Beyond the Astronomicon

Heartbreaker's Warzone

Warzone Second Edition Review

by Peter Ramos

 

Introduction

The marketplace of today is filled with all sorts of 28mm sci-fi skirmish games that promise easy, smooth running game play. Heartbreaker's (Target Games) latest offering Warzone second edition attempts to challenge Games Workshop’s dominance in this field.

The review will consist of an evaluation of the game contents, game background, game play and comparisons with similar games available. An evaluation will be given at the end of each segment. General recommendations will also be listed at the review’s end.


Game Contents

The game is packaged in a fairly sturdy box whose artwork is lavish but not overdone. The box itself serves as a micro-catalogue of Heartbreaker’s most recent box sets that are illustrated on the sides of the inner box (the one that holds the product).

The most obvious (and striking) is a large sealed plastic bag with the sprues of both Imperial and Bauhaus. The models themselves have a good deal of detail and are proportionate in their dimensions as regards to extremities and torso. The process of removing them from the sprue is laborious, but a one time job. The individual pieces fit precisely in place but requires a bit of effort to put together. Depending on the skill of the individual it may easily become an arduous task.

One assembled, the models, look quite impressive. The game brings a total of 80 models that are divided as follows: The models include a sergeant figure with pistol and heavy weapon specialist with heavy machine gun for each force (a total of 4 of each of these for each corporation). The basic line troops are 64 in total and come in two poses for each corporation.

The box also contains 3 books. One book, Chronicles of War, details the game background (covered below). The second book, Forces of War details the army lists and point values for each corporation, brotherhood and dark legion. The third book, Rules of War, details the game mechanics.

All three books have a good binding and as of this writing (and with extensive use), the binding is still intact. Each book is finely illustrated with few typos (I have found a few).

In the case of the Rules of War book, the sidebar contains very useful summaries of the main rules covered on those pages for ease of searching specific data.

The contents also include several counter sheets that cover all the game mechanics and/or spells. These are made on thin cardstock.

 

Evaluation

Overall the contents of the game are of very good quality. The books are sturdy enough to resist the usual rigors of play. Their organization makes it relatively simple to find relevant topic during play and the profuse use of illustrative diagrams to explain certain game mechanics will benefit many. The main rulebook could, however, have used a general index to find general topics, since currently one must flip to the appropriate section anyway to view the helpful sidebar.

The quality of the model, perhaps, for many will be worth the price of admission. In comparison with plastics from other competitors Heartbreaker’s offering compares favorably. Their sculpting has improved enormously in comparison with its early models.

These plastics paint fairly easily and look very good, even with average paint jobs. Overall the models make a good company to the rest of the quality package.

The counters, however, could have been better had they used a thicker card stock as some can be quite flimsy and bend easily. Considering the use they will undergo, perhaps the thin cardstock was not the best choice. Another detraction from an otherwise impressive delivery was that the amount of counters for specific game mechanics, such as "wait" were too few in number. Of course this can be remedied by making copies, but perhaps some other less used counters could have a lesser amount included so as to insure a more numbers of the heavily used counters.

In general, Heartbreaker has indeed presented quality game components that are both attractive and functional.


Game Background

The game background emphasizes the struggle of the different Mega-corporations against each other as well as against an "overall" foe, the Dark Legion.

Each Mega-corporation embodies recognizable cultural and socio-political characteristics of real life countries and cultures. Capitol embodies capitalism and most democratic that are seen in the modern day United States. Imperial presents as essentially monarchic with strong British overtones. Bauhaus lives in a military style government and the overall "feel" is Germanic. Mishima has an oriental style mainly Japanese in its roots. Cybertronic has a "high tech" outlook as compared to other corporations and in the current background (in their case there are significant differences from the original background), they have socialist overtones. The Brotherhood represents a monastic order with a military core, they also possess many of the games psychic powers. The Dark Legion represents the "bad guys" of the background. Their Nepharites (demons) represent certain aspects of human nature (war, betrayal, disease, etc.) and they possess a wide range of psychic power also.

The main story line relates that the corporations fled an already strained Earth taking most of its resources to colonize the solar system. Every corporation has a world where they are dominant: Bauhaus-Venus, Capitol-Mars, Mishima-Mercury, Imperial and Cybertronic’s are in the asteroid belt and the brotherhood’s base is on Luna (moon). They constantly war each other for dominance. It was Imperial who disturbed a mysterious steel table on Nero (a planet beyond Pluto) that unleashed the Dark Legion upon humanity. They have been at war with each other ever since.

Dark Legion squad

Evaluation

There are certain inevitable parallels between Warzone’s background and GW’s Warhammer 40k’s background, but there are also significant differences as well. The differences (no single ruling government, no "powered armor troops" although there is the use of armor in combat, the action is within the solar system and earth is in shambles) are written in a way to make them almost believable, but nonetheless very interesting to read.

As far as backgrounds go the one in Warzone is as good (or bad) as any other background available out there.


Rule Overview

What follows is a brief look at the main mechanics of the game and by no means is an extensive recount of all the rules available in the game.

All models in the game act and perform actions according to how many actions the model has (this is an attribute listed under the models profile). Each action permits the model to perform a varied amount of activities: moving, shooting, waiting, charge, etc.

Models may use these actions in any order desired or in repetition (move three times, fire three times etc.). The rulebook provides a full account on what actions and what effect they have on play.

Each model’s profile includes statistics for ranged combat, close combat, wounds, armor, leadership and move. It also includes what weapons the model carries as well as the point cost.

Models are activated by groups (one model at a time) or by individuals and play passes in alternating fashion between players until all groups and individual models have been activated.

Initiative is dictated by adding rolling a D20 and adding the highest leadership from one of your army’s models. The winner will decide to activate first or let the opponent activate first. The system permits multiple players to roll for initiative and determine exact order of play.

The heart of the system, its combat mechanic, consists of rolling equal or under a given target number on a D20.

Firing consists of rolling under the model’s RC (ranged combat). Several modifiers are added to this roll (like cover) and the action "aim" may modify the models RC. The model rolls a D20 and if the score is under his modified RC he scores a hit. Some weapons may score multiple hits in one action. When the initial target is killed extra hits may be distributed to models within 4 inches of the original target.

After the chosen model is hit, damage is determined by comparing the strength of the weapon to the targets armor. The base number to save is 10 or less on a D20. For every point of strength the weapon has over the targets armor reduce the base number by one.

Example: Strength 12 heavy machine gun hits a trooper armor 7. Since the weapon’s strength surpasses the armor by 5, reduce the base number (10) by 5. In this case the model needs to roll a 5 or less on D20 to save.

There are weapons that possess better chances of hitting or wounding. This is represented adding a multiplier to the corresponding skill. All weapons are detailed at the end of each army list with all bonuses for range and multipliers.

Example: Heavy Machine Gun
Short Range: +1 to RC (x2). The "x2" means that for one action you roll TWO D20’s to determine if you hit.

Close Combat is managed in a similar vein. Both models compare their close combat skills and add or subtract to the base number of 10, just like under damage resolution.

Victory is determined by tallying the amount of points lost to the opponent after a predetermined amount of turns. There are also guidelines for battles other than set piece battles in the rulebook

Although beyond the scope of this article, the rules include rules on vehicles, flyers and combat in buildings that are simple and reasonably well explained.

The rulebook also contains a comprehensive list with all the special skills found in character profiles.

Army lists include most of the available figures, but there have been several deletions. There is as of yet no provision for "customization" as models already come with equipment included in their cost.


Game Play

At the time of this writing I have played about a dozen games using mostly the armies provided in the box as well as a few battles with extra "specialty" figures.

The game play was relatively fast (4 squad game = 1 hour) and it ran smoothly with few breaks to look up rules.

The game emphasizes the basic trooper and the tactics involved in moving these units. Individuals, although better than their basic counterparts, are not powers unto themselves and seem to be more effective when used in unison with the basic troopers than on there own.

Firing is a simple exercise and after a few minutes of play all the most used modifiers (aim and cover) were memorized.

Close combat had several concepts that were initially hard to grasp (they are somewhat ambiguous in the rulebook), but after a careful re-read we cleared most questions. The beginner is cautioned to pay close attention to the difference between engaging a model in close combat and charging and attacking in close combat. The former is done to enhance the close combat changes of additional close combat participants, while the latter is the standard run up and attack mechanism.

Vehicles did not present a burden to the system and were used without difficulty. The combination of weapon immunity (meaning they roll a D20 for anti-personnel that hit them and they ignore those hits if the roll is successful), high armor and wounds make them very strong, but the presence of anti-tank weapons (which cancels the weapon immunity special ability) balances the odds.

Overall the game is easy to learn and apply and it rewards careful deployment and maneuver over simple run and shoot tactics. Individuals while helpful are not overpowered. Tactics (as opposed to army construction), is what determines the victor.

 

Evaluation

The translation from reading to reality (the game itself) is very fluid with minimal problems. The basic mechanics are usually fully understood after one small practice game. The amounts of modifiers are few and no time is wasted on looking them up continuously.

Vehicles usually present systems with many problems since they usually make different game mechanics for them. In Warzone, vehicles possess the same profile as infantry models and thus no palpable problem arose. However, vehicles still retain their character with a few simple rules and abilities (such as weapon immunity).

Game play and time are both simple and relatively quick. Several small games or one large game can be successfully completed in a couple hours play.

The emphasis on the basic trooper is a refreshing change to the exceedingly heroic style of the previous edition. It seems that you must apply real tactics to maneuver your troops to victory. No individual will save a player from a bad tactical situation.

Most of Warzone’s shortcomings are present in the multitude of questions that arise around the resolution of close combat. The mechanism, while no more difficult than the firing system, presents several problems (engage vs close combat attack, etc.) that could have been avoided with better wording of the rules.

Overall Warzone is a friendly system to learn and the amount of "illogical" rules are kept at a minimum. Warzone in general seems to be a very solid set of rules.


Comparisons

Note this comparison is not to state what is "better", but to give an idea to those who have played other systems an idea of potential differences and similarities.

 

Warzone First Edition

The current edition is at the very least, a very different game. At the most basic level the game mechanics have changed in significant ways. The damage resolution in first edition made it difficult to introduce units with high armor since the game mechanic did not support armor values over 30. This meant most "tough" units had very similar armor values. The current system gives lower values, therefore truly "tough’ units are easily seen and felt in a game.

The introduction of a leadership roll to the "wait" action now increases the level of thought put into reserves. In our games if you depended on a few models to "wait’ and guard flanks or other vital areas, you were frequently disappointed. Players must now re-gauge the proper threshold of "how many" troops are enough to place on "wait".

First edition wait seemed to be widely abused and made for more static "shooting" battles, since the "wait" was always a sure thing.

Finally the issue of customization will no doubt be raised many times and there is no "right" answer. It is my opinion that the game is better due to its lack than its inclusion, but all players will have their preference.

 

Warhammer 40k Third Edition

Both games emphasize basic troopers, although 40k tends to have more troops on the board. Both games are comparable in terms of time to complete a game with a similar amount of models. Both games have a good physical presentation and very splendid figures. The main difference is actual game play.

Warhammer 40k and GW in general still embrace the archaic "you go I go" game sequence. Even though the current edition has placed these phases in a way to reduce any problem with the lack of overwatch the fact remains that there will be movement that can not be interdicted. Also an alternate turn sequence provides a better interaction among the players than GW’s turn sequence. In addition Warzone is much more adaptable multi-player play, due to its nice initiative system and single squad/model activation system that provides each player with a feeling of real control and participation over his troops. In 40k, multiplayer games can be frequently disappointing for some of the players if their units are killed before acting due to initiative loss and other factor.

Also the coupling of vehicle rules to the main rules is clearer and more fluid than in Warhammer 40k.

Of course the cost "factor" is heavily in Warzone’s favor. Even more so with the recent release of starter army sets which provide all the basic troopers, elite squads and even characters for all armies.


Closing Thoughts and Recommendations

Simply put, Warzone is definitely a good buy. The miniatures and quality of the books make the investment worthwhile. Granted many have voiced that the game should have cost a little less than its $70US price tag, but comparing with other companies and what their games bring for a similar price, the price for Warzone is not totally unreasonable.

For those who held back from Warzone due to the miniatures poor quality, they may find themselves pleasantly surprised. The older models are all being redone and the quality of the newer models is comparable in most cases with Games Workshop models.

The game presentation, solid rules and ever improving miniature line make Warzone Second Edition a very strong competitor to Games Workshop's Warhammer 40k. In the end only player taste will determine which is better.

In this reviewer’s humble opinion Warzone Second Edition makes the grade in spades and I would recommend it without reservations.

Happy Gaming!