of the game.
Mark very brilliantly and carefully created highly balanced asymmetrical play here, a feat that is often attempted but failed in board games. Given the complexity of the rules, depth of the mechanic and continued adherence to historical accuracy, for this game to maintain this asymmetry while being balanced is an impossibility that Mark Herman turned into a reality. It’s an extraordinary piece of game design, to be appreciated even if the game itself does not speak to you directly. The study of this games design should be part of the curriculum for anyone wishing to be a game designer, its that good.
Now good design does not necessarily translate to being a fun game, a case I could make with quite a few highly acclaimed games. The question here is, between the complexity of the rules, deeply rich historical accuracy, asymmetrical design and frankly mind boggling depth, is the game actually fun to play in practice? Is it something that one might recommend to a fellow gamer?
Its with this part when it comes to Empire of the Sun I struggle. As a game design aficionado, I can appreciate a game I don’t play and there can be a fair amount of reasons why I won’t play a game I think is a great design. I don’t think everyone can and I imagine most would not want to view board gaming this way. I think most people just want to sit down and play fun board games. So it is fun?
The answer is, most definitely and unequivocally yes.. almost. It’s not an easy journey to unravel the foggy mystery that is Empire of the Sun, but once the rules click and you examine the gameplay from a perspective of understanding, Empire of the Sun is not only exciting but extraordinarily engrossing.
In this journey you will always stumble over the rules. You will always play this game with the rulebook in hand and if you step away from the game for a month or two you will realize that you effectively have to re-learn everything. The rules complexity is just high enough that it never really fully sticks and I have never managed to play this game through without screwing up several rules during the course of play. In fact, even the tutorials online (All of them!) make major goofs with the rules as they teach you the game. I said at the beginning that to judge a game negatively because its complex and long when that is what intends to be is poor form, so this may make me a hypocrite, but this is me saying that this game takes complexity just one step beyond the average Joe’s retention and that really gets in the way of the fun.
Still this is a game where you will contemplate your actions into extreme depths, the strategies, plans and ideas you can try in this game are endless. Here you can theorize and explore the vast possible outcomes of different actions that can re-define the war in what is an always shifting and dynamic game thanks to the card system that drives it. I can see this mechanic being applied to just about any theater of war, but it seems to work very well in the specifics of the Pacific Theater.
More than that though the game is chalk full of those “Holy Shit!” moments, which is fundamentally important to good game design merging with fun gameplay. While there are small curves on this race track as well, most of the action in the game is grandiose, game changing, in that “I can’t believe that shit just happened” space. It may seem strange looking at a board full of cardboard chits and think the game exciting, filled with adrenaline, but that is exactly what it is. I found myself at the edge of my seat at every card play, at every activation, at every shift of the many properties be they war weariness, European war track, the India or China tracks. It all boiled together into a mind blowing experience that had me nodding my head in approval and resetting the game for another play, one after the other.
If I could dislodge even my limited knowledge of this game and implant it into the brains of the gaming community at large I have absolutely no doubt, complexity or not, Empire of the Sun would be ruling at the top of the charts on boardgamegeek. It’s the game we are all meant to play, it’s without question a modern classic. Unfortunately I suspect it will always be regulated to the undiscovered gems pile and I hate to harp on it, but the high level of complexity really acts as a major barrier to entry that I don’t think most are going to be willing to cross. Those that do, are in for a treat, those that don’t are missing out.
What drives these exciting moments that has me praising Empire of the Sun like it’s the greatest invention on earth since the Philadelphia Cheesesteak?
At its core I believe it’s the marriage between card mechanics and a hex based war game. To me, the most unattractive part of most simulation war games is that there is a rulebook, a hexboard filled with chits and the endless charts of doom on the basis of which the games battles are resolved. Those things may be cerebral puzzles and interesting, but they don’t make for particularly inspiring storytelling and in a game like this, the story is the juice! To me the source of the juice is really all about the strategy cards.
The limitations on planning, the execution and the theme of these strategy cards all combine to create not only the cerebral experience that works on countless levels here, but the visceral experience that triggers your imagination. I think it’s here where the masterful design really comes together to become a fun board game.
Your planning isn’t just around what you want to do, but what you can do and your cards define that. This limitation is key to making the game feel like the real world, it’s not just manipulation of resources, units, and the map, but dealing within the confines of the these cards that represent events, people, places, battles and more.
It’s also important to note that the cards are extremely well designed from a balance perspective. They are built to create big moments and I have to say that I don’t think just any cards would have sufficed. It’s clear that these cards have been meticulously tested, adjusted and adapted to get the feel just right, to ensure their impact. Such a thoughtful mechanic demanded no less and it’s no doubt at the center of the success in Empire of the Sun as a game.
Now this of course isn’t the only part here and I could go on endlessly about how well thought out unit design is, the mindful interactions of units in combat, how clever the map layout is and how great the abstracted inclusions for things like the war in Europe or China are. In the end however its the cards that really make all of this work, they are the batteries for the whole system and quite frankly it makes this game nothing short of a work of art.
I would love to give this games game-play a perfect 5 stars and call it a day but being the objective guy I am, I would be remiss not to mention some of the warts in Empire of the Sun and warts it has, masterpiece or not.
For one, this is a game that is going to be tough to learn, something I have already repeated several times resulting in the hypocrisy of my comments in the first impressions section. To not mention it however would be criminal. This complexity however isn’t just about learning the game, but it becomes a hurdle in a more practical sense.
Your chances of finding a partner willing to jump through this brutal learning curve with you is not going to be easy. What makes it even tougher is that once you do finally learn the game, getting to a point where you can put up a decent fight against a more seasoned player is going to take several plays of the game as there is so much that goes into the strategic level here as well. Experience definitely matters. Given that a typical full campaign game of Empire of the Sun is an all day affair, the likely result is that this game will collect a lot of dust on your shelf. If your lucky, you have a friend ready to take on this challenge with you, in which case, don’t hesitate, but if you are picking this up without knowing who you will play it with, know you may end up playing with yourself (pun intended!). This just isn’t one of those “come over and I will teach you a game” kind of games. This is a serious assignment for serious gamers, I would call it a lifestyle game akin to something Advanced Squad Leader. One does not simply play Empire of the Sun.
Secondly and I can’t stress this enough, this is not an entry level Historical Simulation Game. I don’t want to discourage someone based on the premise of “complexity”, but this isn’t just about the complexity of the rules, this is a game that assumes you have done this before. It’s clearly not meant for a first timer and it may very well be the reason why I struggled as much as I did at the start. Even if this review has peeked your interest, if you are uninitiated, you may want to start with something a bit more docile and work your way up to Empire of the Sun. This is a postgraduate course, not something to tackle your freshman year.
Replayability And Longevity
Score: (3 out of 5 Stars) Tilt:
Pros: Very dynamic starting conditions, several scenarios to explore. There is plenty of game here for repeated plays.
Cons: It’s a very niche 2 player game, it will likely earn dust collector status on most game shelves simply by the nature of what it is.
I’m going to make this short and sweet, no two games will ever be alike no matter how much you play this game and because the story of the game is so visceral you aren’t likely to tire of it. I would imagine most people will play this game and then seek out other card driven games of this type, for which there are several avenues. It will make you a fan of the system.
When it comes to replayability, Empire of the Sun is a prime example of what you want out of a game. It kicks of the 1941 campaign with a massive operation that has you activating 26 units and declaring any amount of battles you want. This start means the game kicks off on dynamic footing. Your card draw in the first round has no doubt a few million if not billion combinations possible and after that there is no way any two games are going to play out the same.
Still its a static subject matter, on a fixed map. This is a game about the Pacific War and that in itself is a bit of a confining space. Certain moves will become your go to moves and I do think even with all the dynamics in the game there are certain things that you must do to win. For example as the Japan player you must take the Philippines in the opening moves of the game, after all you can’t have an HQ within striking distance of mainland Japan when Americans get their re-enforcement by turn 3. After several plays, opening moves and random card draws or not, there is going to be a certain routine to things you will do in this game as just a practice of good strategy.
Scenarios can certainly shake things up, the 1943 scenario in particular creates a fairly engaging yet relatively short game, while the South Pacific scenario is an example of how you can use this system and zero in on specific places. You almost wish Empire of the Sun was a series of games using the same rules. I for one would love to see a European Theater version of this one.
This is a deep and very rich game, you will want to replay it but there are certain aspects of this one that are going to effect how often you will play it. It’s a very long, complex 2 player game about a very specific sub-subject of World War II. That is an extremely niche thing and even if you love this game, the odds of it collecting some dust on your shelf between plays is a likely reality for most of us.
Conclusion
I might not be a historical simulation war gamer, but I have learned and do play some real monsters. Twilight Imperium, Mage Knight and 1830 Railway and Robber Barons just to name a few. Complexity neither frightens me or discourages me from learning and playing these games. If a game is good, its good, complexity or not.
In the case of Empire of the Sun however the complexity is seemingly just one notch above the retention of your average human, namely me. I love the game, as I write this conclusion its setup in my hobby room ready to start yet another campaign, but to play it without making rules mistakes and oversights its just very unlikely. There are just too many rules to remember that no matter how often you play it you always seem to forget something. Its not surprising to me that even the people trying to teach it to you online are making blunders, this one just takes complexity to a whole new level.
That wart aside however, I find Empire of the Sun to be hands down the best game I have learned to play in the last decade and it really has been worth the struggle. It’s dynamic, thematic and unquestionably one of the deepest strategy games I have ever played. The combination of hex based war gaming and card driven play is a perfect marriage. Even when playing this game solo with the AI bot, I found the game to be a pure joy. Its a very cerebral experience while simultaneously an incredibly thematic one. Every action you take is agony as you struggle to make tough choices at all times and after every move the entire state of the game must be reassessed before you do anything else. Like chess, this is one of those games where you can spend hours just staring at the board trying to decide what to do.
The question is always, who is this game for and while I try not to use the word “veteran gamer” too often, I would say that this is one of those games where past experience is almost mandated. Its clear to me that everyone should be playing this game, but its equally clear that not everyone takes playing board games seriously. There is nothing casual about Empire of the Sun, its at its core a challenge just to learn to play, a sort of qualification test to see if the game is for you. If you are the type of gamer like me who perks up when someone says “deep complex strategy game”, then Empire of the Sun may in fact be for you. If that sort of thing scares you, you may want to skip this one.
I don’t know what else to say about it other than that this game is a masterpiece in its own way. Not everyone is going to find “IT” when playing this game, as it caters to a very particular type of gamer, those few of us that are true explorers seeking a kind of ultimate experience in our hobby. Empire of the Sun is a game like that and though I would never recommend this game to most gamers, if you think you are that type of gamer, this is one game you should not miss.
When it comes to the genre of historical simulation games, I’m about as wet behind the ears as you can get. I know virtually nothing about this entire world of gaming, yet I have always had a passing interest in trying one of these games out but never really had the time to do so. When I finally decided to a few weeks back I was shocked at the brevity of this genre, just the sheer volume of games made simply choosing one a major research project. Ultimately I settled on a solo game so that I could pursue what I expected to be a very complex gaming experience at my own pace. My choice was based on both recommendations by some of the community leaders promoting these games as well as my own passing interest in World War II aviation.
Overview
Final Score:Â Â (4 out of 5 Stars)
B-17 Flying Fortress Leader by DVG games is a game that is part of a series of “Leader” gamers. It’s not exactly a system, but a kind of core concept. The basic principle behind these solo games is that you are a commander, in the case of B-17 Flying Fortress Leader in charge of a division of Bombers flying missions over Germany between 1942-1944. Other leader games have similar concepts in other historical periods and in some cases not even in aviation, for example there is one about modern tanks and another featuring submarines. Some of these games have tactical components, others like B-17 focus more on the strategic and planning part of the story.
As the commander of this division of bombers you are tasked with successfully running the air war over Germany. You manage resources, purchasing planes, outfitting them, hiring on special pilots, planning, running intelligence operations and executing bombing missions. There are many other auxiliary things to deal with as part of the war at large as well which can affect your efforts, like other war fronts, various historical events, even the weather itself can impact your efforts.
One interesting aspect of the game is that it’s effectively a game of preparation and planning. Once you give a mission a go, the mission executes based on your plans but you have very minimal tactical control over your bomber squadrons, they have their assigned tasks and go off to execute your plans. Their success or failure is dependent on two things, primarily on your planning which mitigates but does not eliminate the other part, lady luck.
These campaigns are part of a larger campaign where you manage these resources both in the short term for individual missions, but also in the long run over the course of the war.
This only leaves us with the question, is the game itself any good? Lets find out.
Components
Score:Â (3.5 out of 5 Stars) Tilt:
Pros: Â Good Quality Components, sturdy, made to last and beautifully illustrated adding to the theme of the game.
Cons: Despite the good quality the cost of the game is so extreme that it’s hard to justify it for what you get in the box.
I was not really sure what to expect when it came to component quality for a game like this, in fact I wasn’t even sure if it was appropriate for me to judge it based on today’s modern standards. These historical simulation games seem to me at least to focus a great deal more on gameplay and visceral simulation experiences rather than visual candy, but I was actually pleasantly surprised regardless.
The gameboard is very spacious, beautifully illustrated and very thematic giving you the feel of a commander sitting in a command tent planning out missions. It’s sturdy and made to last with a nice gloss finish.
The chit components where also considerably better quality then I had imagined they would be, also gloss finished, clearly labeled, easy to handle and just the right size. Somehow I expected them to be cheap cardboard cutouts, but they were effectively the same quality of tokens you would get with any other modern quality game.
The cards I felt were a bit flimsy, it’s clear that their dark colors will eventually cause edge ware that would come out white, but they are stiff, glossy and very nicely illustrated supporting the theme very well.
The rulebook itself got quite a few complaints in other reviews and I was apprehensive about it in particularly as I was anticipating a highly complex simulation game which would very clearly require very good instruction, but apparently I got the second edition of the game where those problems, including all the misprinted cards are already corrected. Quite contrary to what I read online about the rulebook I felt it was incredibly well done and usable at the table in a step by step fashion allowing me to learn the game as I went along. In fact I would say it is one of the nicest, well constructed and clear rulebooks I have read in quite some time, I found little to complain about it and looking at some of the components I can only imagine there is a big difference between the first and second printing. I suppose an index would be nice, but because of how it was laid out, things were very easy to find anyway. I love the fact that they didn’t try to make the rulebook part of the theme of the game, it’s printed on white glossy paper with large easy to read fonts and lots of pictures to use as reference. Please for the love of god developers take note, you don’t need to make the rulebook part of the game design, make it easy to read and use like this instead!
All and all I felt the components where excellent but still I have to complain to some degree here. This game cost over 900 Swedish crowns which is roughly 100 American bucks, I have paid for Miniature Game Starter kids for less than that with some of the best and most high quality components in the history of gaming. I was half expecting this game to have a solid gold d10 given its cost. I understand that small companies who sell fewer games have to charge more for their design efforts, its in part why I didn’t mind shelling out the money but damn, for what you pay, this game should have 30 highly detailed miniatures in it. I would not normally reduce a component score on price, but this was such an extreme in my opinion that I had to shave some points off it. I definitely think cost will be a major point of contention when considering a purchase of this game and the developer might have shot himself in the foot as its likely he would sell more copies if the game was cheaper.
Theme
Score:Â (5 out of 5 Stars) Tilt:
Pros: Â Captures the theme of being a World War II strategic commander with perfection, outstanding atmosphere and mechanically connected theme.
Cons: There are some, but not worth mentioning.Â
I think when it comes to a solo game about a historical period like World War II and a subject like flying bombing missions over Germany, ensuring that this theme comes across through the mechanics and art is absolutely vital. In fact, I felt strongly that this was going to be one of the most important elements of this review.
Thankfully B-17 Flying Fortress Leader does not disappoint, It’s a game about you being a strategic commander of World War II squadrons and it delivers on that promise.
There are a lot of contributors to creating this visceral experience and while certainly the layout and art of the gameboard, cards and various components certainly delivers on the look of this theme, where this theme really bursts out is in the details of the mechanics and decisions linked to the subject matter.
I was really worried as I opened the box that I would be overwhelmed by an endless stream of strategic choices that would make a lot of assumptions about the type of gamer I was. I know this was a kind of “fear” I had that may not have been entirely rational but I was so happy to see that not only where the choices easy to understand, you could right away get a sense of what impact they would have on the game and how that tied into the theme of being a strategic commander.
You chose your bomber groups, picked special pilots to fly your missions, outfitted their loadouts, picked their targets, chose their flight path and sent them on their way. These choices are important and have great impact on how the mission will play out, but they weren’t overwhelmed by a lot of complicated, task oriented activities. They were just great, simple to understand options which you had to consider for the mission and larger strategic plans.
What you discover after running a couple of weeks worth of missions is the impact of those earlier choices on the campaign at large and this is really where the theme comes through because while you are thinking about the current missions, you really have to think about the campaign as well. Your choices have benefits but they can also have consequences and I found it especially interesting how their was this feeling of a high power, those ranked above you, that could bring those consequences. For example if your campaign was going really well but the war on other fronts goes poorly, you could suddenly discover that some of your squadrons get reassigned to other fronts where they are more needed.
The reverse could also happen, which meant that while you had your job to do, your commanders had there’s. It was amazing to see how the game responded to my success and failures over the course of my campaign.
Some of the auxiliary stuff, though I call it that, actually plays important roles in the game is also chalked full of flavor. For example if a German commander appears that brings U-Boats with him, you will have a whole different series of problems to contend with then a German Commander that brings special technologies with them. Event cards can turn what appears to be a easy routine mission into a disaster. The feeling of rolling for the German response is also this great unknown, it’s sort of like your planning your mission but you don’t fully know exactly what the Germans will do.
I realize a lot of this stuff is decided with dice, which one might say means the game is random and to a degree its true, but thematically these events and reactions the game comes up with, though driven by the cast of a die create a believable setting, a sense of time and place.
The way you feel sitting in front of that strategic map is uncanny and though you can’t control many of the events, you kind of have to plan for the unexpected and this is really part of how the game plays out and I imagine probably how it felt to the actual strategic commanders in World War II.
Does it all make simulation sense? No. Yes there are definitely a few places where clearly a mechanic is just a mechanic for the sake of balance and playability. These abstractions however don’t really detract from the experience, in fact they are such minor things I hardly see any point in naming them or docking the theme score for them, though I might consider it when discussing mechanics. I hadn’t even noticed them until I read a few other reviews that pointed them out and kind of went.. aha.. yea I suppose it’s true but who cares!
From the stand point of theme, this game just nails it, though I would definitely recommend using some of the optional rules like weather, recon missions and veteran bandits because it adds even more atmosphere to an already atmosphere rich game without really doing much to make it more complex. Recon missions I in particular I felt really fit the game and seemed like it should just be a standard part of the game. I was actually surprised that this was left as an optional rule as it adds so much to the theme.
Absolutely fabulously executed theme’s, captures the intended experience with perfection in my humble, albeit inexperienced opinion.
Gameplay
Score: Tilt:
Pros: Well orchestrated mechanics with high level of connection to the theme and lots of player choices that both work into the short and long term strategies make this game a blast to play.
Cons: Some missed opportunities, a bit lackluster event cards and a relatively docile enemy can be a bit of a let down.Â
When evaluating a historic simulation game, I have to admit that I’m a bit out of my element and so I really just decided to evaluate the game on the same basic premise and methodology that I do any other game. This may or may not be fair to the publisher, but to me, a game is a game, so I suppose I don’t really see why one would get a different treatment over the other, historic simulation or not.
It’s really because the theme is so strong in B-17 Flying Fortress Leader, that the mechanics become a bit of a chore to evaluate, in part because mechanically there is a lot of high level of abstractions that are driven by a single cast of a die, yet can potentially have great impact on the game.
For example the combat mechanic of rolling a d10 for each bomb you drop with some minor modifications is a very simplistic mechanic. There really is not much more to it than luck, you either roll well and do well or you don’t. On the surface I would not consider this a particularly inventive or immersive mechanic, but in the scope of the theme and everything that came before, that is exactly what the mechanic should be. The important events are all those things that lead up to that final moment when you drop the bombs. If you have planned well the odds are in your favor, but the idea here is that its war, you have sent your boys on the mission and there is no guarantees and this mechanic really brings this uncertainty to a conclusion quickly so you can get back to the fun stuff of planning your campaign. It breaks up the anticipation of the result so it feels great, but it’s not a focus of the game, hence handled quickly and efficiently.
Which is exactly how most of the mechanics in the game feel. There are numerous examples of moments being resolved in a simple way and efficient way of a single die cast, because what your really doing, where the bulk of the fun and strategy of the game is working on the plan around the results from these mitigatable but often random outcomes.
In general the activities of building your plan and strategy take shape in a wide range of ways. Chief among them is the managing of your precious SO (Special Operation) points. These are used to get new bomber or escort groups, hiring on special pilots, outfitting your loadouts for the missions, purchasing recon assets, sometimes upgrading or replacing bomber groups and more. There are a number of ways these SO points can be affected both positively and negatively via different events in your campaign, so you will often make strategic strikes against targets that might impact your SO point production or pursue missions that earn you extra points. Suffice to say being low on SO points can limit your options and having a lot can allow you to create havoc for the Germans.
Other important decision are driven by the strategic situation on the map. There are sorties and mission sites all over the place and you will be planning your targets and routes on that map. Some weeks you might choose to strike deep into enemy territory so that you get an opportunity to take out bandits and that hidden airfield, other times you might go for doing lots of damage to several targets at once to try and soften up the enemy for more decisive strikes later in the month. Time pressure can be a big factor, so there is considerable precision required to your choices of targets and how you approach them. If using the weather and Intel options which I highly recommend you do, those can allow you to create advantages or cause problems in what feels like a very authentic way.
Often your decisions can be forced, perhaps you took a bad beating this month and in the last week of the month your bomber squadrons are in bad shape, so you hold back a bit, while other times still you have to take big risks to take out targets that can cause devastating problems in the next month if you don’t. You also always have the pressure of trying to complete your mission and win the campaign, getting those victory points and completing your victory objectives should of course always be first and foremost on your mind, but this requires long term planning to manage successfully.
There are also external factors that impact decisions. There are other war fronts that can affect your resources in your air war with Germany. Event cards in particular can really impact a specific mission, while the other war fronts can create sudden shifts in strategies for the Germans that can surprise you.
In the course of play there are a lot of moving, dynamic parts that will cause you to make constant adjustments to your strategy and of course its always about doing the most damage against your targets while taking the fewest casualties possible.
Gameplay in B-17 Flying Fortress Leader is a constantly shifting and adapting thing. I find that early in a campaign you tend to think in terms of “what are my best odds”, but as the campaign gets going there is far more that drives your decisions and your options, forcing you to take greater and greater risks. The crux of the game is really many mini decisions that are lead you to the success or failure of the campaign and because the game is thematic, the experience is that much more engrossing. You can really lose yourself in this game as your imagination runs wild.
It’s a game that feels great and I will often say that a game mechanic doesn’t have to be good, it just needs to feel right and I think that is what B-17 really does here. I’m no game designer and my minimal experience with these historical simulation games leaves me with little to compare it to, but if through gameplay and theme there goal was to make me feel like a World War II strategic commander in charge of a fleet of B-17 bombers, they have wildly exceeded my expectations. I really was expecting this game to leave such an excellent impression on me.
There are a few chinks in the armor of course and I would be remiss not to mention them, but I think I would qualify these as minor quirks, rather than real mechanical problems.
One thing is that it feels like when planes got destroyed that there should be more drawbacks and consequences for the particular bomber group. There is the whole Shaken mechanic, where if a group takes enough damage they become less effective, but as you lose planes there is no impact on the quality of the unit long term. It feels to me like Bomber groups should level up and level down, so that there is a thematic sense of veteran pilots getting killed and new rookie pilots joining the team. It’s kind of a missed opportunity to add yet another layer of theme to the games gameplay and it’s one of the first house rules I added to the game.
What I did here is simply make it that anytime you lose 16 planes in a single group over any amount of time (16 is the starting strength of a unit) your bomber group is reduced one level down in experience. The effect is that over time, your bomber groups that do well rise in experience but eventually they will take a hit down as pilots are killed in action. It feels right and thematic but the impact on difficulty is minimal, it’s just one of things that just feels right.
I also felt there should have been more event cards. Really, its a minor thing but on a typical 3-4 week month where you run typically 2 missions per week (at least you try) you are effectively drawing 4 event cards per week. That means in a 4 week month you could draw 16 cards, that’s actually almost all of them as the deck is quite thin. I also felt that too often the event cards, in particular on return trip had a no effect, effect. Meaning nothing would happen as a result of drawing the card. I think more thought should have been put into ensuring that drawing event cards was always a stressful and eventful thing but rarely is the impact of these cards really significant. This is a bummer because when it is significant, when the impact of the card is really felt, the game really shines. These event cards really help to tell a story of the game, but they come out feeling a bit weak.
Now this last part I’m not really a hundred percent sure about, but so far I have not found the game to be particularly difficult, at least not to the point where I think I will “lose” the war. I might not get as many victory points as I want or fail to meet the objective of the campaign, but I definitely feel like at least to this point, I’m totally dominating the Germans. The occasional disastrous mission aside, I’m usually coming out ahead. Now the caveat is that I have only done a couple of campaigns, the early years one so I don’t really know at this point if the games difficulty ramps up, I’m definitely far from done playing this one, but I’m hopeful that the Germans are going to put up more of a fight as I work my way through the campaigns.
Replay ability And Longevity
Score: Tilt:
Pros:Â Very dynamic campaign setup, lots of campaigns to run and even a couple of mini games all contribute to this games longevity.
Cons: There is a definitive routine to the playing this game, a process that may become monotonous after a while.
B-17 Flying Fortress Leader is one of those games that you set up on a table and play over several sessions. Some of these campaigns are really long, there are several campaigns included and because the setup is dynamic as well as there being many dynamically changing circumstances, each time you play any of these campaigns, they will be very different.
The end result is a game with a considerable amount of Longevity, I’ve been at it now for several weeks and I have barely scratched the surface, yet I’m still drawn to it like a moth to a flame.
There is kind of a routine to the game however and I think eventually even with all of the dynamics this game will peter out at some point, get shelved for a while and after collecting some dust you might get the itch to bring it back. In fact I fully expect that to happen because even though the game is very dynamic and certainly has lots of replayability, its fairly robust and lengthy game.
There are also several other mini games included in this package, none of which I have had a chance to try yet so I can’t speak to their quality, but I definitely see some potential in there. One scenario for example has you flying missions with a single plan in a more tactically detailed way. This is really an entirely separate game included in this one which definitely adds to its longevity assuming.
B-17 Flying Fortress Leader certainly earns its stripes in this department, maybe even standing out a bit, I would call it a pass+.
Conclusion
B-17 Flying Fortress Leader has definitely exceeded my expectations and has made for a great first foray into the world of historical simulation games for an amature like me. It’s greatest strength is the execution of the theme which comes through wonderfully giving you the experience of being a World War II strategic commander of the British Royal Air Force. It has also peeked my interest in other “Leader” series game which is I would imagine exactly what the designer and publisher would want.
It’s a very expensive game and I think of all the detractors here that is going to be the biggest hurdle for a potential commander. Coming in at around 100 dollars US, this game competes for your money with some of the best and most expensive games on the market, ones notably with extremely high production values and as a board gaming fan I can only say that in that field, B-17 Flying Fortress Leader is a tough call.
Still I think for board gamers looking for a great solo experience, B-17 really is a fantastic choice. It has it in all the places it really counts and aside from the high cost of entry, it definitely gets a recommendation from Gamersdungeon for anyone looking to break into the Historic Simulations genre of games. For me personally this has been one of the best games I have played this year, grant it, its early 2020, but hey, for the moment its true.
For anyone who reads this blog with any regularity you know that while I have spent a great deal of time writing about board games, miniature games and role-playing games, at the end of the day, I’m a theme guy and I tend to want to play games (whatever they are) with a deep rich theme. I don’t think that makes me unique, in fact, more and more games these days are a departure from the straight “great game mechanics” to the world of “great story games” side of the theme scale. Simply put, people want story in their games and so do I.
When I did my Runewars: The Miniature Game first impression article a while back, the one place where I strongly felt the game let me down was in the theme and story setting of the game. I can summarize the theme/setting and story of Runewars as lackluster, predictable and generic. Without question one of the primary factors as to why my group lost interest in the game almost immediately, for me personally there were other issues, but this definitely didn’t help.
That said my more recent foray into Battletech was driven strictly on the basis that I loved the setting and theme of the game, thinking that I had outsmarted myself I dove head first. As it turned out I was as impressed by the story as disappointed in the games mechanics. The game floundered for me very quickly, despite this amazing setting which brings me to my point.
It’s easy to conclude from those two experiences that at the end of the day, in order for a good miniature game to be successful and attractive to me, it must have the best of both worlds, great story, great mechanic.
In comes Warmachine and Horde by Privateer Press. The promise of a game that has an imaginative and deeply detailed setting while simultaneously rumored to have a robust and high level tactical game mechanic. A friend and I couldn’t resist, we picked up a couple of starter sets, painted up some miniatures and played our first few games. This article is all about my first impressions of the Warmachine -Horde by Privateer Press.
The Trollbloods Rule
I think the first most notable impression the game made on me was that I instantly fell in love with one of the factions, which I think is really key for me (and I assume anyone) to make an attachment to a game that helps to identify the you behind the miniatures you will be spending hours lovingly painting and pushing around. The story of the Trollbloods, the mechanics of how they approached the battlefield, the amazing miniatures. It all just clicked for me instantly at least just based on what I saw and and initially read prior to even having painted any miniatures or played any games. I spent all of 2 minutes browsing the Privateer Press catalog before I zeroed in on them, they would be mine and I knew immediately.
I think the most unique aspect of Warmachine and Horde is how each army is very distinctively visually different, reminiscent of Warhammer 40k. This is not in itself unique to miniature games, but what really attracted me was the attention to the detail of each individual unit. Inherently in many miniature games, once you choose your army, many of the miniatures are themed so closely together that the units kind of blend into one another unless you really know your own faction well. It wasn’t just about an army theme, but really about how each character and unit in the game had its own very distinct personality matched up with its own core advantages and mechanics to boot. I guess what I’m saying is that the factions have a lot of personality.
Now with the box set you don’t get much in the way of choice/selection, its just enough for a zero point game but because each unit (each model) is a distinct member of a team as well with his own abilities, powers and weapons, their is an association to the game that you get with it that you might not with say an army of indistinct Stormtroopers in Legion or the piles of Skeletons you get in Runewars. They aren’t just models, they aren’t just units, they are individuals that are part of a core strategy for the faction, or optional tactics that synergize not only with the units that come with your box set but potentially with any other very distinct unit in your faction. They are also distinctly unique miniatures you paint, so when you paint a Troll Bouncer, your going to paint that miniature one time rather than painting 20 exact copies of him. This makes the whole experience a lot more approachable from a hobby stand point rather than what you get with most miniature game, that tedious task of getting your army painted by painting the same skeleton model over and over again.
This idea of distinct units was really attractive to me, both because you ultimately didn’t have to assemble and paint Legions of exactly the same units that form squads, instead being able to lovingly paint these individuals, but also because it pushed you towards researching the game on a much deeper level right away. Synergies in the game don’t just come from combos, but rather from concepts, so you were theorizing and imagining the fights as well as the many options long before you get them to the table. It was in a way an experience closer to opening a booster pack of CCG cards, where even without playing you could see how the combos and synergies might unfold.
For example The Bouncer Warbeast in the Trollbloods has an ability that allows him to take the damage another unit would receive from a ranged attack. He is a kind of protector with a high Armor value allowing him to soak a lot of damage. This synergy can combo in a lot of different ways, but conceptually this unit is also incredibly tough, so you could ignore that ability and instead send him to the front lines where he could hold that line. Or you could make use of his Animus and simply make him a sort of spell battery as his Animus called Earth Blessing prevents a number of effects like being knocked down for example, which you might simply want for your Warlock to siphon so that he can avoid being easily assassinated through shutdown effects. Or you might use that ability to prevent terrible things from happening to more important units in your protection radius.
This might not all make sense to you if you don’t know the rules of the game, but the point I’m trying to make here is that this single unit has many different potential uses and that’s just one unit in your army (a single model). This model alone will change your approach, your style of play and how you manage your resources, as well as open up different tactics for you in response to your opponents actions. I love that a single unit can have this much impact on your game and open the door to so much theorycrafting, it’s wonderful to see how much diversity and mileage you get out of your models.
Now the drawback to this is of course complexity. With each unit having several abilities, effects and potential uses, even with only 4 units at the table (A Warlock and 3 Light Warbeasts in my case) in our first game, the experience was rather overwhelming. I’m sure it gets easier over time but with the average cost of a unit being around 6-15 points and a battlegroup with a value of ZERO points consists of a Warlock and 3 Light Warbeast you can imagine how high the complexity can become if you play a standard 75 point game. A game at 75 points might have anywhere from 10-20 unique units, each with several unique abilities to keep track of. It’s a bit daunting to even imagine how complicated the game can become, which comes with all sorts of interrelated benefits and drawbacks. Intimidating to be sure, but the flexibility and sheer options are outstanding in particular if you consider that there are 14 factions in the game each with several dozen unique units to choose from. The combinations are near infinite.
The point I guess is that this is a very heavy game, a true miniature war game unabashed by claiming the “for veterans” branding it definitely deserves. Now it doesn’t market itself that way, but it surely is. I have played many miniature games in my day and this one certainly ranks up their in the complexity of strategy, tactics and rules. Which brings us to the next impression and topic.
The Complexity of the Core Rules
When it comes to miniature games, most of them rank pretty high in the complexity of rules, at least when compared to other types of tabletop games. So when I say the game is pretty complex, it’s a comparison to other miniature games. For me personally as a gaming veteran this is not a drawback, I like a robust ruleset, it’s only a drawback if the rules are unclear or lead to irreconcilable situations (aka, rules that don’t cover the majority of potential situation that could come up) and if you actually try to achieve that, you won’t be able to create a game without a heavy ruleset. So to me, a heavy ruleset in a miniature game simply means that the publisher of the game took the time to be super clear about what the rules really are. It’s far worse to have a simple rule set that leaves you hanging at the table all the time without an explanation, then a 300 page rulebook that covers everything.
The question than becomes, how practical is the ruleset. Having a clear, concise and deliberate rulebook is great, but are the rules easy to remember. Will you be able to keep it all in your head as you apply the rules to list building and table tactics?
I definitely don’t think Warmachine/Horde is for the weak of heart or the amature miniature gamer, lets just at least say that. This is not a introduction to the hobby game, this is a graduation gift for the seasoned veteran. Is that a bad thing? I suppose it depends on how you evaluate games. For me personally, if a game endeavours to be a long game for example, you don’t give it negative marks for being long (see Twilight Imperium the board game as an example). You can’t say “this game sucks because their is too much luck involved” when rating Yahtzee, a game about rolling dice and hoping you get lucky.
It’s the same with Warmachine/Horde, it’s a deeply tactical, heavy ruleset that endeavours to challenge seasoned miniature gamers. With that acknowledgement and goal, Warmachine/Horde rules in my book are excellent.
The clarity, efficiency and organization of the rulebook is bloody pitch perfect, this is not a game where you will run into a situation and not find in the book how to resolve it. You might not be able to remember every detail of the rules (which is an issue, more on that later) or you might get the rules wrong at the table (highly likely at the beginning). Suffice to say, rules referencing is something you will do with regularity until you reach an expert level of familiarity I would imagine, but unlike many miniature games, you won’t find yourself trying to interpret how to resolve a situation based on vague rules. It should be noted that when I watch battle reports online, after having become more familiar with the games over several readings of the book and a few plays under my belt I would say 90% of the people I have watched play, even the experts, are doing a stuff wrong quite regularly. This at least illustrates the complexity of the game, a lot of attention to detail is required to get it right.
Now the miniature game hobby is called a hobby because as much fun as the game is to play, much of the activity of a miniature player revolves around the preparation to play, which brings us to the next topic.
List Building and Miniatures
When it comes to Warmachine, List building is a thing, but less so in the modern sense that we see in a lot of games today. While certainly every miniatures statistics, special powers and unique application is something you will consider, from what I have seen so far in the game it appears any unit and pretty much any combination of units is viable. There are very few distinctly bad units or what is more common, outdated units. Match “fairness” will certainly vary depending on how two opposing lists match up, circumstances of the scenario, player skill etc.. which we definitely witnessed in the games we had, but individually when you assess any given unit you can clearly see a use for it in the game and in a potential army list. You might argue with your friends about how good a unit is or isn’t, I imagine units always appear stronger when facing them rather then using them but I found very few units that I looked at and went “Ok these guys suck balls, I would never use them”. Every unit has that “ah ok, I see what I can do with him” kind of feeling which really strengthens the games overall presence in our group as we very often find many of the miniature games to have some, often many units that we look and disregard as “unusable shit”.
The design of the game is such that you can really pick units based on aesthetics to create your army and come up with a reasonbly viable force. That is not to say that synergy is not important, it is, (probably more important in competitive play) but warmachine/Horde seems to be more the type of game that it’s virtually impossible to conceive it as a whole. What I mean is like some of the larger games like Warhammer 40k and unlike games like X-Wing and Armada for example, in Warmachine there are so many factions, so many unique units and so many possible combination that trying to establish a list that is “ready for anything” is a monumental task that I think would take some pretty serious experience. Warmachine is definitely one of those games that you could potentially play for years and never face certain factions and the bulk of the units that are available.
Unless you have some clear idea about what you might be facing, your list building is largely focused on your own army strategy rather than a response strategy. There are just too damn many units to do it any other way. There are of course some staple units in certain army (looking at you Dire Troll) but beyond that there is no telling what a player might or might not throw into an army you will face.
More than that though, most units stand on their own two feet. Add a Troll Bouncer to your army and any other choices you make are largely irrelevant, his abilities and synergy is universal and will be useful regardless of what else is in the army and your opponents army. Tactics will determine how you will use him and this will change from game to game, but he will be useful regardless. What that boils down to is that you can go into the product catalogue for your faction, pick a model you will enjoy painting and seeing on the table and you are certain to find a use for him in whatever army you currently have. In a sense the pressure is a bit lessened on focusing on purchasing and acquiring units based on abilities.
This approach to me is a lot more fun, at least as compared to some of the more modern games I have tried. For example in Runewars when I was running my Skeleton army, I knew I absolutely had to have 1 or 2 Skeleton Archer formations in every army list I built, it was just mandatory as a key synergy to the faction was practically based entirely on this unit. Grant it Warmachine has 10+ years on Runewars and so that may one day change for it, but suffice to say I love the idea of picking models on aesthetics and not having to worry too much about whether they would be a good addition to my army mechanically or not. Barring a couple of redundant units here and there, from what I can see, any unit is viable and has a place in your collection and while synergizing with other units, can be seen an independent addition thanks to all units having these multirole layouts.
Now it’s fair to say that this is just perception at this stage in my experience with the game, I could be completely wrong here. It will take a great many games to really get down to the nitty gritty of this game.
Rules Lawyering Is A Must
This is a game with a pretty robust ruleset and while I tip my hat to the clarity of the rulebook, in practice at the table you must apply these rules correctly and in Warmachine like most miniature games this is absolutely vital to maintain the intended balance of the game.
I played my first three games and lost miserably resulting in a bit frustration. I felt that with the Trollbloods battlegroup of 3 light warbeasts I just I had no chance against the Cygnar forces who had 2 light and a 1 heavy. I wasn’t just getting beaten, in one of our games I was crushed by round 2 with zero chance of making a comeback.
Then I came home and read up the rules and boom, realized that I had forgotten a couple of things, one rule in particular I was completely ignoring, a rule that would have turned that 2nd round crushing defeat into a potential victory.
This is where I think a game like Warmachine and many other complex miniature games have an inherent flaw, in that, the rules must be followed 100% and you really have to remember all the little intricacies of what your army can do, what individual units can do and what the exceptions to the rules and sub-rules are to the letter or you can end up coming up very short, in particular if your opponent is tapping into all of these resources. As such, if you are like me and have trouble remembering a lot of rules, abilities and special circumstantial possibilities in the moment, you can find yourself losing a lot of games that can be summarized in “I should have or could have” talk at the end of the match.
For example in my case I forgot that I could heal my units with Fury from my Warlock to remove the disabled effects of having all of your damage boxes in a single zone marked. You may be reading this and not fully grasping the impact here but let me tell you that this is HUGE. It’s the difference between night and day and this one very simple option/rule you have can make the difference between losing horribly and winning overwhelmingly. As such being a stickler for the rules is absolutely vital to maintain the integrity and balance of the game.
That said and simply put I don’t want nor enjoy being a rules lawyer to my opponent in general, I’m a social player, I want to get together with a friend, roll some dice, drink a beer and relax but I also don’t want to play a grossly unbalanced game that frustrate me. I want the rules to be simple enough that we don’t need to read the exact wording of every card, rule, sub-rule and indexed FAQ clarification to have a good balanced game, but in complex games that just isn’t a thing. You really need to know this stuff, which means the learning curve for Warmachine/Horde is pretty considerable. In fact, in my perspective this is one of the most complex miniature games I have ever played to date.
In short, forget a simple thing and it could cost you the whole game. In a game this complex, that is a very harsh reality and simply speaks to the fact that this game is exclusively for hardened veterans of the miniature game genre and rules lawyering is a necessity to ensure the integrity of the game.
Balance of The Battle Boxes
For anyone doing research on the game this may be a repeated opinion and information as it is one of the most common complaints about introductions to the game of Warmachine and Horde but I believe and fully agree with the internet consensus that the battle boxes are not particularly well balanced against each other. In fact, I would argue further and say that virtually no effort was made at all to create balanced starter sets. It’s not a commentary on the balance of the game, I certainly am in no position to speak on that in this article, but you don’t have to be an expert in the game to note the pretty staggering flaws in the match ups of these starter sets.
I’m not going to waste text here describing the issues, you can pretty much google every discussion on battle boxes anywhere on the internet and find the complaints. Suffice to say the balance of the boxes is a problem and I had the unfortunate luck of playing the Trollbloods which are at the top of the list as being considered one of the worst by a wide margin. In fact as I researched strategies and tactics to be deployed hoping to get some information from experts who know the game well and I found a grand total of ZERO information on the topic with one exception. This Article Here which was quite literally the only good advice on how to potentially succeed with the Trollblood starter box. The rest basically suggested that you not participate in zero point matches at all which I found very disappointing.
Now that is very disappointing and frustrating, playing a game you always lose is not fun and might even deflate your interest in the whole endeavour. However it’s worth pointing out two core things about the battle boxes and miniature games in general.
Generally games miniature games and it is clear to me it is the case with Warmachine/Horde is that they don’t balance the game on a unit level. What that means is that if you take a 10 point units from Cryx and compare it to a 10 point unit from Trollbloods, you aren’t going to get two units that are of equal strength or value.
What you will find is that each of those units in the scope of the army serves an important purpose and those 10 points can be escalated to be worth far more than the single unit’s abilities might suggest.
Take for example the Cryx Slayer Warjack (see picture below). You don’t have to be a mathematician to realize that the Slayer is superior in every single possible way to the Axer. He moves faster, is stronger, is more likely to hit, has a higher defense, has more hit points, gets more attacks, has more options and arguably has a better special ability. There would seem to be no conceivable way you could argue that the Axer is a better buy for 10 points than the Slayer.
Yet I will make that argument and here is why. The Axer serves a core purpose in the Trollbeast army and with synergies from the Trollbloods army is a far bigger threat than the Heavy Warjack could ever be. There are several reasons here.
First the Animus. Remember that your Animus can be cast on your Warlock, which means that your Warlock has an extra spell (Rush) that he can use for himself. Giving your Warlock Pathfinder and 2 extra move is HUGE. Secondly the Troll Axer has the ability to hit as many units as he has in his 2 inch radius with a single attack. Now in a one on one fight this might not be useful but he can charge into a unit of many and potentially wipe it out with that single attack. He also has a smaller base, which is a big advantage as he can slip past units easier and fit into smaller zones while still threatening a 2 inch radius. Further more with Pulverizer he could get his POW to 16 just like the Slayer has by default, but with a Dire Troll could get that up to a POW 19!
Suffice to say, circumstances matter, synergies matter and if the Trollblood was cheaper, in the scope of the Trollblood army synergies he would be grossly unbalanced despite the fact that in a tit-for-tat comparison its no contest, clearly the slayer is superior.
The problem is that in a Battlebox fight, most of the purpose of the Axer and the synergies of the army serve no purpose and its here that there is a mismatch and the core reason for the complaints about balance of the core boxes. For example there are not grouped units for the Axer to attack, there is Dire Troll to bump his strength and while you could put pulverize on him to make his stronger, in the Trollblood Battlebox its far better to put those spells on your Impaler who can make a powerful attack from range.
I guess the point here is that the balance issues for the battle boxes are just circumstantial in a small zero point fight and it’s here where tit-for-tat comparison have greater impact, as the whole of the different armies synergies don’t have the same impact on the game as they would if you were playing say a 25 point game.
That doesn’t really alleviate the burden that comes with learning to play the game with an army at a disadvantage and so I do understand and sympathize with the complaints, in particular as a Trollblood player who gets the shit end of the stick in the deal. That said the point of playing zero point Battle Box games is to learn to play the game and in a way, trying to figure out how I could win despite the disadvantage has lead me to digging deeper into the rules, into my battle box synergies and in trying to come up with a strategy that might give me a fighting chance. In a way, being at a disadvantage as frustrating as it may be, is probably doing more good in getting me to understand the game then bad.
The Conclusion: The Advice on Trollbloods
First impression articles are always filled with poorly informed opinions and badly constructed theory crafting, it’s just the nature of being a noob and trying to assess something you simply don’t have enough experience with to do so intelligently. Any time I have ever done articles like this in the past, when I go back to them a year later I cringe at my own ignorance. None the less, I think first impression articles are always the most important to read when I’m researching the game because its more relatable. Discussions about 75 point games and high level faction tacticals are completely meaningless at this stage. As such in my conclusion, rather than saying anything more than that I love the miniatures and I love the ruleset so far, I’m going to offer some specific advice based on my limited exposure to my Trollblood Box set seeing as there seems to be such a shortage on the internet of such advice when I was trying to find some. Remember I’m a noob!
First thing you need to realize is that Ragnor is your workhorse. Everything in this battlebox hinges on using him well and if you stand any hope of winning any zero point games, it will be by using this guy to his maximum potential.
Your first play is to always get Ragnors pulverizer (+2 damage) spell out on your Impaler and to set up your line so that your Bouncer can protect everyone from range (within 3 inches) with his animus on to ensure that at very worse he will be facing ranged damage with a 19 ARM. Done right you have little to fear from any ranged attacks and you could further bolster your ranged defenses on the guys in the front by using the very cheap Earth’s Sanctuary to gain cover if you can’t find any on the table.
Get your Impaler in range of your enemy making sure to be out of charging range of anying using Far Strike (total 12 range) and soften him enemies up with a POW 15 attack. In subsequent rounds make use of the Impaler at ranged and use Ragnor Shockwave to both slow your opponents advance and cause some additional damage. Remember keep him out of charge range and remember about weapon reaches and any movement boosting spells. Don’t let players trick you, you can’t calculate SPD+3, you need to account for weapon ranges.
What your ultimately trying to do with your force is set your Axer and Bouncer up for a charge so that you can one shot one of your enemies warjacks or warbeasts, preferably the biggest threat on the board by using Ragnors Shockwave to first knock them down and then charge in with the Axer and Bouncer (preferably with one or both having pulverizer on them).
In a zero point game the first 1-3 rounds are critical. It pretty much works out that if you can take out one of your enemy warjacks/warbeasts before he does any serious damage you have your shot to win. It’s not a guarantee in particular in scenarios with control zones where you will be forced to engage perhaps before you really want to, but by and large the Impaler’s spear attack and Ragnors Shockwave are two of the most useful ranged attacks that I have seen in any of the box sets. You may think because you are Trollbloods you should boldly charge into battle and this is probably true of the army as a whole, but in the zero point game you are definitely not doing that until your enemy is softened up a bit.
In general you can assume that any Heavy Warjacks or Warbeasts will one shot any one of your warbeasts, even the bouncer. So you don’t want to be in a melee with your Light Warbeasts with these guys unless they are severely crippled in some way so that you could survive a volley. Ultimately I don’t think you can win without taking great risk in the end game as you will need a fully charged (6 Fury) Ragnor to at some point charge in and bring his immense melee strength into the fight. Remember that in most cases you will be facing Heavies and you have none, so timing is key. Also remember that often with Warjacks, crippling two can be better than killing 1 and leaving the other unharmed. You just need to survive the volley’s when you are in melee.
The main thing to avoid is facing a fully operation heavy warjack with Focus on him in a melee. Your warbeast won’t stand up to any heavies and even most light warjacks/warbeasts will make short work of them with full focus. You have a good ARM but very few hit points so your light warbeasts are easy to kill. You have to really make use of your ranged attacks and the bouncers defense against ranged attacks and pay close attention to the ranges so that you can get the charge. Your a threat from range so it will be on your opponent to close the gap.
Oh and don’t be afraid to heal and regenerate, in particular when your units get any of their spheres disabled.
This strategy is not perfect and certainly guarantees nothing. With good positioning, some decent die rolls and well time charges, while the odds are stacked against you, you definitely have a shot at a win.
For the past five years I have reviewed quite a few games and for me, usually this is a fire and forget kind of a thing. Today however I will look back on a few select reviews and reconsider my scoring and update them based on further plays of the games since those reviews. Now generally when I do reviews I feel strongly about them, which is what prompts me to write the reviews in the first place. I normally only do reviews when I feel really confident that as part of that review I’m offering a fair assessment of the game and can help players make a decision about them. After a while though you start to realize that there are a few games in your review history that perhaps you were a bit tough on, or in some cases a bit too kind. Today is going to be all about resolving some of that regret.
Great Western Trail
I scored this one a 3.10, which is a pretty great score for a game, I consider any game of a 3 stars or higher to be worthy of my personal library but I have come to appreciate this game a great deal more than this score reflects today.
For one, I think I underscored the theme of this game which after many more plays I think is a lot stronger than the 2 stars I gave it. I really find the theme of this game is key to making sense out of the gameplay and its perhaps to the surprise of no one, that Cowboys are pretty popular so I find getting this one to the table because of the theme is quite easy. The concept of moving cattle, in the deck building mechanic and how it comes together when you arrive in Kansas City really works well in presenting the game and I really feel strongly that at the very least it deserves 3 if not 4 stars for the effort there. I really love the feel of this game, building up stronger and better hand of cards and the strategy of trying to consolidate your efforts over several turns of coordinated strategy that pays off is something that really brings this theme together.
Gameplay wise I think this game definitely deserves at least 4 stars if not 5. Its greatest strength is the games very deep, strategic gameplay that I can’t say enough about. It takes time to really get the nuts and bolts of this game which may be why I initially reviewed it at 3 stars but its definitely a lot better than that in my book. Great Western Trail has grown to be one of my favorite crunchy Euro games, the more I play it the more I want to play it as I see room for improved strategy and alternative ways to win. The replayability of this game is definitely a lot stronger than the 3 stars I gave it originally as well, over a year later I’m still playing it and excited to get it to the table.
A wonderful game that deserves a much better review then it got the first time around from me, I think if I were to re-calculate the score today it would break 4 stars which would put this among a small group of games to break 3 stars in my library and deservingly so.
Russian Railroads
I gave this one a 1.6, which is a shit score and while everything I said in this review I believe to be true, I do believe that it deserved a bit better score none the less.
I think I was particularly harsh on this game as it came during a time when there were many Euro games claiming certain types of themes like Trains, City Building and Fantasy, but delivering what are essentially themeless Euro game victory point smorgasbords. Now to be fair to the original review, this is true about Russian Railroads, this game has claimed a theme it does not represent in gameplay in anyway shape or form. It could be a game about making turkey sandwiches and the mechanics would make no more or less sense than they do applied to trains and in particular Russian Railroads. That said, its mechanically quite strong and its here I think I would alter my review.
For one, assuming you have never played a typically heavier Euro point smorgasbord game, this one I believe to be a considerably better one than many of the games being waved around these days. It certainly blows Terra Mystica and Terraforming Mars out of the water and while I would like to see more interaction in the game then it offers, it certainly has more strategic depth than either of those two games. For me personally despite the lack of connection to the theme here, it is a far better game mechanically and this should be far more important.
I suppose if I were to say anything about the game in terms of improving the score I would say that it deserves a 4 star score in the gameplay zone. I regret scoring it so low, it earns its stripes here and I think it’s disingenuous to score it any differently.
Stone Age
Stone Age is a game that landed in my library simply because I found that despite reviewing it based on many online plays at boardgamearena.com, I continued to play it over the last couple of years and when I spotted it on sale I picked it up.
Since then I have racked up an astonishing amount of plays in particular with my daughter who considers this “a very complicated game” at 10 years old, yet loves playing it and does quite well at it.
I think in terms of replayability this game definitely deserves better than 2 stars that I gave it, in fact, I would rate it 4 stars and perhaps closer to 5 as I find it despite relative simplicity of the strategies it just seems to make the table very often and I still often play this one online.
This is a great family game that works wonders in getting everyone to the table, yet is crunchy enough for an old vet like me to enjoy. Today I would probably recommend this one above most games as an introductory to board gaming game.
Le Havre
This is one of the games I feel I was a bit too generous with, in fact at a 3.25 stars, that’s seriously overselling it.
I think the main issue with the game is that after repeated plays it got very boring very fast. I can’t quite put my finger on it but this one hasn’t seen even a single play at the table since I did my review playthroughs and it’s become one of the biggest dust collectors of my collection. Its a bit of a dud, I think today I would score it somewhere around a 2.5 stars on its best day, even though everything in the review I say is true, its issues with replayability really hurt this one.
Seven Wonders Duel
This is one I definitely would re-score much higher today after rediscovering it with my daughter it has become easily one of the most played games in my collection. I would easily add a star to replayability and gameplay to this one if I were to review it today.
This is a really fantastic two player game that I think should be a staple of every gamers collection, both casual and vet alike. Great strategic depth, lots of great decisions and fairly tough to win consistently thanks to its quick learning curve.
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