Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Wednesday, 11 April 2018

What a Tanker - Rules Review

With the exception of my local gaming friend John its not often that I get invited to play on another's wargames table and earlier this week I received such an invitation to take part in a Tank Battle game called ' What a Tanker'.

Great Tilte - and a good looking book


Before I go further with this story I should add that I have finally been persuaded to join the world of Social Media (apparently this Blog doesn't count) and I set up myself on Whatsapp.

Despite all the misgivings i had about signing my digital footprint to some technocratic organisation in Silicon Valley I realised that if I wanted to keep up with the local wargaming crowd a phone number and email account were just not sufficient. The aforementioned John had set up a group thingy and was using this to coordinate games in the area. Fortunately my regular gamers are on the group as well. It appears that this group is useful for posting upcoming games and calling out for players. I managed to respond to such a request and found myself sitting in Mark's rather smart wargaming den on Tuesday evening. Hopefully I didn't embarrass myself too much as it would be great to go back and see some of his beautifully painted minis on the table.

So now that i have dipped my big toe into the murky world of social media can I expect to receive a message from Mark Zuckerberg soon?

Back to the invite Mark was keen to try out the new Tank rules from the Two Fat Lardies - rather amusingly called 'What a Tanker'. interestingly John & Charlie the other two players had also bought the rules as well.

Ill be honest here - WW2 is not really my bag and if I had to choose I would always plump for the early periods. This jaded view has almost certainly been driven by my earliest wargaming memories. Back when I was small lad (mid seventies) my mate and I would re-fight wargames using the Airfix rulebook - he would always field the Germans and I the plucky Brits. Suffice to say my Tommy Cookers lived up to their name against the numerous Panthers and Tigers - there were never any points battles then !

Remember This



These rules are best described as the equivalent for Tank Warfare as Wings of War was to WW1 dog fighting. In other words each player commands a tank and attempts to knock out the enemies. The rulers are easy to learn and the game play is fast.

If anything maybe too fast - we played 4 games in just over two hours,, with each game consisting of four players each with one tank. The problem is that when a tank is hit it does have a habit of blowing up and thereby knocking the player out of the game. In my mind this game should be seen as a filler for when the big game has finished early and you just want to roll some armour across the table. The issue almost certainly becomes worse if you had a large multiplayer game and some players are knocked out early. Lots of twiddling thumbs,

Unlike Wings of War where tactical play is encouraged with some luck , What a Tanker is probably 80% luck and only 20% decisions. Perhaps I am being unfair here but when you roll your command dice there is no guarantee you can move, fire or even reload. How you use your dice is the decision bit.

Given that long ranges effectively cover most table lengths, the battlefield becomes deadly unless significant terrain is employed.

So how does the game play - well before I start let me first say that it is great fun but would I want to play this week in week out - no.

My Sherman - trying not to get killed


The games we played all featured two American Shermans versus two Pz IV's. Which according to the comprehensive tank lists in the rule book are relatively well matched. At the start of the game every player gets a random special card (eg Dead shot, Nice Bush, Sandbags etc) which they can use once during the game to influence a command decision/dice roll. The more tanks you kill the more special cards you receive and of course eventually you become an Ace.

At the beginning of the turn everybody rolls a dice to determine initiative - the highest goes first. Personally I think this is a real issue for the game. Given you only have one unit (and it might not even do what you want it to do) actually detracts from the game. Their is no sense of simultaneous action in the same way you get from Wings of War. I have a thought on how this might be addressed shortly...

With initiative determined the first player rolls six command dice - these represent his actions for the turn. Each dice reflects an action he can take

1 -Move
2. Acquire Target
3. Aim
4. Fire
5. Reload
6. Wild (can be anything)

It is possible when you roll the dice you may not be able to move (no ones or sixes), your nice shiny panther his sitting directlty behind that Russian T34. You have acquired the target, you've aimed and your gun is loaded but with no 4 or six you cannot fire.

Even if you can fire you have to roll a to hit dice and then roll a penetration test. There are just too many dice rolls. Lady Luck is very important in this game. It does however lead to some great story telling - Last night we had plenty of occasions when tanks found targets but could not get their guns loaded.

This is very much as our friends across the pond would call a 'beer and pretzels' game, just be prepared to drink a lot of beer if your tank goes pop ion the opening salvo.

Charlies Sherman also not trying to get killed


So I did mention that I had an idea for correcting the initiative sequence - this only came to me on my commute into work so it has not even been mentioned to the folks who let me play last night.

How might it work?.....

If you have played the dice game Perudo yuopu will know where I am heading

Every tanker rolls their command dice at the beginning but keep this secret from the others. They then bid on how many dice of a certain value are on the table- sixes again are wild. Each bid has to be bigger than the last

Player one says there are four fours
Player two says five fours
Player three says six fours
Player Four says no....!

The players then reveal their dice - on the table are four fours and three sixes - player three was right there were six fours (actually seven) correct so he starts the round. The player bluffing would start last with the table moving round clockwise from P3

secondly the fact that all the command dice are now on the table gives every play ther chance to evaluate what their opponent might do and accordingly plan their strategy.

Finally when you roll two of something you don' t need discard them for a dice of your choice (eg two reloads could be exchanged for a fire)

Big thank you to Mark for hosting


A whole heap of German Trouble


Hope this review is of interest....

Must now get round to finishing my write up on Mondays game...Sharpe's Brest


Catch up soon or perhaps sooner if you are at Salute !!

Monday, 25 August 2014

The Crescent & Cross - A simple review

On return from holiday I picked up the news that the long awaited sequel to Saga - the Crescent & Cross had been finally released.

So a quick click to visit the Gripping Beast site was in order. I purchased the rulebook and the dice Christian & Islam for the princely sum of £54 (inc p&p)

Two days later the parcel ARRIVED. Great service.

First impressions were wow this is hardback book - hence the high price tag. But it looks and feels like a real quality production. The pictures are great, both photography and art, and the layout looks straightforward.




A nice short intro to the period.



Some great pictures and loads of rule explanations.



The rules introduce a number of new units including priests etc


The battleboards do look different to the old style - can't help feeling that the layout of the original game was easier to read and play.


A nice touch- they added a playing reference sheet.



So how do they play...dont know and probably will not find out until 2015 once I have got together some forces. This project does however neatly tie in with my Pulp Egyptian themed project from a terrain perspective so once that's complete I just need the figures.

In summary a really well presented ruleset, a bit pricey but if they play as well as the Dark Age version Studio Tomahawk will have another winner on their hands.

Until next time


Sunday, 19 January 2014

Rulebooks - a frenzy of purchasing

So 2014 has started in earnest and as a result I have been casting around for the next set of adventures IO want to play. Aside from the Polar adventures I have long wanted to play some Pulp games and get involved in the Very British Civil War. The great thing about focussing on the latter two is that from a period point of view they are both set in the 20's and 30's so common sets of terrain and figures can be employed.

Having seen that Pulp Alley has its fair share of advocates I decided to go ahead and buy the rules. I saw that European distribution was being managed by  statuesque miniatures.

Unfortunately just before Xmas the rules and cards were both reported as out of stock. I contacted the company and with a great demonstration of customer service I was informed another shipment was on the water. Andrew Rae subsequently emailed me when they did arrive and three days later they arrived in the post.

Great service !



I mentioned VBCW above so I decided to purchase the source book - a great a interesting read and the rule set for the VBCW . Both were sourced from Northstar

http://northstarfigures.com/prod.php?prod=1


Can't wait to start these...

Whilst on the North Star site I found the Chris Peers rules for hunting big game on deal at £5 so this also was ordered.



On Tuesday this week I found myself with 30 minutes to kill near Foyles in Denmark Street (nr Tottenham Court Road). Once again the wallet took a beating and I ended up with both In Her Majesty's name (IHMN) plus Villains book


and the Osprey book called a World Aflame - these also serve the VBCW period



Looks like I have a bit of reading to do over the next few days...

Until next time

Eric