|
|
|||
Soldier's Companion | ||
|
Soldier's Companion
Capsule Review by Ben Blattberg on 28/05/02
Style: 2 (Needs Work) Substance: 2 (Sparse) Miniature rules for Space: 1889 are fine, but not much use for the average Space: 1889 roleplayer. Product: Soldier's Companion Author: Frank Chadwick Category: Miniature Company/Publisher: Heliograph Incorporated Line: Space: 1889 Cost: $24.95 Page count: 192 Year published: 1989/2000 ISBN: 1-930658-10-9 SKU: HEL 1984 Comp copy?: yes Capsule Review by Ben Blattberg on 28/05/02 Genre tags: Science Fiction Historical Space |
Space: 1889: If you've just joined the partySpace 1889, conceived by Frank Chadwick and published by GDW in 1988, is a space-faring Victorian-era role-playing game. That is, the year is 1889, Queen Victoria is still on the throne (and will be for another 11 years), imperialism is in full swing, and for 21 years the world has been utilizing steampower and the unique properties of the interplanetary ether to reach and colonize other planets. The central conceit of Space 1889 is that the scientific principles that were used by Wells, Verne, and Conan Doyle as the basis of their scientific romances were correct: "What if instead of quantum mechanics and relativity, there was only 'the ether'?" (p. 5). Or, as the back of the book has it: "Everything Jules Verne could have written. Everything H.G. Wells should have written. Everything A. Conan Doyle thought of but never published - because it was too fantastic. Everything you need for the adventures of the century. Science-Fiction Role Playing in a More Civilized Time."
It's probably obvious that I enjoy this game very much. The setting is open to many great adventures - just begin to think about the possibilities of interplanetary exploration, big-game hunting on Venus, political intrigue, and, of course, conquest and war. You can imagine how interested I was when I heard that Heliograph, Inc. was reprinting the original books.
Overview: War, huh, what is it good for?The Soldier's Companion is one of the Heliograph reprints, and is, as its name indicates, all about war. It is not just a sourcebook for the roleplaying game, but also features miniature rules. In fact, it might be better to reverse that, and call it a sourcebook for miniature rules that includes some roleplaying information. The book is separated into four books (the descriptions are from the back of the book, the page count is my own):
"constitutes the miniature rules."
"provides brief campaign rules and rules for integrating Soldier's Companion into Space: 1889 role-playing games."
"covers the wealth of military equipment available, including artillery and naval vessels."
"provides an extensive listing of all of the major armies of Earth. In addition, the lists detail the colonial and native armies on Mars (including a full British order of battle for the red planet), Venus, and Luna."
"puts all the game's charts in a single spot, along wth designer's notes and bibliography."
(In case you're wondering, and are as slow with numbers as I am, that's 192 pages for the book divided into title page {1}, credits page {1}, table of contents {1}, introduction {2}, miniature rules {65}, roleplaying rules {10}, equipment lists {11}, army information {74}, and charts and diagrams {27}.) I am a roleplayer, and though I sometimes enjoy looking at miniatures, and watching a bit of a wargame, I don't pretend to know very much about rules for miniatures. This review is going to be (primarily) about how useful this book will be to a roleplayer.
Art: Black and Tan and Black and BlueI don't mind having no color pages in a role-playing book (in the original book the interspersed glossy color pages are almost distracting), but I do demand that my art be interesting. I used to read the text of the books and hardly ever look at the art. Now I read the text, and I still enjoy the reading; but I only play games whose art grabs or inspires me. I may be in the minority here on this, but that's the way it is. So what I can say about the art in this book is that if this were the only Space: 1889 book I ever saw, I don't think I would play it. The cover is the best bit of art, showing a British land juggernaut (tank) supported by infantry (colonial service, judging by the uniform) that have just stormed a German colonial machine-gun emplacement. Throughout the rest of the book there are five illustrations of exciting events happening. I like all of them, though love none. Every other picture in the book is either a catalogue-like illustration of a piece of equipment, a photograph of miniatures (mostly too dim, but some depicting interesting scenes), or (mostly, it seems) drawings of different national uniforms. With the emphasis I put on art I may be in a minority, but I don't know many people who will be inspired to play a game by a black-and-white drawing of Rumanian uniforms. But as a roleplayer I might be missing something. Perhaps these uninspiring, catalogue-like illustrations would be more useful when putting together and painting an army than any inspiring artwork could ever be. I hope so, because there are thirty drawings showing the martial uniforms of many nations, and only four would be impossible to find in other books (the armies of Luna, Venus, Mars, and the Martian Colonial Establishment). Honestly, the art in the original book was not fabulous, but even though sometimes cheesy, and sometimes not very good, it at least made me interested in the stories that could be told in this setting. The art of this book unfortunately inspires no such feeling. (The one benefit of those thirty illustrations of different uniforms is that I can recognize that the British infantry on the cover are colonial service.)
Book I: You can't hurt me with the things you do, I'll pick up dandelions and I'll give them to youBook I is the miniature rules, and they are perfectly fine miniature rules. The basic rules for miniatures were oddly captivating to me, who never thought to go farther into wargaming than Stratego. To be brief, the rules here seem both somewhat simple, and somewhat flexible. There's rules on formation, movement, small arms and artillery fire, and, most importantly, morale. After a read-through of the basic rules I feel that I could join in a colonial war that did not involve any sort of fantastic science or too many artillery pieces. Frank Chadwick has written in the Introduction that his first goal was to provide solid rules for colonial miniatures, and I think he has provided them. Then you add on the rules for the science-fictional elements of the Space: 1889 world, for both the mechanical conveyances (the land juggernauts, the hydrofoils, the autogyros, and aeroplanes), and the advanced weapons (underwater guns, lightning cannons, heat rays), and even that seems manageable. There are lots of somewhat special situations, but what are the chances I'll need to remember the rules for submarines and for planes at the same time? The siege rules provided in "The Defense of Places" are as oddly interesting as the "Basic Rules" were for me, and somewhat different. Sieges are like a separate game entirely, and only during sorties or assaults are basic battle rules invoked. There are rules for building and destroying all sorts of fortifications, along with mines, bridges, and rules for bombardments. These rules were interesting, and unlike the rest of the book, actually made me think of a scenario or two that could involve using them. This section also includes instructions on modeling the fortifications for tabletop use.
My overall feeling about this main section is that it is interesting, and, of course, necessary if you are planning on wargaming in the Space: 1889 world. These are the rules that one would use, and they seem well-suited to the task. Would any other wargamer be well-served by these rules. Not knowing much about other miniature rules, I would say that there are probably rules that are designed specifically for what game you want to play, and that you don't really need these rules. Having said that, I would add that these rules are maybe worth a look if you are playing 19th Century colonial wargames. If you are roleplaying in the 19th Century, you certainly don't need this section, unless you really want to incorporate some large-scale battle into your game. (Perhaps there are cultists of Shub-Niggurath leading the Mahdist army against the British in the Sudan.) Of course, if you are playing another game, it might be difficult to adapt the rules to fit. Still, it might be interesting. An easier time would be had by a Space:1889 player who wanted a military interlude. Many of the rules here for armies are really quite logical extensions of the rules for personal combat that were provided in the main rulebook, which would make learning these rules that much easier. And just as the Basic Rules are mostly extensions of the personal combat rules, the vehicle rules are by-and-large just extensions of the aerial combat rules found in the main rulebook. In fact, some of the information here seems to be less an extension of those original rules, and more a reprint, which mars an otherwise good section.
Book II: An Army of OneWhat I really wanted in this book was information about war and the soldier's life that would be applicable to the roleplaying game. Unfortunately, this 10-page section is what I got to answer my questions and flesh out my soldier characters, and only three pages of that is roleplaying-relevant. What you get in these ten pages is information on converting role-playing characters to miniature characters, the possible war experience of British soldier characters (these two topics taking up those precious three pages); campaign rules for miniature games (that is to say, long-distance movement and rations); two sample scenarios for miniatures (both look fun, but are obvious, and perhaps a bit disappointing in that both feature a Martian uprising); and four sample campaigns (that are really just ideas that need a lot of fleshing out, but are probably my favorite part of the book as they provide the most ideas for adventures). Simply put, I wanted more of this. And I didn't really get it.
Book III: This one goes up to 11As anyone who's looked at roleplaying books knows, the equipment chapter is where you'll get most of your charts. (Except for maybe everywhere in Spawn of Fashan.) Even with that though, I found A: Artillery of the Worlds a little table-heavy. It is five pages, three columns per page, and in that space there is maybe a little more than six full-size columns (adding the half-page columns together). Not that I mind nine columns-worth of charts, except most of the guns featured in this section had the same, or nearly the same information printed in the original rulebook. And the information here is also reprinted in Book V. At only five pages I couldn't get too angry at this section, but I certainly wasn't happy with it.
I was then slightly surprised to find myself pleased with the next section of Book III, Mechanical Conveyances. The first two pages were about building models, which may not be useful to a large group of people (who builds their own models these days?), but may be useful to some (where else are you going to get a model of an Aphid-class flying gunship these days?). More important to a roleplayer though is the following four pages, which give instructions on designing and building land juggernauts and combat tripods (War of the Worlds, anyone?), information which nicely matches the ether flyer design instructions in the main rulebook. These are four pages that I am glad I now have. Book IV: Colonel, your shako is showingBook III: Section A couldn't make me angry because it was only five pages that were wasted. Book IV is 74 pages of descriptions of the uniforms of various armies. There is some other information, like what weapons each unit is likely to have, and in some cases how the organization of the army differs from the standard presented in Book I: Section B. But it is mostly about uniforms. I find it unlikely that I would need to find the uniform of all the countries that have been included here. Maybe I'm wrong. I'll list the nations that have their armies' uniforms described, and you can decide: the British Empire (Britain, the Martian Colonial Establishment, other British colonial units, the Indian army), Austria-Hungary, Belgium, Bulgaria, Denmark, France, Germany, Italy, Montenegro, Graustark, Ruritania, Netherlands, Portugal, Rumania, Serbia, Russia, Spain, Turkey, Trans-Balkania, Abyssinia, Boers, Egypt, other Arabs, Dahome, Equatoria, Herreros, Mahdist Empire, other Sub-Saharan nations, Malagasy, Matabeles, Western Soodan, Rabeh's Empire, Zulu, Argentina, Brazil, Chile, Mexico, United States of America, Canada, American Mountain Indians, American Plain Indians, other American armies, Japan, Khmer Empire, Afghanistan, Burma, Tonkin, China, Hawaii, and Siam.
I am a big fan of information being included in roleplaying books. I like that I can ask myself what songs were big in the 1920s, and then go to my 1920s Investigator's Companion and find out. But the Soldier's Companion has convinced me that there's such a thing as, not too much information, but information of such a specialized nature that it's likely to be useless, and therefore unnecessary. I still have questions about the composition of certain armies, common tactics of the day, everyday life during a Victorian campaign or siege - but what I don't have any questions on is who was wearing what. Of course, I could go look up a book on Victorian war to answer my questions, but I could also have done the same to find out the uniforms for the armies I needed. I think the answers to my questions are more likely to be more widely useful than most of this information on uniforms. Who, after all, in the Victorian Era, with Mars to conquer, and Venus to explore, is going to be interested in Brazilian army uniforms? What makes it really aggravating though is that mixed in with what uniform the units would likely wear are some genuinely interesting and useful bits of information. I'd like to hear more about Rabeh, and his Empire, or the Herreros, called "Black Boers" by German colonial forces. But there's nothing more. The fact that there is interesting information out there that they chose not to put in is more aggravating than this uninteresting information by itself. If they had taken this part out, and replaced it with just a list of battles that occurred during the 1890s this would have been a better book. If they had just taken this part out it would have been a better book.
I am a little hasty though. It is only 53 pages of information about uniforms that gets me annoyed. The next 21 pages are actually useful in that they present information about the composition of some of the armies that I wanted to know about. Not all the armies, but a few of them. There's a large section on Mars, including rules for generating Martian cities, which, nice as they are, seem almost like they've been misplaced from another book. There is also a few columns devoted to the international relations scene, an aspect of war that is sorely missing from the rest of the book. (I know, after the first section, how to fight, but I have very little information about who to fight.) There's even some information here that I would classify as necessary for the roleplaying game. There's information on the British war on Mars, on the major British NPCs involved. Then there's information on some armies of the Moon Men, which seemingly inadvertantly gives me information about the Moon Men (a species that first appeared in Tales from the Ether).
But 21 useful pages can not make up for 53 useless pages.
Book V: Lies, damn lies, and chartsIn the main rulebook there are very few charts interspersed throughout the text, and almost all of the charts are grouped at the back. In this book there are a lot of charts interspersed, and all of them are grouped at the back. It seems to me that the latter would be easier to reference, but would waste more space. As I've already intimated I feel this book has a problem with wasting space, so though I want to say, "Oh how useful, all the charts are near the text so I can see them while I'm reading, and how useful, all the charts at the back of the book so I don't have to do a lot of flipping," what I end up saying is, "What a waste."
In this miscellany is an important glossary of uniform terms. I wish if people put glossaries in the back that they would tell you about it in the front. Throughout the whole of Book IV there's no mention of there being a glossary that contains descriptions of the various terms used. It, to me, seemed like the final insult. Also, in the miscellany, there is the bibliography for the books on armies and uniforms. I, I just, flames, on the side of my head, burning...
The last thing in this book is vehicle record forms, which I like very much, and will be useful to anyone, roleplayer or wargamer, whose characters get on a boat, a flying ship, or a tank. There are quite a few already completed, and blanks for your own designs. It's nice to have something I can be completely positive about.
Conclusion: Les Feuilles MortesWhat I can say in conclusion about this book is not fun to say. I like the three other books I have for Space 1889 (the main rulebook, Tales from the Ether, and Steppelords of Mars), and I was hoping I would like this one as much. I do not. The best thing I can say about this book is that wargamers might really like this book, warts and all, that Space: 1889 wargamers would need this book. That they would know where to buy the miniatures they need, that they would enjoy painting them the correct colors for their partcular country and unit.For myself though, there are maybe 50 pages that are useful (in case, you're wondering, I mean some of the Book I information on advanced weaponry, most of Book II, the vehicle design information in Book III, the last 21 pages of Book IV, and the vehicle record forms, and the bibliography in Book V). Now, 50 pages might sound very good, but 50 out of almost 200 probably sounds a little worse, and 50 out of 200 for $24.95 probably sounds bad. It's a small word, bad, but it means a lot. It means you probably want to pass this book by.
But if you're in a hobby store, and they have a copy of Space 1889 you might want to look at that. | |
|
[ Read FAQ | Subscribe to RSS | Contact Us | Advertise with Us ] |