Dav Vandenbroucke - Sep 7, 2008 4:04 pm (#42270 Total: 42391) "Sexual relationships with prohibited sources cannot, by definition, be arms-length," the inspector general noted. Hammer's Slammers It's less a matter of out of the wrapper than it is back from the grave, but I've been trying out Mayfair's Hammer's Slammers game. Mayfair did a number of games based on science fiction novels, and this is one of them. Hammer's Slammers is the name of a mercenary unit featured in a series of novels and shorter pieces written by David Drake. The game is a tactical treatment of ground combat in the Slammers universe. Some of the scenarios depict local forces fighting one another, some mercenaries vs locals, and some have mercenaries vs mercenaries (with or without local auxiliaries). The components are fairly good for their era. The geomorphic map is mounted and cut like a jigsaw puzzle (another Mayfair hallmark). It has the usual sorts of terrain features for a tactical game. On some of the boards, the light green clear terrain and the dark green woods are hard to distinguish. The counters show pictures of the military units they represent and are rather thicker than most games counters. They are single-sided, except for mercenary infantry, which are back printed to show the "pongos" mounted on their skimmers. There are a few charts and tables printed on unbound sheets, and then there is a rulebook. About half the rulebook is taken up by a reprint of an essay that Drake wrote explaining the background and organization of the Slammers and their opponents. A separate booklet contains the scenario information. Units have four ratings: attack, defense, range, and movement. In addition, each side has a morale value, which may change with casualties. In general, the mercenaries, with fusion-powered hovercraft and power guns, have the advantages: longer range, faster, higher attack and defense ratings. Local forces make do with tracked vehicles equipped with cannon and machine guns--essentially contemporary weapons. The core of the game is a simple modern tactical game. It uses player turns. First, you try to rally disrupted units by rolling more than your morale rating (all rolls in this game are 2D6). Notice that this means that low morale ratings are good, which takes some getting used to. Then you move. Then there's a mutual combat phase, in which everybody fires. The subsequence is indirect fire, direct fire, and then assault, but it's all simultaneous within each subphase. Combat is ratio-based, with two dice rolled on a CRT. Units are either disrupted or destroyed. Disrupted units move at half speed and can't fire, except in assault. Units disrupted twice are destroyed. Infantry is doubled in assault combat. There are terrain effects, of course, and fairly simple LOS rules. One interesting twist is that one can fire at stacks or at individual units, as you like. Units can fire at up to double their ranges, but at half strength. Mercenary units have various special abilities, consistent with the books. Hover tanks and calliopes (multibarrel heavy power guns) can intercept incoming artillery. It's automatic: one unit can nullify one artillery fire within range. But such units can't otherwise fire in the same turn. In some scenarios, mercenary artillery can fire gas. They also sometimes have ECM ability. Each local force unit subject to ECM can't spot for artillery and can't combine fire with other units. There are also rules for paratroop landings and intercepting them on the way down. Mercenary infantry, as mentioned above, can move on their skimmers. That gives them extra mobility, but they are destroyed if they get disrupted while mounted. Somehow, this doesn't really add up to very much. The components are there, but they don't combine into anything very interesting. In the scenarios with mercenaries vs local forces, the locals seem to have the choice of hunkering down in good terrain and being dug out one by one, or massing for an attack--and getting blasted out in the open. The scenarios with similar units on both sides play a little better, but, even so, it all comes out a bit plodding, without any excitement.