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Havok - Skirmish | |||||||||
Author: Bluebird Toys
Category: miniature Company/Publisher: Bluebird Toys Cost: varies Page count: 13 Playtest Review by Colin D. Speirs on 12/30/98. Genre tags: Science_fiction Far_Future |
This SF Figure Wargame was an attempt from 1997 to try and cash in on the Warhammer market from a British Toy company that suffered from Bad Marketing.
However, the basic set is surfacing in toy shops at knockdown rates, and should be even cheaper now after Christmas, and it is worth a look. originally £11.95 (about $17.95), and has been seen for as low as £4.95 ($8.00). For your money you get
The setting of the game is supposed to be a struggle between the Karn, invaders from an alien universe, and the Nexus, survivors of the various forces from "our" universe. Add to that an Alien Species called the Pterovore who predate on both sides and you have the background. The rules are introduced in a step by step format,
So, how does it all work. After a roll to decide for initiative, each side moves one unit TYPE at a time. So if you have five Line Troopers amongst your Army and you want to move one, you move all at the same time. After all movement has been completed then Ranged or Close combat can be undertaken. Each Ruler suppplied with the game is divided into halves, for each unit of SPEED the unit has it can move one of these half-divisions of a ruler. Only some units can move after firing. Once the first side has moved and fired one unit type, the other player moves and fires one of his or hers until all units have been moved and fired. Range of Firefights is determined by these same Half-ruler divisions.
To resolve Fire Combat
Range modifies the number of dice rolled, and Units may combine fire so that weaker units have a chance to take out stronger. Cover adds to the effective Strength of a Unit, reducing the number of HITS a unit takes. A similar system is used for Close Combat, but if playing the full rules then engaged units weaken every round in combat and it can be possible to mob opponents. Psyke combats are always ONE on ONE affairs. The variety of Infantry, "Jump" Infantry and Vehicle Units ensures some variety, and the game actually plays quite quickly, despite the long winded explanation above. There are holes in the rules, like for moving around corners, but a moment's thought resolves most arguments If full price this game wouldn't be worth the money. Other units have to be bought at a fairly pricey rate per pack of three infantry or one vehicle, but at the discount rates, and the fact you could always use some-one elses' figures for the game, make this worthwhile. It's a fun wee game with nice-light rules.
Style: 3 (Average)
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