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Starsiege: Rebellion | ||
Author: Robert Glass
Category: Miniature Wargame Company/Publisher: Agents of Gaming Cost: $60.00 Page count: 96.00 Capsule Review by Robert E. Allen III on 01/25/99. Genre tags: Science_fiction Far_Future Post-apocalypse |
Video games crossing over into table-top wargames. Isn't this supposed to be the other way around?
Your Herc (Herculean Robot, a giant walker that carries a lot of firepower) targets an enemy tank. He's not shielded, which is perfect, because your Heavy Autocannons aren't much good against shields. You open fire...and blow the tank to bits. It's good to be the king. Alright, you've heard that Starsiege: Rebellion is just another big robot (mecha) game. You'd be wrong. SS:R just might be the best big robot game. The background for SS:R is about several wars -- called Earthsieges -- between man and the AI we created to fight our wars, the Cybrids. After two of these wars, the Cybrids have been quiet, until recently. However, now man has a problem -- the colonies of Earth are not about to work themselves to death to prepare for another war when they are going to be written off as the first casualties of war by Earth -- and so, the Rebellion begins. The game's mechanics are what really shine. Using one dice roll, based on one die for range and one for skill of the firing unit, you have everything. To hit, damage, even kill. The elegance of this is not to be underestimated. Although the game only features Hercs, artillery and tanks, planned expansions for flying units and infantry are mentioned in the rulebook. What else is good? The initiative system is nice. You roll for overall initiative, but place counters numbered 1-6 next to your units. If you win, your #1 unit goes first. Then your opponent's #1. Then your #2 unit. Etc. Winning initiative helps, but it doesn't win the game. PLANNING wins. Less than six units? Then you randomly choose for the remaining units - you might get #1,2,3, or you might get #2,4,6. Such is life. Rules for off-board artillery are nice as well. They become somewhat of a rock-paper-scissors. If you fire them, they can be counterbatteried from enemy off-board supply. But you could bluff and instead order them to reposition. This is a neat way to represent this often-ignored battle aspect. The rulebook is beauty. Full color, with vivid (but repetitive) borders that set the tone for the Starsiege universe. There is a decent Table of Contents, but it does lack an index. There are not a lot of pictures of miniatures in the book -- presumably, they were not ready in time for much of the layout. Learning the game is quite simple, with the rules pretty much in one area. Getting a game on with two new players out of the box is perhaps a half-hour, tops. This is absolute plus. The miniatures are very attractive, and a good value - you seventeen assorted figures, both Hercs and tanks. Some of the miniatures - particularly the Cybrid Seeker - are difficult to assemble. Expect to glue your fingers to this figure a few times. The box also includes a four-pack of AoG's vacuum-formed hills. A nice bonus to have starting terrain for your first few battles. What's bad? The rules are written in such a way that a long-time gamer will quickly pick up. I am not so certain for new players -- and, for a game transferring over from a computer game, new players might be the rule instead of the exception. There is a FAQ enclosed in the box, which helps this somewhat -- and the promise that there will be more FAQs at Agents of Gaming's website. A few things in the rulebook will confuse players. Point costs for weapons and equipment are only located on the reference sheets in the back of the book -- I did not see any pointers to this; I just had to hunt. (Granted, in a 96 page book, this wasn't the biggest chore I've done) One gripe: units (except the Rebels) are supposed to be 4 of the same type of vehicle: for example, four Seekers, or four Nikes, etc. For starting players, this is a bit of a pain -- creating a force like this will be a slower process. I imagine that most players will modify this rule quickly, or just altogether ignore it. Also, there is discussion at the end about customizing units. It is easy enough, but feels kinda tossed on at the last second, or trimmed down to fit into the 96 pages. Either way, it isn't bad, it just does not feel complete. All in all, however, I really enjoyed playing Starsiege: Rebellion. Games are fast, fluid, and fun. The boxed set is a great deal, netting you 17 figures and all of the needed rules to play. IF you would like to see some examples of the figures for Starsiege: Rebellion, take a look at: http://www.agentsofgaming.com/ssart.htm ----Robert E. Allen III
Style: 4 (Classy and well done)
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