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Review of Battlestorm

Anyone reading the alt.miniatures newgroups has seen something about Battlestorm, and probaly even some words by William Nesbitt himself. All sorts of of contraversy have flown about this game, giving it publicity almost unheard of.

So, with all the hype, what the hell is the game like?

It is....interesting. Batllestorm shows that it is a first book, for certain. In a lot of ways, the Battlestorm book tries too hard...but we'll come back to that in a bit.

Battlestorm is intended to be a part of the "Fables Gamesystem", and, as such, includes lots and lots of stuff. There is information all about the world of Lharna, where everything takes place. Presumably, the Fables Gamesystem is going to have full roleplaying rules, and a number of the things in Battlestorm point to this.

The layout of the book is pretty eye-catching, with full-color throughout, and numerous photographs that really capture the mood and feel for the world. However, eye-catching does not always equate to "readable". Some of the font colors seem to get lost in the backgrounds. My poor eyes are already dying from be glued to computer monitors; I generally prefer not to strain them while reading. So this may cause problems - especially when some of those rules I strained to read were vital to the game! Also, some of the photos became a bit much. While I can appreciate the need to show figures and examples, it seemed like a bit of space-filling.

The rules are acceptable in presentation, only unclear in a few areas. There are some examples to demonstrate the rules, notably ones that are very alien to players - like Battlestorms, where units tend to get drawn into massive melees. There is both a table of contents and an index, and a somewhat complete glossary.

Gameplay is...different. Unlike most fantasy wargames, Battlestorm is not a static, turn-based system. When enemy units get too close to yours, you units get to react! This may thrill some players, and upset others, too accustomed to "standard" gameplay. I have found that it adds to lot to the tactical challenge - you can't expect everything to work out like it would in a more turn-based system.

One of the strangest things about Battlestorm is that the main die used is the D30. Yes, the D30, which NOBODY really uses, and few people even own. It does seem to make the game rely more on luck of the roll than most games - a lot more can happen with a D30 than a D6. Also, the game requires lots and lots of dice. Of all kinds. In this respect, think AD&D - nearly every weapon does a different die of damage.

The world and background is a big departure from normal fantasy as well. The world of Lharna was once ruled by giants, who were cast down by the lesser races after years of slavery. Then, the undead attempted to claim the world as their own. Seeing that the world would be lost to the undead if they did not act, the fairy-folk cast a great spell (called the Androclysm) that brings humans from Dark Ages Earth into their world. The humans, from different parts of Earth and even from different times, quickly pull themselves together by their faith in God, and help turn the tide against the undead. For now.

In this world, the race relations are bit topsy-turvy. Humans and Elves mistrust each other greatly. Dwarves are fascist, war-mongering and often even evil. Goblins are greedy and cruel merchants. Orcs are wild and fearless in battle, uncouth and savage, but also honorable, and perhaps the humans best allies. The undead are from the Netherrealms, and spread fear and death in order to claim this world for their dark masters. Trolls, formerly the favored servants of the Giants, seek to gain their former position of dominance by casting down the other races.

Not your usual fantasy fair.

The book, while in some cases having too much info (lots and lots of stats, ability checks, major morale - all more RPG related than wargame) in places, lacks one major thing - magic. The magic supplement IS coming, however, and one presumes it is going to be huge. However, even a micro-magic system would have been better than nothing.

Also, the game happily says that you are welcome to use any figures you own to play it - but only includes stats on figures made by Ral Partha. It also lacks a points value system - something VERY lacking in a wargame.

So, is the game fun? Yes. It is different enough to impress even jaded players. Will we continue to play it? Tough call. It is not particularly easy to learn. The rules are OVERLY complete, stuffing more into the game than is easy to learn quickly. You have to be able to sort out the needed rules from the ones that are presumably for role-playing.

Still, despite being a bit overzealous, it is worth checking out. Just forgive the errors of being a first book.

Style: 4 (Classy and well done)
Substance: 3 (Average)

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RPGnet Reviews1998-03-14 Robert E. Allen III's Summary: Go to the full review for more information.

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