"My Review of No Stars in Sight" Topic
8 Posts
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Dale Hurtt | 13 Jan 2015 12:35 p.m. PST |
link The short version: Drama 4 (out of 5, higher is better) Uncertainty 4 Engaging 5 Unobtrusiveness 3 Heads Up 4 Appropriately Flavored 4 [1] Scalable 3 Lacks Fiddly Geometry 2 Tournament Tight™ Rules 2 [2] Solo Suitability 5 [3] Component Quality N/A Overall: Recommended [1] If you agree with the author's vision of the future of warfare. [2] Some people may read that as a '4' depending upon whether they like tight or loose rules, i.e. you think tight rules are good or bad. [3] Some may think that high, when compared to THW solo rules, but you can read why I think it deserves it. I will follow up with an AAR using my 6mm Sci Fi figures, where the Space Marines are not quite so super, but are still pretty tough. Dale |
PatrickWR | 13 Jan 2015 1:34 p.m. PST |
I would like to hear more about what separates this game from Tomorrow's War -- which starts with virtually identical assumptions and features similar mechanics, at least as far as I've read. |
Dale Hurtt | 13 Jan 2015 1:46 p.m. PST |
Interesting. I never heard that. But, I have never played Tomorrow's War so perhaps someone else can chime in. I would like to know too. |
Weasel | 13 Jan 2015 2:30 p.m. PST |
Appreciate the review and I LOVE your review categories. Very fun to read. |
Dale Hurtt | 13 Jan 2015 3:44 p.m. PST |
Well I am glad you read the review because I referred to you and what I imagined your thought process was a lot! If you have any corrections, feel free to let me know, either of this or the following AAR (which I will post a link to, later, and in another thread). I stole many of the categories from another blogging wargamer, of course! Dale |
Weasel | 13 Jan 2015 4:44 p.m. PST |
You seem to have hit pretty much exactly what I was going for, so good job on you. We tend to play in a very casual, relaxed manner which no doubt influences the way I write and design. Looking forward to seeing the AAR, specially in 6mm. |
Quaker | 13 Jan 2015 5:07 p.m. PST |
In comparison to Tomorrow's War the main mechanical difference is that NSiS is on a compressed scale. ie the only dice is the D6 and you don't roll as many buckets of them. The main design difference is that in Tomorrow's War the focus is on fireteams/squads (eg unit cohesion) whereas in NSiS it is on leaders motivating individuals. In TW you activate units, in NSiS you activate leaders who can then activate individuals (usually only in their platoon/squad). In NSiS as platoons/squads take casualties, or if the leaders push themselves, they gain stress which reduces the amount of troops they can activate. Also in NSiS there isn't the open-ended reaction system of TW (or Chain Reaction). The major reaction is that non-pinned troops can take reaction shots at their enemy, and even that is limited (normally it is one guy gets to shoot, they get bonus dice if they have a lot of friends with eyes on target). This makes the game a lot less confusing for newbies while not really sacrificing "realism". |
Weasel | 13 Jan 2015 6:06 p.m. PST |
I was going to add, at least based on my limited exposure to Force on Force, that where in FoF (and presumably TW) reactions are an active thing that is tracked and you roll dice for, in NSIS, it's more a constant thing happening any time you are in sight of the enemy. Oh and something I meant to say earlier, with regards to scaling the game up and down, while you can run a lot of troops if you have a bit of experience, I find that the term "platoon skirmish" is the best way to explain where the game sits. You typically start with a platoon and some support elements and the game then devolves into skirmish actions as you play. It's a little hard to explain. |
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