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"Overkill 2 review" Topic


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746 hits since 3 Nov 2009
©1994-2026 Bill Armintrout
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penman03 Nov 2009 6:50 a.m. PST

I said I would do a review of Overkill 2 when I got a copy and here it is. Its taken me a while, its not a small document.

Over view
28mm sci-fi skirmish rules
106 pages, many colour images

So let start at the top, if you have overkill 1st edition you don't really need to buy this one for the basic rules. The basics remain the same, the layout is better and some of the text has been reworded to make it easier to understand, but essentially its the same. However it has been bundled with the "scavenger campaign" and "battlefield mars" plus all the army lists. So if you don't have any of those read on….

Its had a face lift, the art is superb, especially the cover. The layout is clear and easy to read in 2 columns per page, and the table of content is very handy with a document this size. Overall a big improvement.

Game play
the game mechanics all hinge on the initiative system, which deteriorates as the game progresses, I feel this represents the chaos that I imagine ensues once the bullets start flying, it certainly adds an element of randomness, chaos and fun which some of you no doubt wont like if your into controlling everything and having regular turns. on the downside you can feel a bit left out if your opponent keeps winning the initiative and you dont have good troops who can steal it back.

All your commands and actions hang off of the figures initiative number, the higher the number the more actions it can take and the more abilities it has, the more it can command other figures to act. Its a very simple system which means you don't need to refer to the rules much at all, because you know exactly what each figure is capable of.

There are command elements which can counter the randomness of the initiative later on in the game, such as the counter strike command, so better troops can gain an upper hand by using their command abilities, so it is possible to even things out if your losing the initiative all the time. Plus you have things which happen out of sequence automatically like reactive fire.

Crap troops like militia have poor initiative, so be wary of trying to make them do complex things, on the plus side you get lots of them for your points! Lots n lots.. hmmm squishy.

Shooting is worked out on a weapon range factor, its a D10 game, so if your weapon is factor 3 (which some troops can add to with aiming bonuses) its 1D10 x3 if your target is in the diced range you hit it… simples

damage is similarly simple, your weapon has a damage factor, usually 1-4. the target will have a toughness value, an un-armored man will be a 6-7.. with armour maybe 9+… vehicles will be more again. So as you can only roll 10 on a D10 how do you kill a 11+ figure, well if your damage rating is 3 and you roll less than or equal to 3 you keep your score and roll again, you keep rolling until you roll more than your weapons damage rating adding them as you go. Simples again, once you get used to it its fun, adds a real element of chance.. anti vehicle weapons do far more damage 6+ so its real easy to score big with them!

Morale is worked off the same initiative number.

Fast? Yep, an average game takes us 1-2 hours. A big game with 2000pts a side will take 2-3, but it quickly becomes a bloodbath with that many guns on the table.

Other content
there is a lot of background material, whilst I like it I realise this wont be everyones cup of tea, but hey, its separate from the rules so you don't have to read it.

Scavenger campaign
this is the gem in the crown, if you like nothing else this is worth the rules on its own, we have been playing it since we downloaded it from warband miniatures, its a corker, absolutely fantastic, full of suspense and drama. It deserves a review all of its own, which I cant do here, no time no space.

But to highlight, you are a local warlord with a small group of outlanders/scavengers you need to take territory to scavenge off, but this means defeating rival gangs, without getting your butt handed to you on a plate.. feed your troops, build renown to attract more… it tense stuff, well worth a look.

Battlefield mars
this is more background material and some scenarios, including a mini campaign, which I cant comment on as I haven't done it yet, looks quite extensive though.

Army lists
huge! Well pretty big anyway, they cover all the forces used in Overkill, CPEC, Acheron, militia, scavengers etc. with special rules for various troop types. Well laid out , easy to reference. If your using these you can pick your forces and go, no need to build your own.

Vehicles
this is another lovely part of the rules, you can build anything, and I mean anything, buy your chassis, add your armour, add weapons, add other upgrades and point it up. From massive walkers to flyers, jeeps, tanks, speeders… I defy anyone to come up with a sci-fi vehicle that cant be built for the game using these rules.

I think that's enough for now, but Im open to questions, I have tried to be honest, but I do love the game, so it might seem a bit glowing…

pros
lovely layout and presentation

the initiative system makes for a fast compelling game which is easy to use and understand

game mechanics are simple to use

massive scope, it covers everything I want in a sci-fi skirmish game

cons
you may not like deteriorating initiative if your into tightly controlling your troops or having tightly regulated turns.

You do need basic math to work out ranges and damage

if you don't want background materials there is a lot of it in this set.

don't hit print in a hurry, its big and there are some big images, cherry pick which pages you want to print if any.

The Overkill figures don't seem to be available anywhere any more.


Conclusion
well obviously its not going to be every ones cup of tea, but if like me you want an easy to play game that's fast and furious, with the scope to make your own forces and use any figures you cant go wrong.

Its quite expensive at $20, but considering how big it is and how much work must have gone into it I'm not really surprised, its professionally presented, with superb graphics and In my opinion very good well thought out mechanics.

For me it really hits the mark, but I'm aware of this and trying not to be biased.
I would like to award it 4 out of 5 stars if there was such a rating system.

There is a pdf from the author explaining the rules at sabersedge if you want more info.

Inari703 Nov 2009 7:46 a.m. PST

How many figures are needed for a 1-2 hour game?

penman03 Nov 2009 8:27 a.m. PST

depends which army you go with, for good troops 8-12 per side on average. so not too many.

Inari703 Nov 2009 9:28 a.m. PST

Is there a troop design system?

Can I use my 40K stuff or do they use an army book type system?

Thanks………..Doug

penman03 Nov 2009 9:48 a.m. PST

there are army lists in the rules, so you can use your figures to represent things, plus there are builer sections, you start with your basic human ad armour skills and attributes and add up the total, in this way you can create your own people all pointed up for the rules.

personally I wouldnt go to the hasstle, just use your imperial guard as acheron or cpec marines, you can custom build power armour with multitudes of attributes and armour values, but there are some powere armoured dudes in the cpec army list too.

the free companies supplement covers power armour with mercenaries..
J

Inari703 Nov 2009 11:18 a.m. PST

Thanks for answering my questions it looks like I might be picking up a copy.

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