From: GREGORY SCHLOESSER Subject: Starship Troopers overview Thought I'd pass along this overview of Starship Troopers (new Avalon Hill version). Your thoughts and comments are appreciated. STARSHIP TROOPERS After the arrival of some good friends from out of town and some nice socializing and 'catching-up', Joe Smith and I dove into a game of Starship Troopers. This is the new Avalon Hill release which is based upon the movie of the same name. The game is VERY simple and uses programmed learning with 11 scenarios. We covered the rules in about 5 minutes (did I mention that this game is SIMPLE?) and opted for Scenario 5. Basically, one player operates two teams of Troopers out to accomplish a stated mission on the barren, insect-infested planet. The other player assumes control of the insects. We're not talking Bayou mosquitos here (although they are quite large). No, we're taling 10-foot tall bugs ... zillions of 'em. And the real nasty thing is that the bugs continue to appear. Almost as quickly as the troopers mow 'em down, they keep popping up throught those subterranean bug holes. They're like Doritos ... go ahead and kill 'em, they'll make more! The object of this scenario was for the Trooper player (me) to close the two bug holes on the board. This can be accomplished by either getting a trooper to the space, or, more likely, launching a 'nuke' that scores a hit on the hole, thereby closing it. Only one trooper, appropriately named 'nuke', carries the weapon capable of this attack, and he only has 6 charges to use. Trouble is the holes were located on the complete opposite side of the two-board map from where the troopers begin. In between was some rocky highlands, interspersed with unpassable boulder terrain, lava and ammonia pools. And, of course, hordes of those nasty insects from hell. The basic sequence of play is: Troopers Move; Bugs Move; Bugs get reinforcements (only if some had been previously killed); Troopers Shoot; Bugs Attack (Claw, spit, etc.). Movement is simple: Troopers move 3 spaces (moving up or down highground cost 2MP) while bugs generally move from 5 - 7, depending upon the type of bug. Some are a bit slower (the immense Tanker), but others can actually 'hop' 7 spaces, flying over intervening objects (the Hopper). Thus, the bugs can maneuver much faster than the troopers and kind of 'funnel' them into the path they want them to take. Combat is also simple: Troopers have a range of fire, depending upon the type of weapon they carry, which is usually effective from 1 - 6 spaces. The furter out, however, the target is, the less likely the trooper will score a 'hit'. Even if a 'hit' is scored, however, each creature (bug or trooper) gets a 'saving' throw based on their defense value. Trooper defense value is a pitiful '2', while the bugs usually have a 3 or 4. The concept here is that troopers can fire at long range. They must attempt to keep the bugs at a distance since the bugs can only attack from adjacent spaces. However, even though they can fire at a distance, the bugs have a much higher defense factor and are more difficult to kill. The bugs, meanwhile, must try to use the terrain and its line-of-sight factors to its benefit by keeping 'hidden' until such a time it can make a quick rush on the troopers and surround them. A bloodbath will then ensue. This is exactly what happened in our game. After an initial idiotic move by me that placed one trooper out on his own on a perch. I quickly realized the error of this move as Joe quickly swarmed his bugs around the hapless trooper and devoured him. None of my other troopers had a line of sight to participate in the battle. Having learned from my mistake, I then bunched the remainder of my troopers together in a 'huddle' maneuver and slowly made my way across the high mountains. Joe, meanwhile, kept his bugs hidden from view by sticking to the valleys. Finally, I had reached the edge of the mountains and the two bug holes loomed ahead, still a bit out of range, though. To further complicate the matter, the lava pit and ammonia pools blocked passage. Hits on the holes would have to come from longer, less accurate range. It was at this time that, as expected, the bugs swarmed. The first attack was beaten back fairly well. 3 Warrior Bugs and 2 Hoppers were taken out, two with the aid of a well-placed 'nuke'. However, the cost was severe, as I lost three troopers in the effort. The next move brought me a few critical spaces closer to the holes. I could attempt a long-range shot at one of the holes, but would have to roll a 9, 10, 11 or 12 to succeed ... not very good odds. Instead, I elected to use a 'nuke' to smash two other bugs who were threatening my rear. It worked, but proved to be the incorrect move. The resulting second wave of swarming bugs resulted in 3 more bugs perishing, but three more troopers were devoured as well. I was down to two troopers and there were enough bugs left that only a miracle (i.e: lousy dice rolling by Joe) could save me. I did manage to get the troopers two spaces closer to the holes. Now I only needed a 7 or better to hit one of the holes. This I did, successfully sealing one. However, the remaining bugs feasted on my two remaining troopers. The end result was one of the two bug holes closed, which, according to the scenario rules, results in a draw. Was the game fun? Sure .. in the same way that 'Yahtzee in the Pacific' (otherwise known as Avalon Hill's Victory in the Pacific) is fun. A blood bath of shooting with lots of dice rolling. Tactically wise, there really is little in the realm of decision making. The 'lay of the land' really determines the only path one must take, and tactical decisions are few. It is a good game for introducing people into the hobby, or for filling an hour with a fun, blast 'em type of game. I will certainly try some of the other scenarios. I wouldn't, however, rush out to buy a copy. Greg Schloesser