Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Thursday, September 6, 2018

They are LEGION


In July, I picked up a small new game…  Okay, not so small, but the base set isn’t too big - Star Wars Legion, from Fantasy Flight Games.  I was going to write a review shortly after I unboxed the game, but I wanted to live with it a bit before I wrote this.  To be honest, I want to give it more play time before a final judgement, but having played a few games in the last month or so, I thought this would be a decent time to give a first impression review.
FFG Rebels

Good:
1.       It does have a feel of Star Wars.  I felt like I had Darth Vader leading a charge into a rebel force.   I know West End Games had Star Wars miniature skirmish rules back in the (90’s?) and I dabbled with it as I played the RPG back in the day.  I have a fair amount of minis from the WOTC collectable game.  Both had a decent Star Wars feel, but Legion does a good job of keeping the action moving and not bogging down in details.
2.       The miniatures are detailed enough, certainly they match what you expect from FFG and Star Wars.  No confusing Stormtroopers and Snowtroopers – even with nearly all white on both models, they are visually different.  They have done a nice job making the models detailed; I have seen other places online comparing the airspeeder to the Bandai 1/48th scale fine model favorably.  The bit larger scale does help painting, especially as white and black (for Stormtroopers) is a major pain to make look good. 
3.       The rules and game play is easy to pick up, you can play small skirmishes right out of the box, and build to larger battles pretty quickly.  As expected, the game components are all excellent; FFG has mastered the task of getting art and cards to be high quality.  It looks good, feels good, and isn’t overly complex.  I was able to teach a complete non-mini gamer to play the basics in less than 10 minutes.  Cards have enough rule notes to actually help instead of adding confusion.
FFG Stormtroopers

Bad:
1.       It is not as flexible of a game as I would have hoped.  Full disclosure, I have not purchased any expansions yet, but I have had the chance to play around with extra units.  The basic set is enough to play, but not enough to really play.  It was fun for a few plays, but you quickly find out you need more troops and want more toys to make it interesting.  Hey they need to make money somehow, and as a former 40K player, I understand how this works.  As much fun as it is, Darth Vader vs Luke Skywalker does get old, and pretty much everyone has at least one of each of them.  Including a second, minor commander in the base set to give some flexibility would have been nice.
2.       Gameplay is pretty easy to grasp, and there is a good amount of nuance (rock-paper-scissor-shotgun) but it seems to limit the games to smaller affairs for best effect.  The small skirmish game is the most common play style, and with a seeming focus on tournament play similar to X-wing coming through the stores, I can see why.  Aside from painting the miniatures, there is not much customizing (some game modifications from cards, but not creating a custom commander for example) so everyone should be able to play in a Legion event and not question what they are seeing.  Given time and expansions, the customizing will change, exactly as it has in X-wing, with hundreds of options for ship modifications, everyone can find a combo they like.
3.       On the subject of the miniatures, they are a bit larger scale than other games (heroic 40K) and they have nice detail, but they are a PVC based plastic.  That means you have to use a gorilla glue/superglue to put them together, not traditional hobby cement.  They also have a noticeable ‘bendiness’ as the PVC is pretty soft.  In general, this doesn’t cause any problems, but some of the detail is lost and they don’t look as nice under inspection.
 
FFG Luke and Vader face off

Other:
1.       Distance measurements are all from custom rulers and movement gages.  I’m not sure how I feel about this.  They work well enough, the shooting ruler is pretty sturdy (a sectioned triangular stick) but the movement templates may be a problem.  The movement gages have a rotation point in their middle, and need to be snapped together to work.  Mine went together okay, with one nearly breaking as it snapped together.  I have heard horror stories from other players whose gages broke during initial construction.  Decent idea, maybe better execution next time.
2.       Scenery is another area I am not sure how I feel.  There is already plenty out there and making scenery is something I enjoy and for Legion it is easy enough to make.  The barricades that come with the game are good for getting started, but a few ‘tournament’ type players who don’t consider any custom terrain ‘legal’ does sour the experience a bit.  It’s easy enough to avoid those folks, but long term I see where X-wing has gone, and I wonder if Legion will go down the same road where tournament play is the focus of the overall game.
3.       Game play is okay, but most of the battles seemed to come down to a lot of ‘fighting in a closet’ to me.  I know some of that is my limited selection of troops.  Plenty of games suffer from a focus on hero units, and Legion is no exception – if Vader crashes into the rebel line with Luke not able to counter him, the results are just what you expect.  It’s just too many games came down to this effect.  I am sure I am to blame for a portion of this, it’s partly how I play, but other players mentioned this effect as well.
4.       Another game play observation – playing Legion feels more like a ‘game’ compared to other miniature wargames.  Moving units around leaders, not every individual is a great idea - it speeds up the game considerably.  Custom dice, I am not a huge fan of.  They are fine; it makes sense for how the game is setup to compare hits, surges, defense, etc.  The old curmudgeon in me wants to see normal dice and +/- modifiers and make us do math.  Just how the game works makes it feel like a ‘game’ and less like a miniature representation of a battle.  That is likely my own personal feeling and may change with more play.
5.       Not a bad thing, maybe, but I feel it is a missed opportunity or possibly corporate influence – there are only two sides, Rebel or Imperial.  This is how X-wing started and after about 2 years (maybe less) they added Scum and Villainy for the bounty hunters and such.  I see Boba Fett is coming out for the Empire, and I think about how long until Legion has the same thing happen.  May be plan ahead a bit for another faction, or maybe even add some sort of sub-factions to the mix, just to make it a bit more varied. 

Conclusion:
In the end, I have to say I have enjoyed playing Legion.  That alone makes it a good game - after all if you have fun playing a game, it has done what it was designed to do.  From a hobbyist point of view, I am not quite as sold.  The models are not cheap, but they don’t feel quite as good of a value compared to some other miniatures.  Not that you couldn’t give your Stormtroopers some custom poses, or head and arm swaps on rebel troopers and such, but it is a bit more difficult with the minis the way they are. 
If you are looking for a fun, quick playing Star Wars themed miniature game, Legion is a pretty good effort.  It plays well, looks nice and isn’t too complex for newer gamers and has enough to it for more veteran gamers.  In a few years we will probably have so many expansions it will feel like the epic war it represents.
For now, I may try some more games, but it's not going to be the focus it was for me for the past couple of months.  Back to the zombie apocalypse!

Tuesday, July 4, 2017

This is WAR!

"We need supplies."  Patrick said, lacing up his boots.  "I say we check that small warehouse we passed on Highway 11."
Sandra looked over the few supplies they had in the truck they were using.  "You're right, we need more than a a couple of cans of beans and a blanket."  Pulling on her jacket, she added "Let's go."

This is a recap of the first scenario, meant to teach the basics for The Walking Dead - All Out War.  I have played it a couple of times, both solo and with one other player.  I will show just one of my solo plays, it was the most interesting of the times I played anyway.
Basic setup
The first basic scenario is a supply run.  I have to use Sandra and Patrick, a runner and a bruiser.  This is mean to teach the game, so I have no equipment, and the survivors are designated by the scenario.  I have setup 1/4 of the playmat that comes with the game to designate the warehouse, which is supposed to be 10"x10".  I have to get three supply crates for a successful mission and there are three walkers to face to start out.
Sandra and Patrick
The miniatures that came with the game are of good quality.  I expected as much, Mantic games has a good record of quality.  The plastic is bit soft, but I think they will take paint well enough.  As you can see, I have not painted them yet.
Sandra and Patrick move towards the supplies
Event card
Walkers close on the survivors
There are a couple of key concepts to the game, noise and events.  As you move, you can choose to run (move 8"), which causes noise, and the nearest walker to shamble (move 6") or you can choose to sneak, and move 4".  On the first turn I have Sandra run, with her special ability she has a chance to avoid combat, and Patrick sneaks.  Each turn, you draw from an event deck, which determines how the walkers move and can cause general chaos.
Sandra loses her melee
After melee the losing models are pushed 1" away from the victor, allowing movement each turn.  I found this keeps the game moving along.  After a few turns, things get messy, I move Sandra to get the crates and Patrick keeps the walkers busy.
Things seem to be okay
Moving around it seems things are well in hand.  The events stack up, and the walkers really make things..."interesting".
Pandemonium is aptly named
More walkers appear
The events cards definitely give the game twists and turns.  You may have the walkers not even move, or you may see several more enter the game.  I must admit they do make each game unique, on one play through the walkers barely did anything, we killed them (or knocked them down) and grabbed the supplies in like 3 turns.  Kinda boring.  Other times went sideways in a hurry...
Two down, one to go
Sandra and Patrick move along, grabbing the second supply crate.  I hope to just move along the back wall and grab the final supply crate to win the scenario.
Walkers swarm the survivors!
Luckily Sandra has picked up some armor and a tire iron.  She and Patrick manage to win the melee, even killing one walker (with a head shot) and buy enough space to get the final supplies.
A walker is knocked down...
...Only to get back up again
Sandra moves to the final crate, and the game gives a final surprise!
A lurker!
Luckily Sandra has football pads on, combined with a decent defense roll, she doesn't take any damage.
Sandra and equipment
The final round of melee goes well for the survivors, and the victory conditions are met.  The game ends with the survivors getting the supply markers.  Even with some walkers on the board, the victory conditions are met and the game ends.
The walkers are pushed away and knocked down
As Sandra grabbed the last pack of supplies, a legless torso grabbed and bit at her.  It's teeth latched onto the shoulder pads she was wearing, and she kicked the lurker away.  She yelled at Patrick "I've got them!  Let's go!"

So I have played the game a few times.  There are good and bad points.

The good is the quality of the minis, the various components and the rules are well done.  Games move at a fair pace and for a zombie game, how can you not want to have the Walking Dead franchise?  There are decent rules for solo play, and competitive play as well.

On the bad side, I dislike games that use 'special' dice in place of numerical results from d6s.  How hard would it be to note results as 1-2, 1-3, etc?  The lack of customization and the limited number of survivors hurts the repeat play of the basic game.  I realize I can get a few expansions, but they are still limited.

Once the narrative campaign expansion comes out, it might improve my opinion of the overall game.  It is good, but on a par with Zombicide (which is a great game as well) but I think it is lacking in various scenarios.  It's worth checking out and worth getting it for the miniatures if nothing else.

Sunday, June 25, 2017

Welcome to the Jungle!

This week I tried out Zombie Island from The Flux Capacity.  My wife and I have taken turns playing the survivors and the zombie master.  The game has been reviewed on Board Game Geek, where is gets a 5.6 out of 10.  I'll try and give a complete review as well.
Cover of the rules, showing components
First, unboxing shows pretty good production values, I was impressed with the weight of the box and the tiles that make up the bulk of the components.  Both are of a good quality cardstock.  I was also impressed that they added a few tiles for future expansion.  That was a nice surprise.
Everything out of the box
There are not many miniatures, and they are a bit disappointing.  While they are made of decent quality plastic, they are very sloppy casts or prints.  It's too bad, they could have been a good feature for the game.
Mold lines and spatter!  Too bad
 I tried to show the best figs I could find, they are all about the same quality.  Very sloppy looking, but they are a hard plastic.  I may still paint them up, if I feel ambitious. 
Miniatures on a game tile
The game premise is pretty straightforward.  The 'explorers' move through the jungle, looking to discover 26 tiles.  Four of the tiles have zombie spawn points, marked with a 'Z'.  Humans can move an unlimited distance, where the zombies can only move 3 spaces, and can only enter one new tile per move.  All movement is straight line only (think the queen from chess).
Game underway
Once a survivor reveals all the tiles, they are trying to get back to the beach.  Meanwhile, the zombie master is slowly losing control of their minions, so the explorer can simply outlast the zombies.
Run through the jungle
The explorer gets up to 4 'machete tiles' to modify the board as they move.  These allow for movement through areas that are impassable.  It also allows for the game to change each time.  They can also be used for an escape from a bad situation...
Boxed in!
Zombie chow
Game play is pretty fast.  While the explorer has a machete, if a zombie makes contact, that's it.  No combat at all.  Playing as a match, with players trading sides has been fun.  There are a couple of scenarios, but they are all basically the same, with up to 3 explorers on the board at the same time.
The grey explorer makes a run
Zombies hot in pursuit!
Making a loop!
While the game is fun and quick, it is pretty limited.  I would have hoped for some additional missions, with alternate tile usage perhaps.  Overall I would say it's a fun quick game, but not one to replace something like Zombicide.  It reminds me of Twilight Creations Zombies!!! game, without the randomness of the various cards.
Great tag line!

I would recommend this game for a quick pick up game or if you want to have a zombie themed game with people who find Zombicide too daunting.  It really plays pretty fast so it's not a huge investment from that standpoint.  I wish the miniatures had been a bit better, but overall the components were good quality.

I'd score it about 6/10, we have been having fun this week with it.