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"Another AE-WWII Review" Topic


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Darkson Designs04 Mar 2008 9:52 a.m. PST

Here is a link to another review of the AE-WWII Core Rule's:

link

Darkson Designs04 Mar 2008 11:45 a.m. PST

Anothe Review from the Lead Adventures Forum. This one is by Winterborn:

Okay, i'll have a crack at talking about AE-WWII.

First off, the background. The differences in the Core Rulebook and the Real World spring from three incidents. Firstly, the Tunguska event in Siberia has led to usable psychic powers developing in the Soviet Union. Secondly, Nikola Tesla was recruited by the US Govt to come up with tech for them, and Thirdly, an alien spaceship crashed in Poland, and that is one reason why Germany invaded, to recover it.

These differences have led to a series of different events in AE-WWII, i.e. Normandy failing, Turkey joining the Axis and invading British Palestine, Iraq and Persia, etc… All are believable when taken in context, nothing stretches credibility beyond the basic premise, for which we have all taken our pills of suspension of disbelief.

Each of the listed factions have special troops based on the Incident referred to above. The Soviet Union has a number of psi-active units and weapons, including the cool chimp-human hybrids Chumans. The psi-units are truly deadly when used correctly, they can effectively ignore armour or cover, providing an invaluable weapon.

The US units are based off the high tech weapons and ideas developed by Nikola Tesla. They have things like death-rays, robots, powered armour, and jet packs. Very cool. (My faction of choice)

The Germans have hideous abominations developed from the genetic information and techniques they extracted from the ships wreckage. Cloned mecha-apes on combat drugs, giant uber-soldats with a panzerfaust in each hand, fire-spewing pyromaniacs and others. Awesome stuff and dangerous as hell, though primarily in close combat.

Each faction also has its own regular units, like Airborne and GIs for the US, Wehrmacht and Volksturm for the Germans, and Red Guard and Conscripts for the Soviets. Units are available to create complete platoons, though that would get a bit complicated to actually play, see later.

The miniatures are 'true' 28mm, and so will look somewhat smaller and skinnier than many other ranges, but they are some of the best sculpted and detailed minis i have ever owned in my 17 years as a wargamer. (oh god, 17 years. I cannot recommend the minis high enough, the only issue is that some of the minis are very fiddly, and require a reasonable degree of modeling skill. Not all miniatures are available for every unit yet, but they are coming.

The rules are simple without being simplistic, while being quite fun. They also require you to think about everything. The higher your experience level the more actions you get, and you need to keep in mind what your less-experienced troops will be doing down the track, or you risk having your forces out-maneuvered. Leadership, or Drive in AE terms, is key to a successful battle. Drive is lost due to casualties and other actions, and once it drops to zero, that unit is broken and fleeing. Losing other units can cause a drop in Drive, so dont throw anyone away, there are no cannon fodder in AE. Weapon ranges are very short, perhaps too short, but anyone used to Evil Empire ranges wont notice anything, and it just ensures that you must maneuver and engage the enemy, no just sitting at the back and dakka-dakka'ing the enemy.

Playing more than two detachments, up to twenty odd minis a side, would get rather complicated, but the Darkson guys are looking into that. Check out Over the Wire, their magazine.

Army selection is pointless, in a good way. There are no points, you simply select units to fill the slots in a detachment. There are restrictions of course, but there are many, many options, and i am having great fun figuring out what detachments to field.

Basically, AE-WWII is a great game, with simple but fun and engaging rules that make you think and plan. The minis and fluff are excellent, and the guys at Darkson answer questions on the forum quickly. My first question is already in the official errate, (yay im finally published )

One of the coolest things, is that it is highly customizable, and I for one have already posted some rules for other units to the forum. With the number of possible hero units and hero templates, there are a huge number of possible combinations. And with your opponents permission, use some of the other factions hero templates, and OSS Agent with Assassin, or Politruk with Movie Star would be cool.

Go out and buy it, or at least try out the Quick Start rules on the website.

Website: darksondesigns.com
Forums: darksondesigns.proboards21.com
Quick Start Rules: PDF link
Over the Wire: PDF link

thacman04 Mar 2008 1:01 p.m. PST

Actually have bought your rules through ebay today. Hopefully you are the same Darkson Designs as on ebay as I prefer to give money direct to the maker as encouragement to continue… Looking forward to seeing them in person…

Brian

CmdrKiley04 Mar 2008 1:20 p.m. PST

I've just about completed reading the book and have to say I'm very impressed with it. I've been trying to find some time to write up a full and proper review.

My first reaction upon receiving the book has been, Wow! It really speaks of quality. Nice binding, good quality paper, attractive color pages, lots of material.

Reading the mechanics, I like them. Alternating individual activation using an action point system. Both of which are mechanics I really like in a skirmish game. Sort of reminds me of Gangs of MegaCity One or an alternating activation version of Necromunda. Shooting is a little more than the pretty simple "roll over this RC value" the Quick Start rules I tried out last year. Range and and certain special abilities are now modifiers to it.

Several things that are quite different with this game system over other skirmish systems I play. The biggest one is the Army Structure and Organization. The Detachment System allows a player to build an army from a list of templates which involves no points at all. The Detachment Templates list a number of selections one can make based on certain categories. Furthermore, each Detachment has a list of Special Orders one can choose from. These work sort of like Feats in Warmachine, where you have a one time special action that affects your army or your opponents. Overall, it does simplify building a force and yet still has lots of flexibility. Overall, you're playing with about a dozen models for most games. Squads are very small, in most cases on 2-3 models in a squad.

The other big difference is the morale system. Basically every model has an attribute called Drive. This is used for some morale roles, but this value drops as the army takes casualties. Models that reach 0 are automatically routed, unless a model with a higher drive can join their squad or use some special ability to raise it. Some models and weapons cause an immdiate negative effect to models they are nearby. Models that lose their drive while in Close Combat automatically are killed or surrender. Overall, these rules seem to really deter from having the uber-'last man standing' wins the game effect.

Suppressive Fire is really modeled well in this game. Utilizing the Drive rules above. This can cause models to break and run for cover, losing their activations. Using a combination of suppressive fire and direct fire seems to be the best way of defeating an enemy army. In fact when we playtested the rules (the day after receiving my book in the mail), we missed the this and the morale effects. Finding this out later really points out some weaknesses I could have exploited with some (at the time) over the top uber-models.

Aside from the quality points I noted above, the $40 USD book gets you a lot. Not only a rules system and an armylist for 3 factions (American, German and Soviet) but there's some really good fluff that really sets a rich background. However beyond that, there's a ton of scenarios (far more than what I see in other rulebooks) as well as a campaign system.

The system is somewhat open and adaptable in that you can use other WWII (both historical and pulpy sci-fi) miniatures. In fact it even says so in the book (gasp!). Most of the grunt units are pretty much fit the description of historical GIs, Werhmact and such. The Hero templates really allow you to customize models to create some 'characters'. Darkson's own models are quite cool in themselves and the multi-piece figures with optional bitz really allow you to make some great customized heroes.

Overall I very much enjoyed this book and recommend it to anyone. In fact my opponent whom I play tested it with went out and ordered the book and the Soviet Starter Set the next day.

Darkson Designs04 Mar 2008 1:28 p.m. PST

We are the same as the Ebay shop. Your book will hit the mail today. ;)

Great Review CmdrKiley. Thanks for helping to spread the word.

Look for info on the Partisan Program to be released in the next week or so. Loads of good stuff in the works.
link

We are committed to supporting AE-WWII.

Joep12304 Mar 2008 7:31 p.m. PST

Thanks for the reviews everybody.

Will you be at Cold Wars?

My local game group has been playing another set of "Historical" WWII squad sized skirmish rules, I've brought up the idea of using Darkson Design minis to do a "Alternative" version of the rules we are currently playing.
It looks like I'll now be buying the AE-WWII rule book and introducing it as well.
Good gaming;
Joe

Darkson Designs04 Mar 2008 9:38 p.m. PST

Brookhurst will be their and they will also have someone running demos.

link

Joep12305 Mar 2008 1:52 p.m. PST

Thanks DD;

I'll look them up.

Joe

thacman05 Mar 2008 3:51 p.m. PST

Thanks DD,
Really looking forward to it after CmdrKiley's review…

Brian

Darkson Designs07 Mar 2008 12:22 a.m. PST

A miniature and Book review of AE stuff in the March issue of Fictional Reality:
fictionalreality.org

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