From: rri1@aol.com (RRI1) Subject: Review: New Starship Troopers Summary: This is more of a "skirmish" game than a war game that is very simple, very bloody and very fast playing. Very reminiscent of the microgames, but with high quality components. Complexity: about a 2-3 on AH's scale (though they only show as Easy on the box). Scale: Not given, but one man/bug controls one hex. Game Length: 30-45 minutes. This game is just a fun quick game with a lot of things to like about it. It is vastly different from the older version, which had too much bookkeeping for my tastes. The game is easy to play: Select one of 12 scenarios (A good variety is given: breakthoughs, evacuations, closing bug holes, eliminate the enemy, etc.) or possibly design your own, Trooper side sets up (with 6-10 men) and then the Bugs (with 10-14). Turn sequence is Trooper move, bugs move, bugs bring in reinforcements from the Bug holes, Troopers fire, and any surving bugs than attack. Continue until one side wins or loses. The combat system is simple and for such a simple game, I think pretty clever. After the attacker declares his attack, he rolls a number of dice (which varies on what type of weapon carried or which type of bug he is and whether the piece moved in this turn) and gets a hit if he rolls under a to hit number which varies with range. For each hit made, the defender rolls a die and must come under his defense value on all of the dice in order to survive. Since it takes into account range, defensive capabitily, weapon type and movement is an intuitive manner. Most simple games I see tend to give a short shrift to one or more of these factors. In addition, each side a ranged weapon: "Nuke" for troopers and Plasma bugs. They are fired at minimum of 3 hex range and hit on target destroying it if a two dice roll is greater than or equal to the range. If missed, the blast occurs one hex away in a random direction. Nuke's "tactical nukes" (They actually act more a like an antipersonnel bazooka) also cause all adjacent pieces on both sides to take a one die saving roll--like in other combat. Both sides do have limitations: Nuke can only take 6 shots, Plasma bugs (though tough to kill) cannot be regenerated like most other bugs. Each side is very different: Troopers: All troopers have ranged weapons (but they tend to drop quickly in effectiveness as range increases but generally good up to 4 hexes), move 3 hexes per turn and have relatively low defense values of 2 (or 1 for unhelmeted pilots). Their big advantage is they fire and can kill the bugs before the bugs can attack. Big disadvantage is that that once dead, there is no reinforcement. Bugs: Come in variety of types--generally have much more movement but must attack at a short range. The common warrior has a defense value of 2, but others (except the rarely used Brain bug) have higher values. Their big advantage is that that dead bugs can be brought back into the game (in most scenarios) as reinforcements. There are some limitations, as the bug holes from which they emerge are color coded--so once all black bug holes are plugged, no more black reinforcements will emerge. Advanced Rules: The game is presented in Programmed Instruction format. The rules are pretty straight forward and well presented should make the game accessible to non-gamers. The added rules add: - A veteran Lieutenant that will make a last ditch attack when killed. - Terrain with line of sight and elevation differences. - Evacuation "boats" and drop ships. - Overlays with additional terrain types (boulders which give +1 to defense, ammonia pools which the troopers can't enter, etc.) - A Trooper "permanent" defense outpost. - Weapon malfunctions and repairs. - Air support. - Tunnel battles (This element I haven't tried yet--but since the tunnels are drawn on the board and the pieces are simply limited to move on the printed "tunnels", they probably won't provide the mystery of finding hidden passages and bugs jumping around blind corners, etc.) Components: All troopers and bugs have a plastic stand. All men and bugs (except non replaceacble Plasma & Brian bugs) are on a clear plastic with images from the movie. They show a silhouette on the back back, so the pieces can be rotated to show which pieces have moved or fired. (handy for novices) The board--well it is orangy red, like Mars. It comes in two parts which can placed in two orientations to produce either a valley or a rifge going through battlefield. The added terrain overlays (a la ASL) meshes well with the board and comes in 3,4,7 anf 10 hex areas. Strategy for bugs: You have to swarm around the troopers depending on him missing one or two so you can get a quick counter in. Stay about 5 hexes away with your warriors (the bulk of your forces). Stay spread out enough, so that a Nuke attack won't kill a lot of you before you get a chance to strike. Generally aim at Nuke with your Plasma bugs (as he is the biggest threat for them.) Try to attrition the Troopers as much a possible. Strategy for the Troopers: Keep together so that when attacked you can cover each other. Even with Plasma bugs in the game, it is better stay close together than split apart. Try to avoid a large a group of bugs by moving away or picking off bugs as they get into a group. The best defense is good offense in this game as you can't withstand many losses--and most scenarios oblige putting the troopers on the attack. Again, a fun quick game. Ideal for teaching newbies or kids (the box says 10-Adult) and also good as a filler game when you get knocked out in Titan or waiting for the rest of the gang to show up. Richard Irving rri1@aol.com Made with recycled electrons!