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Capsule Review
September 1, 2001 Edited: August 28, 2017 by: Bill White
Bill White has written 1 reviews, with average style of 5.00 and average substance of 4.00 This review has been read 1917 times. |
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Imperium ("Empires in Conflict--Worlds in the Balance") was a game produced by GDW (Game Designers' Workshop) in the 1970s, and was originally designed by Marc Miller (of Traveller fame). It has been revised and re-released as Imperium: Third Millenium by Avalanche Games (which has an eclectic game line consisting of traditional wargames, family games, and d20 supplements like The Last Days of Constantinople). The game is set in what in Traveller's future history was called the Nth Interstellar Wars, in which the small but vibrant Terran Confederation fought for its survival against the mammoth but lumbering Vilani (or First) Imperium, the Ziru Sirka. Knowledge of the Traveller timeline is not at all necessary to play and appreciate the game, however, in either version.
The new version of Imperium is prettier than the older one, but the additional complication makes the game harder to learn and longer to play.
This review is based on about a dozen hours of solitaire play-through of the tactical scenarios and the basic galactic war scenario, as well as a rosy-lensed recollection of the older game. Caveat lector.
The game consists of:
Each game lasts no more than 10 turns, during which the Imperial player (as the governor of the troublesome Sol sector) attempts to increase his Glory point total in order to claim victory and the Terran player attempts to avoid defeat. In a campaign game, the object is to conquer the other player's homeworlds. Individual wars within the campaign still rely on the Glory point mechanism to determine how long the war lasts, and what happens during the interwar period.
Players each place their forces according to the details for the scenario, at which point they are ready to begin. In the basic scenario, the Imperial player starts with more powerful forces, but the Terran player has greater economic resources. Each turn consists of a number of phases. The following activities take place:
Space combat is carried out on a map representing the three-dimensional space around a planet. Each fight lasts for up to three turns, each consisting of three impulses, consisting of movement, beam fire, and torpedo fire, in that order. In the first impulse, fast ships move 1 space; in the second, fast and medium-speed ships move 1 space; in the third, fast, medium, and slow ships move 1 space (so fast ships move 3 times, medium move 2, and slow move 1). Beam fire is more deadly but has shorter range; torpedoes are longer range but less deadly, and many ships have countermeasures that let them avoid torpedo hits. Fire is simultaneous for each weapon type (so a ship destroyed by beam fire can still fire its own beams but can't fire its torpedoes). Roll 1d6 for each weapon factor firing and, depending on the range to target, score a hit if the roll is high enough. Ships take 1, 2, or 3 hits to damage; smaller ships are destroyed when damaged, while larger ones are step-reduced by flipping them over. Combat ends after three turns or after all ships of one side have left the map or been destroyed.
Planetary bombardment can be used to destroy enemy PDBs and ground-based fighters prior to invasion.
During an invasion, planetary defenses and fighters attempt to shoot down landing troops. Once this is resolved, invading troops are placed on a planetary map consisting of as little as one hex (in the case of small planets) to as many as around a dozen (for a world like earth). Ground troops and fighters manuever on the world surface, attacking each other when they enter the same hex.
The scenarios begin with tactical "mini-games" that showcase the tactical ground and space combat sub-systems. The first deals with a planetary invasion: Earth's last stand against Imperial troops. The others are space combat, and are intended to walk the players through battles with increasing numbers of forces. My favorite is the Terran carrier strike against a small Imperial squadron. Finally, there are "galactic war" scenarios, charting the rise of the Terrans as they push back the Imperials. These are full games; the first begins with a small Terran Confederation facing the ponderous might of the Imperium, and is the original scenario depicted in the older version.
Overall, this is a beautifully produced game with a neat system for "simulating" the ebb and flow of interstellar warfare, a lot of opportunities for interesting tactical problems to arise and be played out, and the potential to be a lot of fun for two players. The planetary surface map is worth the price of admission, in my estimation.
In summary, the main weaknesses of the game are (a) a high level of complexity (much higher than the original Imperium) and (b) a lack of play aids to aid bookkeeping. Specific comments follow:
The system of galactic movement, in which players roll 1d6 for "activations" (the number of times they may move the fleets located in a single star system) up to four times during a turn, strikes me as hard to manage, especially since there is no place to record the current "action segment." Two counters (a "Terran Impulse" and "Imperial Impulse" marker) are provided, and seem to be intended to be used on the Resource Points Track to keep count of the activations available to each player. A separate track for keeping count of each player's activations (1 through 6) that segment and the action segment number (1 through 4) would help in this regard.
More room could have been provided on the Turn Record Chart to place reinforcements. Each box is only large enough to hold a single stack of counters; it would be nice to have separate spaces for Imperial reinforcements, Terran reinforcements, and the turn record marker.
There is a lot of dice rolling, and I mean a lot. To play the game, you will want to have at least a dozen d6s on hand, and preferably 20. You roll 1d6 for each weapon factor used in an attack, and you'll probably have a half a dozen ships firing both beams and torpedoes (with an average strength of 2 or 3) three times during each round of space combat. The varying hit numbers at different space combat ranges also mean that one may have to keep track of which dice represent which ship's weapons. Additionally, players roll 1d6 for "initiative" at the beginning of each action segment, space combat turn, and ground combat turn. This is not to mention the Imperial player's roll for "Imperial intervention" (random events) at the beginning of each turn.
The addition of tactical maps for both space and planetary combat means that the game takes longer to play than it used to. A medium sized space battle, with half a dozen ships on a side, will probably average 10-15 minutes to resolve. The additional tactical dimension is overall a strength of the game, however.
There are some omissions or production errors in the rules as well. On the production costs chart, data for monitors and repair ships are missing (and not located anywhere else in the rules). The old missile boat has been renamed the torpedo boat, but is still abbreviated MB in certain places. Also, there is no single place where all the game information relevant to each type of unit is recorded; one has to flip back and forth through the rules booklet to find its production cost, tactical space movement rate, "jump" rate, and so forth.
In the follow section, I discuss rules changes that I think address additional weaknesses in the rules themselves.
These are suggested rules changes that I think reduce or help manage the additional complexity in the game.
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