When I first opened the box, I was delighted. The game is broken down into seven scenarios– and each scenario has its own rules section telling you ONLY what you need to know in order to run just that one in particular. The idea here was Avalon Hill’s “Programmed Instruction” method which would allow new players to learn just a little bit of the rules at a time.
But then you get to the end of the manual and there is a scenario addenda section that updates the scenarios so that they use all of the rules. The first scenario is so basic, it removes ranged combat entirely, the drop and retrieval sequence for Mobile Infantry, plus all of the goodies that the Mobile Infantry units get to haul around. The idea here seems to have been that moving counters around on a hex map could be expected to be so overwhelming for the buyers of this set that an entire scenario needed to be made to help them get used to the concept. “Baby’s First Disappointing Space Game” as it were.
This wouldn’t be a problem if advanced players could just skip to the “real” version of the scenarios on the first go round. But with the rulebook organized around the learning scenarios rather than for, you know, actual reference during a game, this is all but impossible. Making matters worse, the idea that you could have “basic” and “advanced” scenarios that were so good you never wanted to stop playing either and couldn’t necessarily decide which one was even better was not something that was imaginable to the designers. (They would have to wait for Steve Jackson to show them how to do that!)
Anyway, scenario one really is a turkey no matter how you approach it. It is good for nothing more than letting a brand new player move the mobile infantry units around blowing stuff up with impunity. Which is to say, it is not really even a game at all. Its only saving grace is that it is 100% faithful to the book and manages to capture the essence of the science fiction classic with aplomb.
My opponent was pretty smart and adopted possibly the best strategy possible with the barebones scenario. Noting that his only hope was to run up the clock, he spread out his targets as much as the scenario constraints would allow. He could have concentrated his ranged units in one spot to make an ambush, but given that I had nukes he decided against this.
The strong points turned out to be pretty useless. Mobile infantry armed with high explosive rockets could easily get suppression results against them, allowing them to take out critical infrastructure without taking any risk of being damaged at all and without any chance of killing off the worker units. Mobile infantry that get attacked in melee by the warriors are unlikely to suffer much damage. A lone beam or missile tank in this game has only the slightest chance of damaging a mobile infantry guy. It’s pretty disappointing, really.
And then there are the rules questions. When exactly do Delayed Action Charges go off? Do nukes really not require a roll to see if they hit? Is it true that units like the laser tank do not get a melee attack in addition to their normal ranged attack? Why is it that a rulebook that seems to explain the dumbest of things somehow seems to convey the things we really want to know?!
Can the scenario be fixed? Yes. The Skinnies here need way more firepower. It wouldn’t hurt if they were rolling for reinforcements every turn, either. The hassle of the concealed units appears to add little to the game while making everything much more tedious. I wish something else could have been done to make that matter more! At the end of the day, you’re going to have a much better time if you just set up the raid scenario from G.E.V. and call it good enough.
The one thing I do like about this set is the mounted maps. You don’t have to deal with creases and each hex is easily referenced and found in the heat of the game. On the other hand, the later scenarios look to use so many counters that I fear they are triple the amount of game needed for what they can accomplish. Pushing that many counters around on each side in an “I go U go” game just seems a little ridiculous, but who knows?
Bottom line: this thing would have been way better if it had been released as a series of microgames. It would be improved greatly if it had an actual rule book and maybe just one or two scenarios that didn’t suck.
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